













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
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.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Drem |
Class | Oozemancer |
Level / Exp | 50 / 2115% |
Size | medium |
Lifes / Deaths | Killed by Emeretira the copperhead snake at level 13 on the 34th Dearth 122nd year of Ascendancy at 21:53 4 / 3Killed by Vorywe the large white snake at level 13 on the 37th Dearth 122nd year of Ascendancy at 08:51 Killed by Vorywe the large white snake at level 13 on the 37th Dearth 122nd year of Ascendancy at 13:07 |
Antimagic | Follower |
Primary Stats
Strength | 34 (base 20) |
Dexterity | 38 (base 23) |
Constitution | 73 (base 60) |
Magic | 28 (base 15) |
Willpower | 123.09289097994 (base 60) |
Cunning | 110.36429699331 (base 64) |
Resources
Life | 1932/1932 |
Equilibrium | 96 |
Healing Factor | 2.5 |
Regeneration | 454.94507632398 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +120% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 6 |
See Stealth | 65.355749941343 |
See Invisible | 65.355749941343 |
Offense: Mainhand
Damage | 103 |
Accuracy | 60 |
Crit Chance | 54% |
APR | 53 |
Speed | 1.00 |
Offense: Offhand
Damage | 115 |
Accuracy | 60 |
Crit Chance | 58% |
APR | 55 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10.25 |
Crit Chance | 34% |
Speed | 1 |
Offense: Mind
Mindpower | 93 |
Crit Chance | 70% |
Speed | 1 |
Offense: Damage Bonus
Acid | +47% |
Lightning | +32% |
Nature | +111% |
Cold | +32% |
Blight | +29% |
Physical | +32% |
Fire | +32% |
All | +20% |
Offense: Damage Penetration
Temporal | +10% |
Blight | +25% |
All | 0% |
Mind | +10% |
Nature | +91% |
Defense: Base
Armour (hardiness) | 25 (65.324392949321%) |
Defense | 64 |
Ranged Defense | 64 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 76 |
Mental Save | 65 |
Defense: Resistances
Acid | + 47%( 70%) |
Blight | + 56%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 54%( 70%) |
All | + 35%( 70%) |
Physical | + 48%( 70%) |
Lightning | + 53%( 70%) |
Light | + 50%( 70%) |
Temporal | + 53%( 70%) |
Mind | + 55%( 70%) |
Darkness | + 45%( 70%) |
Fire | + 55%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 73% |
Confusion Resistance | 92% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: HealingUse 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 instantly heal yourself for 276 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 976% 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 Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 43% 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 685 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Wild-gift / Oozing blades | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-gift / Moss | 1.60 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Wild-gift / Slime | 1.40 |
| 2/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Wild-gift / Ooze | 1.40 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Wild-gift / Mucus | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Wild-gift / Eyal's fury | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.40 |
| 2/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Wild-gift / Antimagic | 1.50 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Acidic Skin |
talent | Unstoppable Nature |
talent | Elemental Harmony |
talent | Psiblades |
talent | Mitosis |
talent | Antimagic Shield |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | A flow of life spins around the target, regenerating 137.05 life per turn. Regeneration |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the injured seer from death by Islydheda the worm that walks. Escort: injured seer (level 1 of Dreadfell) | failed |
You failed to protect the injured seer from death by Belayavena the snow giant thunderer. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved talent Thorn Grab (+1 level(s)). | done |
You failed to protect the lone alchemist from death by skeleton warrior. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Dreadfell. Escort: lost tinker (level 2 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by elder vampire. Escort: lost warrior (level 6 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2402. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have failed to destroy the Worm in time, the Sanctuary has been destroyed. | failed |
