












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Ashes of Urh'Rok 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Oozemancer |
| Level / Exp | 29 / 54% |
| Size | big |
| Lifes / Deaths | Killed by Beliserin the elven tempest at level 27 on the 16th Regrowth 123rd year of Ascendancy at 16:42 1 / 6Killed by Beliserin the elven tempest at level 27 on the 16th Regrowth 123rd year of Ascendancy at 19:48 Killed by Silubrevea the eternal bone giant at level 29 on the 46th Regrowth 123rd year of Ascendancy at 04:26 Killed by Layarabeth the lesser vampire at level 29 on the 46th Regrowth 123rd year of Ascendancy at 12:19 Killed by Cashayrne the human at level 29 on the 67th Regrowth 123rd year of Ascendancy at 14:36 Killed by shadow at level 29 on the 72nd Regrowth 123rd year of Ascendancy at 21:30 |
| Antimagic | Follower |
Primary Stats
| Strength | 36.38 (base 28) |
| Dexterity | 27 (base 10) |
| Constitution | 11 (base 10) |
| Magic | 17 (base 10) |
| Willpower | 79.811697464247 (base 56) |
| Cunning | 75.411697464247 (base 42) |
Resources
| Life | -523/386 |
| Equilibrium | 104 |
| Healing Factor | 1.0082872928177 |
| Regeneration | 14.902915945425 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +66.666666666667% |
Vision
| Sight | 10 |
| Lite | -7 |
| Infravision | 5 |
| See Stealth | 41.639715250931 |
| See Invisible | 41.639715250931 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 50 |
| Crit Chance | 23% |
| APR | 47 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 48 |
| Accuracy | 50 |
| Crit Chance | 23% |
| APR | 37 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Nature | +13% |
| Darkness | +15% |
| Blight | +6% |
| Physical | +10% |
| Acid | +35% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +18% |
| Blight | +10% |
| Darkness | +15% |
| Fire | +25% |
| Nature | +54% |
Defense: Base
| Armour (hardiness) | 25 (30%) |
| Defense | 30 |
| Ranged Defense | 34 |
| Fatigue | 1 |
| Physical Save | 43 |
| Spell Save | 44 |
| Mental Save | 60 |
Defense: Resistances
| Acid | + 66%( 70%) |
| Blight | + 27%( 70%) |
| Arcane | + 18%( 70%) |
| Cold | + 22%( 70%) |
| All | + 14%( 70%) |
| Darkness | + 42%( 70%) |
| Lightning | + 28%( 70%) |
| Temporal | + 35%( 70%) |
| Physical | + 23%( 70%) |
| Mind | + 22%( 70%) |
| Fire | + 22%( 70%) |
| Nature | + 69%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Bleed Resistance | 52% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
| Poison Resistance | 72% |
| Blind Resistance | 52% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 11 turns. While Heroism is active, you will only die when reaching -403 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 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 216 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 348 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Moss | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Eyal's fury | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Slime | 1.50 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mucus | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 1/5 |
| Wild-gift / Ooze | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Antimagic | 1.40 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Effects
| talent | Acidic Skin |
| talent | Wild Growth |
| talent | Unstoppable Nature |
| talent | Psiblades |
| talent | Mitosis |
| talent | Antimagic Shield |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | Increases your three highest stats by 7 and keeps you from dying even if your life drops to -403. Heroism |
| beneficial effect | A flow of life spins around the target, regenerating 14.53 life per turn. Regeneration |
| beneficial effect | You gain 21% resistance against darkness. Resolve |
| beneficial effect | Nature damage increased by 3%. Natural Acid |
| detrimental effect | Slowed by 50% and taking 93 crushing damage per turn. Imploding (slow) |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Biofeedback (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You failed to protect the repented thief from death by forest troll. Escort: repented thief (level 2 of Trollmire) | failed |
You failed to protect the worried loremaster from death by wretchling. Escort: worried loremaster (level 1 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Willpower by +2. | 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 |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. | 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 length of troll intestine. * You've found the needed snow giant kidney. * You've found the needed chunk of ghoul flesh. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed storm wyrm claw. 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 black mamba head. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed minotaur nose. | 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! | active |
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 within3 lumberjacks have died. | 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 | Tulynarifast (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +3% lightning / +3% fire / +15% nature Physical save: +5 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +5 (+2 eff.) A pair of boots made of leather. |