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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 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 (+1 eff.) Fatigue +8% Spell.save +10 (+2 eff.) Mind.save +10 (+2 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 32 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 | ![]() 1.0 T5 lite [Rare] Nature While equipped: Stats +7 Con dps ---------- Phys.crit +9.0% Res.pen +25% blight Melee Ret 10 blight ----- def ----- Defense +39 (+10 eff.) Resists +8% physical Phys.save +15 (+5 eff.) Die.at -103.38 life Heal.mod +30% ---------- misc Max.stam +38.77 Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: dps ---------- Mind.crit +3% Mind.pwr +20 (+4 eff.) Res.pen +10% mind +10% temporal ----- def ----- Armour +5 Fatigue +5% Resists +10% lightning +13% temporal +13% fire +13% nature +12% cold Spell.save +8 (+2 eff.) Max.HP +87.00 Heal.mod +15% A cap made of leather. |
On hands | ![]() 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 (+3 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+4 eff.) Max.HP +100.00 ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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 231.60 arcane damage and stunned). Uses 100 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 | ![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 77% ----- 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 50 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 | ![]() 0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +8 Cun +9 Wil dps ---------- Phys.pwr +20 (+5 eff.) Spell.pwr +19 (+2 eff.) Mind.pwr +27 (+6 eff.) S.pwr/crit +2 Dmg.mod +7% all On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% temporal HP.reg +9.00 Stun/Frz- +32% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.04 Max.vim +10.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +13 (+4 eff.) Spell.pwr +17 (+2 eff.) Mind.pwr +16 (+3 eff.) Dmg.mod +18% nature +6% all ----- def ----- Resists +3% light +2% physical +36% nature +9% temporal Max.HP +96.00 HP.reg +13.00 Heal.mod +16% Poison- +20% Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Melee Ret 10 acid ----- def ----- Defense +10 (+3 eff.) Resists +18% nature +20% light +16% darkness Max.HP +60.00 HP.reg +4.00 Heal.mod +20% Blind- +37% Poison- +20% Amulets make your neck look great! |
In main hand | ![]() 3.0 T4 mindstar 1H weapon [Unique] Nature Power 16.0 - 17.6 Physical Uses 83% Wil, 33% Str, 17% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +38 Crit +2.5% Atk.spd 100% Dmg.conv 20% acid 20% physical 20% cold 20% fire 20% lightning While equipped: dps ---------- Phys.crit +5.0% Mind.crit +5% Phys.pwr +10 (+3 eff.) Mind.pwr +17 (+3 eff.) Dmg.mod +12% lightning +12% physical +12% fire +12% cold +12% acid ----- def ----- Resists +10% acid +10% physical +10% fire +10% cold +10% lightning ---------- misc Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Lightning Breath: Level 7.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe lightning in a frontal cone of radius 10. Any target caught in the area will take 100.23 to 300.68 lightning damage (200.45 average) and be stunned for 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate, and the Stun apply power is based on your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% blight ----- def ----- Resists +8% acid +7% fire +7% cold +15% mind +8% lightning Crit.chn- 15.00% Die.at -80.00 life Heal.mod +15% Confus- +20% ---------- misc Mana/turn +0.28 A belt that goes around your waist. |
In off hand | ![]() 3.0 T4 mindstar 1H weapon [Unique] Nature/Disrupt Power 17.0 - 18.7 Nature slow Uses 84% Wil, 50% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +7.0% Atk.spd 100% Melee+ +30 manaburn arcane While equipped: Stats +3 Cun +10 Wil dps ---------- Mind.crit +8% Mind.pwr +20 (+4 eff.) Dmg.mod +18% nature +15% acid ----- def ----- Resists +12% arcane +12% blight Spell.save +15 (+4 eff.) ---------- misc Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Level 3.5 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 800% of base Description: Spit slime at your target doing 178.92 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
Cloak | ![]() 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +15% mind Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 5.0 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 112 points of damage the target suffers will reduce the effect duration by one turn. When Slumber 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 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+3 eff.) Resists +25% nature +13% all Phys.save +15 (+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
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Phasing +30% ----- def ----- Armour +19 Defense +36 (+9 eff.) Resists +9% blight Res.Cap +4% all Phys.save +15 (+5 eff.) ---------- misc Mana/s.crit +2.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex dps ---------- Dmg.mod +30% lightning Res.pen +25% lightning ----- def ----- Resists +5% arcane +18% cold Silence- +20% Pinning- +20% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: ----- def ----- Armour +20 Defense +9 (+3 eff.) Resists +6% blight +21% cold +6% nature Res.Cap +5% all Phys.save +17 (+5 eff.) Die.at -80.00 life Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +4 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +3.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Wil +4 Con dps ---------- Dmg.mod +12% lightning +11% fire ----- def ----- Resists +6% cold +22% fire Crit.chn- 5.00% ---------- misc Light +3 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Armour +4 Resists +6% lightning +21% cold +6% mind +12% fire Mind.save +6 (+1 eff.) HP.reg +2.00 Disarm- +20% Stun/Frz- +24% Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +25% nature Melee Ret 8 nature ----- def ----- Fatigue -5% Resists +30% lightning +12% mind +6% nature +5% arcane ---------- misc Max.enc +24 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Cun +4 Dex dps ---------- Dmg.mod +12% acid Acc +6 (+3 eff.) ----- def ----- Resists +24% acid Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +10% fire Acc +8 (+4 eff.) ----- def ----- Resists +20% fire Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +7 (+4 eff.) ----- def ----- Mind.save +7 (+1 eff.) Confus- +22% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Str +3 Con dps ---------- Dmg.mod +3% cold Melee Ret 10 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 47 ----- def ----- Crit.chn- 15.00% Spell.save +14 (+3 eff.) ---------- misc Max.stam +18.00 Infravis +3 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.crit +8% Mind.pwr +25 (+5 eff.) Dmg.mod +16% acid Res.pen +10% mind Melee Ret 10 mind ----- def ----- Resists +32% acid ---------- misc Max.hate +6.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +6% acid ----- def ----- Resists +3% acid +3% physical +3% lightning Spell.save +9 (+2 eff.) Blind- +10% Silence- +10% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Crit.mult +20.00% S.pwr/crit +10 Dmg.mod +15% blight Res.pen +20% arcane On Hit (Melee): * 20% chance to reduce armor by 15% * 20% chance to reduce all saves and defense by 47 ----- def ----- Max.HP +34.00 Disarm- +28% Pinning- +36% Knockbk- +33% ---------- misc Mana/turn +0.16 Max.mana +40.00 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 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. |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +7 Str +10 Mag dps ---------- Dmg.mod +15% fire Res.pen +34% arcane ----- def ----- Armour +22 Resists +3% physical +30% fire Silence- +27% Confus- +27% Stun/Frz- +27% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +10 Str +10 Dex +8 Wil +9 Cun +10 Con dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +30% lightning +6% fire +6% arcane Res.pen +25% arcane Acc +12 (+6 eff.) ----- def ----- Resists +12% lightning Mind.save +16 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Str +10 Mag +6 Wil +2 Cun +10 Con dps ---------- Phys.pwr +14 (+4 eff.) Dmg.mod +6% nature Res.pen +10% light Acc +17 (+9 eff.) Apr +17 On Hit (Melee): * 20% chance to slow global speed by 77% ----- def ----- Defense +17 (+5 eff.) Resists +3% nature +3% light Spell.save +20 (+5 eff.) ---------- misc See.Invis +12 Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 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 (+4 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 200 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." |