| Light source | Ulydunavor the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +4 Defense: +9 (+4 eff.) Ranged Defense: +9 (+5 eff.) Changes stats: +6 Cun Changes resistances: +6% acid Critical mult.: +9.00% Physical save: +10 (+4 eff.) Disease immunity: +10% Stun/Freeze immunity: +10% Maximum stamina: +10.00 Light radius: -7 Infravision radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Runukalthorion the Umbrawither (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 darkness Changes resistances: +27% acid Changes resistances penetration: +15% darkness Changes damage: +18% acid / +15% darkness A pointy cloth hat, very wizardly... |
| On hands | Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) These gloves are coated with a thick, green liquid. |
| Tool | Filthoblivion [power 3] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour: +6 Changes resistances: +9% temporal / +6% nature / +9% mind Changes resistances penetration: +10% nature Talent cooldown: Rushing Claws (-1 turn) Talent granted: +4 Rushing Claws Knockback immunity: +15% Only die when reaching: -80.00 life It can be used to remove up to 3 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold ring 'Gogamina'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +13 (+7 eff.) Changes stats: +11 Cun / +11 Dex Changes resistances: +3% acid / +10% physical / +5% arcane Changes resistances penetration: +10% blight Changes damage: +10% physical Spell save: +3 (+1 eff.) Mental save: +3 (+1 eff.) Rings can have magical properties. |
| On fingers | copper ring 'Manatir'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +8 Changes stats: +3 Dex Changes resistances: +6% blight / +15% temporal Physical save: +12 (+4 eff.) Rings can have magical properties. |
| Around neck | Arcspawner the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes resistances: +6% blight / +9% lightning Changes resistances penetration: +10% lightning Changes damage: +6% blight Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +16 (+4 eff.) Amulets can have magical properties. |
| In main hand | thorny mindstar 'Korefast' (9-9.9 power, 40 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This psionic mindstar is wrathful to the hated. Base power: 9.0 - 9.9 Uses stats: 69% Wil, 34% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +6 Changes resistances: +9% cold / +12% darkness / +6% fire Spell save: +12 (+4 eff.) Mental save: +30 (+8 eff.) Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +3.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +10% 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. |
| Around waist | blurring rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Defense: +9 (+4 eff.) Stealth bonus: +6 Spell save: +5 (+2 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | nature's vined mindstar of storms (4.5-4.95 power, 30 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 4.5 - 5.0 Uses stats: 60% Wil, 26% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +30 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 5 lightning Changes stats: +1 Str / +3 Dex / +2 Mag / +3 Wil / +3 Cun / +1 Con Changes resistances: +4% lightning / +3% blight Changes resistances penetration: +8% lightning Changes damage: +6% lightning / +5% nature Disease immunity: +10% Mindpower: +7 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Plaguejeer (12 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +12 (+6 eff.) Changes resistances: +20% nature Changes resistances penetration: +25% fire Physical save: +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | focusing silk robe of corrosion (+25%) (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Wil / +5 Mag Changes resistances: +25% acid Changes damage: +17% acid Mana each turn: +0.10 Psi each turn: +0.22 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the psychic (669% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 669% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 313 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 313 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (469.25 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 469.25 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% mind Confusion immunity: +20% Amulets can have magical properties. |
copper amulet 'Ashwither'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +5 Str / +5 Dex / +5 Wil Changes resistances: +21% lightning / +5% arcane Spell save: +20 (+7 eff.) Amulets can have magical properties. |
copper ring of nature (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
Serpent's Glare (7-7.7 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 172.59 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
horrifying vined mindstar of life (5-5.5 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 3 mind / 4 darkness Changes damage: +2% mind / +3% darkness Life regen: +0.70 Maximum life: +12.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
insulating rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% cold / +6% fire A belt that goes around your waist. |