![]() 3.0 T4 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit: * 18 arcane resource burn * 10% chance to reduce damage dealt by 38% While equipped: Stats +10 Cun dps ---------- Mind.crit +4% Crit.mult +15.00% Mind.pwr +8 (+2 eff.) Dmg.mod +21% darkness Res.pen +17% darkness Melee Ret 2 darkness ----- def ----- Resists +8% darkness +6% arcane Blind- +18% ---------- misc Infravis +2 Talents +1 Attune Mindstar Masteries +0.20 Cursed/Darkness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Spell.crit +2% Mind.crit +5% Mind.pwr +10 (+2 eff.) S.pwr/crit +4 Melee+ 13 acid Dmg.mod +12% acid +13% darkness +15% light +14% mind Res.pen +15% acid +20% blight +12% mind +11% darkness Melee Ret 4 blight ----- def ----- Resists +20% acid Spell.save +6 (+1 eff.) HP.reg +3.00 ---------- misc Max.hate +8.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 24.0 - 26.4 Dreamforge Uses 60% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun +6 Wil dps ---------- Mind.crit +8% Phys.pwr +10 (+3 eff.) Mind.pwr +16 (+3 eff.) Melee+ 30 dreamforge Dmg.mod +10% physical +10% mind +10% fire Res.pen +10% mind +10% physical Acc +10 (+5 eff.) ----- def ----- Resists +5% physical +5% mind +15% fire ---------- misc Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Level 4.5 Pwr.cost 24 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 64.14 mind damage, 70.55 burning damage, and knocking back your enemies in a radius 5 cone. Empty terrain may be changed (50% chance) for 4 turns into forge walls, which block movement and inflict 5.81 mind and 6.39 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Disrupt Power 22.0 - 24.2 Nature Uses 60% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+4 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 9, doing 201.46 slime damage for 16 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature Power 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +10% nature +12% mind Res.pen +10% nature On Hit (Melee): * 23% chance to reduce all saves and defense by 47 ----- def ----- Resists +3% acid +3% fire +8% nature +6% darkness Die.at -20.00 life Max.HP +48.00 HP.reg +1.90 Heal.mod +30% Heal/summ +50 Pinning- +23% Teleport- +10% ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 15.0 - 16.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit.r1 +20 physical While equipped: dps ---------- Mind.crit +10% Mind.pwr +15 (+3 eff.) Melee+ 14 acid Dmg.mod +18% acid +25% mind +9% nature Res.pen +13% acid ----- def ----- Armour +6 Resists +15% acid +6% fire +18% lightning +8% blight HP.reg +4.00 Disease- +20% ---------- misc Psi/m.crit +4.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 2.0 T4 cloth armor [Random Unique] Nature/Master While equipped: Stats +6 Con dps ---------- Dmg.mod +20% nature +6% blight Res.pen +25% lightning +10% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 6 On Melee Ret: * 31% chance to reduce strength, dexterity, and constitution by 6 * 35% chance to reduce damage dealt by 38% ----- def ----- Armour +4 Defense +3 (+1 eff.) Resists +9% blight +13% all Phys.save +24 (+8 eff.) Max.HP +60.00 HP.reg +3.60 Heal.mod +20% Poison- +29% Disease- +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +1 Str +4 Dex +16 Mag +6 Wil dps ---------- Spell.crit +6% Phys.pwr +10 (+3 eff.) Spell.pwr +29 (+2 eff.) Dmg.mod +29% physical +54% temporal +28% arcane +20% all Res.pen +15% temporal +14% physical Apr +3 ----- def ----- Armour +2 Defense +20 (+5 eff.) Resists +15% all Anom.red +14 ---------- misc Max.mana +110.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +3 (+1 eff.) Fatigue +6% Resists +5% acid +7% cold HP.reg +2.30 ---------- misc Stam/turn +0.70 Breathe water A suit of armour made of leather. |
![]() 9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +2 Mag dps ---------- Mind.pwr +29 (+6 eff.) ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +65% acid +36% physical +6% light +9% darkness +38% fire +39% cold +6% arcane +39% lightning Heal.mod +20% Pinning- +26% A suit of armour made of leather. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: ----- def ----- Armour +10 Resists +18% darkness +11% fire +15% light +11% cold Crit.chn- 15.00% Phys.save +9 (+3 eff.) Die.at -60.00 life A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +6 Dex dps ---------- Dmg.mod +9% acid Res.pen +10% nature On Hit (Melee): * 10% chance to slow global speed by 77% ----- def ----- Resists +8% fire +8% cold ---------- misc Infravis +2 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Nature While equipped: Stats +6 Str +3 Mag +5 Wil +6 Con dps ---------- Phys.pwr +14 (+4 eff.) Melee Ret 8 mind ----- def ----- Resists +15% lightning +15% temporal Phys.save +15 (+5 eff.) Mind.save +6 (+1 eff.) HP.reg +3.60 Heal.mod +24% ---------- misc Light +2 Size +1 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +8 Cun +12 Wil dps ---------- S.pwr/crit +4 Dmg.mod +6% blight +15% cold Phasing +30% Against +36% Summoned ----- def ----- D.Red.from +32% Summoned Mind.save +12 (+3 eff.) Max.HP +95.00 HP.reg +3.50 Heal.mod +26% ---------- misc Mana/s.crit +2.02 A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Random Unique] Arcane While equipped: Stats +12 Mag +17 Wil dps ---------- Spell.crit +8% Mind.crit +2% Dmg.mod +9% mind Melee Ret 6 physical ----- def ----- Defense +18 (+5 eff.) Phys.save +3 (+1 eff.) Spell.save +25 (+6 eff.) Mind.save +15 (+3 eff.) Die.at -40.00 life ---------- misc Equi/ret +0.12 Hate/m.crit +3.00 Max.mana +80.00 Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 2.0 T5 feet armor [Rare] Master While equipped: ----- def ----- Armour +21 Fatigue -10% Resists +24% acid +18% fire +21% lightning Phys.save +15 (+5 eff.) Die.at -100.00 life Heal.mod +25% Stun/Frz- +26% ---------- misc Max.enc +50 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +7 Dex +4 Mag +4 Wil +8 Cun +6 Con +13 Lck dps ---------- Mind.crit +3% Dmg.mod +12% blight +12% arcane +6% mind ----- def ----- Armour +5 Phys.save +23 (+7 eff.) Mind.save +19 (+4 eff.) Stealth +9 Blink to a nearby random location (rad 11) Puts all charms on 25 cooldown A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Res.pen +5% mind ----- def ----- Armour +3 Fatigue +2% Resists +6% blight +2% physical Phys.save +6 (+2 eff.) Stun/Frz- +10% Disengage: Puts all charms on 15 cooldown Level 4.5 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 193% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +5 Fatigue +4% Resists +6% acid +6% darkness +6% lightning +6% cold +3% nature +12% light HP.reg +22.00 Heal.mod +35% ---------- misc Stam/turn +1.10 Max.stam +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Ego++] Master While equipped: Stats +3 Str +7 Dex +8 Cun dps ---------- Acc +7 (+4 eff.) Apr +7 ----- def ----- Armour +2 Phys.save +8 (+2 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+3 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 4.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 12. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 5. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() 2.0 T3 head armor [Random Unique] Master While equipped: Stats +4 Str +3 Dex +3 Wil +3 Cun dps ---------- Dmg.mod +3% mind Apr +6 ----- def ----- Armour +9 Defense +6 (+2 eff.) Fatigue +3% Resists +6% acid +6% light +5% all Phys.save +7 (+2 eff.) Spell.save +12 (+3 eff.) A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +10 Cun +9 Wil dps ---------- Mind.crit +13% Mind.pwr +9 (+2 eff.) Dmg.mod +20% lightning +18% mind Res.pen +26% light Melee Ret 8 light ----- def ----- Defense +3 (+1 eff.) Resists +31% lightning +18% mind +9% light Phys.save +15 (+5 eff.) Mind.save +44 (+11 eff.) ---------- misc Max.psi +32.00 Hateful Whisper: Puts all charms on 15 cooldown Level 4.5 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 