enveloping linen cloak of Eldoral (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Changes stats: +1 Cun / +1 Dex Physical save: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe of lightning (+22%) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +22% lightning Changes damage: +15% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy linen robe of corrosion (+16%) (0 def, 0 armour)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects when hit in melee: * Slows global speed by 4% * 4 arcane resource burn Changes resistances: +16% acid Changes damage: +11% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy woollen robe of protection (3 def, 3 armour)Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Effects when hit in melee: * Slows global speed by 3% * 3 arcane resource burn Physical save: +19 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Isliwen the rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 lightning Changes resistances: +5% lightning / +9% fire / +3% blight Changes damage: +4% lightning / +9% temporal Confusion immunity: +15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Sewertickler' (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 nature Changes resistances: +5% nature Changes damage: +3% nature Maximum stamina: +5.00 Healing mod.: +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+6 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
FesterwildCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +3 Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Con Changes damage: +3% nature Light radius: +4 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. |
UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 207.00 darkness damage (based on Mindpower and charge), costing 9 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 180 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
Armisalen [power 29] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Dex Physical save: +19 (+7 eff.) Maximum life: +30.00 It can be used to harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40%, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Splop the Cornac Oozemancer level 27
20th Regrowth 123rd year of Ascendancy at 22:18 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Splop the Cornac Oozemancer level 15
20th Dusk 122nd year of Ascendancy at 06:40 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Splop the Cornac Oozemancer level 19
73rd Haze 122nd year of Ascendancy at 16:44 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Splop the Cornac Oozemancer level 27
24th Regrowth 123rd year of Ascendancy at 21:16 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Splop the Cornac Oozemancer level 10
7th Mirth 122nd year of Ascendancy at 17:40 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Splop the Cornac Oozemancer level 20
79th Haze 122nd year of Ascendancy at 01:31 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Splop the Cornac Oozemancer level 15
51st Dusk 122nd year of Ascendancy at 01:49 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Splop the Cornac Oozemancer level 27
17th Regrowth 123rd year of Ascendancy at 12:50 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Splop the Cornac Oozemancer level 7
78th Pyre 122nd year of Ascendancy at 19:36 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Splop the Cornac Oozemancer level 15
46th Dusk 122nd year of Ascendancy at 01:52 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Splop the Cornac Oozemancer level 15
45th Dusk 122nd year of Ascendancy at 16:05 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Splop the Cornac Oozemancer level 28
27th Regrowth 123rd year of Ascendancy at 11:23 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Splop the Cornac Oozemancer level 17
68th Haze 122nd year of Ascendancy at 03:02 see stats
Log
Splop uses Acid Splash.
Splop's nature damage is more potent.
Splop hits Worm that walks for 0 acid damage.
Splop hits Large brown snake for 230 acid damage.
Shadow casts Fade.
Shadow fades!
Splop hits Shadow for 0 lightning, 0 acid, 0 darkness (0 total damage).
Shadow hits Splop for 105 physical damage.
Saw horror uses Kinetic Leech.
Splop shrugs off the effect 'Slow'!
Splop receives 5 healing.
Imploding (slow) from Saw horror hits Splop for 72 physical damage.
Shadow casts Fade.
Shadow fades!
Shadow casts Fade.
Shadow fades!
Shadow casts Fade.
Shadow fades!
Shadow hits Splop for 108 physical damage.
Shadow hits Splop for 111 physical damage.
Splop hits Shadow for 0 lightning, 0 acid, 0 darkness (0 total damage).
Splop hits Shadow for 0 lightning, 0 acid, 0 darkness (0 total damage).
Splop hits Shadow for 0 lightning, 0 acid, 0 darkness (0 total damage).
Shadow hits Splop for 108 physical damage.
Splop is invigorated by the attack!
Large brown snake is poisoned!
Umbral horror is poisoned!
Worm that walks is poisoned!
Splop hits Umbral horror for 47 arcane, 5 lightning, 25 acid, 1 darkness (79 total damage).
Umbral horror hits Splop for (67 antimagic), 0 darkness (0 total damage).



























































