399 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.6 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 32% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str +4 Wil +3 Cun dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +6% mind Res.pen +5% mind Melee Ret 6 mind On Hit (Melee): * 10% chance to reduce armor by 15% ----- def ----- Armour +4 Fatigue +4% Resists +8% acid +9% cold +8% fire +9% mind +9% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Unique] Master While equipped: ----- def ----- Armour +20 Fatigue +12% Resists +15% acid +15% physical +15% fire +15% cold +15% lightning Phys.save +12 (+4 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) ---------- misc Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Item imbue powers: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 2.0 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. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +30% physical Res.pen +20% acid ----- def ----- Armour +16 Die.at -40.00 life ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning +12% mind Res.pen +26% darkness Melee Ret 11 mind On Hit (Melee): * 21% chance to reduce damage dealt by 38% ----- def ----- Resists +6% mind +18% lightning ---------- misc Light +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 3.0 T3 digger tool [Random Unique] Master While equipped: Stats +2 Str +3 Wil +1 Con dps ---------- Crit.mult +14.00% Phys.pwr +7 (+2 eff.) Res.pen +5% nature Apr +6 ----- def ----- Resists +3% nature Max.HP +23.00 ---------- misc Max.stam +17.00 Light +1 Infravis +2 See.Invis +9 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +2 Str +6 Dex +7 Wil dps ---------- Dmg.mod +12% nature +9% cold Res.pen +10% cold ---------- misc See.Invis +6 Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to heal for 60. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Rare] Psionic While equipped: Stats +8 Mag +9 Wil dps ---------- Spell.crit +7% Crit.mult +27.20% Spell.pwr +15 (+1 eff.) Res.pen +34% acid +20% temporal Phasing +30% Melee Ret 6 arcane On Hit (Melee): * 27% chance to reduce armor by 15% * 27% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +18% temporal Setup a psionic shield, reducing all damage taken by 173 for 5 turns Puts all charms on 25 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Phys.pwr +15 (+4 eff.) Res.pen +10% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 38% ----- def ----- Resists +5% arcane +15% light Cut- +20% Confus- +20% Sting an enemy dealing 751 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to gain a 32% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 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 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Muk the Drem Oozemancer level 40
18th Wealth 123rd year of Ascendancy at 19:17 see stats
By Muk the Drem Oozemancer level 40
17th Wealth 123rd year of Ascendancy at 04:13 see stats
By Muk the Drem Oozemancer level 21
3rd Iron 123rd year of Ascendancy at 21:39 see stats
By Muk the Drem Oozemancer level 43
35th Dearth 123rd year of Ascendancy at 14:06 see stats
By Muk the Drem Oozemancer level 50
9th Steel 124th year of Ascendancy at 06:34 see stats
By Muk the Drem Oozemancer level 43
30th Dearth 123rd year of Ascendancy at 04:32 see stats
By Muk the Drem Oozemancer level 20
15th Shortage 122nd year of Ascendancy at 02:00 see stats
By Muk the Drem Oozemancer level 6
28th Voratun 122nd year of Ascendancy at 10:23 see stats
By Muk the Drem Oozemancer level 41
17th Dearth 123rd year of Ascendancy at 04:13 see stats
By Muk the Drem Oozemancer level 34
20th Voratun 123rd year of Ascendancy at 02:12 see stats
By Muk the Drem Oozemancer level 50
5th Stralite 124th year of Ascendancy at 15:57 see stats
By Muk the Drem Oozemancer level 22
12nd Iron 123rd year of Ascendancy at 17:31 see stats
By Muk the Drem Oozemancer level 30
7th Gold 123rd year of Ascendancy at 11:00 see stats
By Muk the Drem Oozemancer level 24
22nd Iron 123rd year of Ascendancy at 05:49 see stats
By Muk the Drem Oozemancer level 50
30th Gold 124th year of Ascendancy at 21:55 see stats
By Muk the Drem Oozemancer level 32
13rd Stralite 123rd year of Ascendancy at 13:26 see stats
By Muk the Drem Oozemancer level 45
35th Dearth 123rd year of Ascendancy at 15:23 see stats
By Muk the Drem Oozemancer level 31
23rd Gold 123rd year of Ascendancy at 21:57 see stats
By Muk the Drem Oozemancer level 10
11st Profit 122nd year of Ascendancy at 05:39 see stats
By Muk the Drem Oozemancer level 20
15th Loss 122nd year of Ascendancy at 21:03 see stats
By Muk the Drem Oozemancer level 30
3rd Gold 123rd year of Ascendancy at 22:12 see stats
By Muk the Drem Oozemancer level 40
16th Wealth 123rd year of Ascendancy at 18:07 see stats
By Muk the Drem Oozemancer level 50
9th Steel 124th year of Ascendancy at 04:55 see stats
By Muk the Drem Oozemancer level 50
16th Gold 124th year of Ascendancy at 21:53 see stats
By Muk the Drem Oozemancer level 20
13rd Shortage 122nd year of Ascendancy at 14:05 see stats
By Muk the Drem Oozemancer level 50
30th Steel 124th year of Ascendancy at 11:58 see stats
By Muk the Drem Oozemancer level 48
6th Steel 124th year of Ascendancy at 02:43 see stats
By Muk the Drem Oozemancer level 25
23rd Iron 123rd year of Ascendancy at 10:53 see stats
By Muk the Drem Oozemancer level 42
17th Dearth 123rd year of Ascendancy at 06:48 see stats
By Muk the Drem Oozemancer level 50
5th Stralite 124th year of Ascendancy at 15:56 see stats
By Muk the Drem Oozemancer level 13
34th Dearth 122nd year of Ascendancy at 21:53 see stats
By Muk the Drem Oozemancer level 10
11st Profit 122nd year of Ascendancy at 05:41 see stats
By Muk the Drem Oozemancer level 26
30th Steel 123rd year of Ascendancy at 11:15 see stats
By Muk the Drem Oozemancer level 50
5th Stralite 124th year of Ascendancy at 15:57 see stats
By Muk the Drem Oozemancer level 45
22nd Loss 123rd year of Ascendancy at 09:41 see stats
By Muk the Drem Oozemancer level 24
22nd Iron 123rd year of Ascendancy at 04:35 see stats
By Muk the Drem Oozemancer level 17
43rd Dearth 122nd year of Ascendancy at 07:36 see stats
By Muk the Drem Oozemancer level 39
16th Wealth 123rd year of Ascendancy at 18:07 see stats
Log
You gain 7.94 gold from the transmogrification of slimy elven-silk robe of life (0 def, 0 armour).
You gain 3.45 gold from the transmogrification of barbed pouch of voratun shots of crippling (22/22, 65-78 power, 6 apr).
You gain 25.00 gold from the transmogrification of dragonbone longbow 'Gloomvortex'.
You gain 9.58 gold from the transmogrification of mitotic living mindstar of flames (18-19 power, 40 apr, nature damage).
You gain 9.24 gold from the transmogrification of blooming living mindstar of sand (16-17 power, 40 apr, mind damage).
You gain 11.53 gold from the transmogrification of blazebringer's voratun dagger of rage (38-50 power, 9 apr).
You gain 1.95 gold from the transmogrification of voratun waraxe of massacre (55-77 power, 6 apr).
You gain 8.60 gold from the transmogrification of chilling voratun waraxe of evisceration (40-56 power, 6 apr).
You gain 15.00 gold from the transmogrification of Ureslak's Femur (52-73 power, 5 apr).
You gain 3.00 gold from the transmogrification of acidic voratun longsword of amnesia (42-58 power, 6 apr).
You gain 8.30 gold from the transmogrification of orichalcum trident of evisceration (54-87 power, 16 apr).
You gain 10.95 gold from the transmogrification of acidic orichalcum trident of enduring (54-86 power, 16 apr).
You gain 25.00 gold from the transmogrification of Woesmasher the voratun greatsword (60-96 power, 4 apr).
You gain 6.40 gold from the transmogrification of chilling voratun greatmaul of paradox (67-100 power, 4 apr).
You gain 25.00 gold from the transmogrification of Siletira (54-81 power, 4 apr).
You gain 25.00 gold from the transmogrification of Murkenvy the voratun battleaxe (58-87 power, 4 apr).
You gain 21.83 gold from the transmogrification of void walker's dragonbone magestaff of channeling (30-36 power, 6 apr, cold element).
You gain 23.17 gold from the transmogrification of greater dragonbone magestaff of the prodigy (30-36 power, 6 apr, arcane element).
You gain 25.00 gold from the transmogrification of dragonbone vilestaff 'Vorarialle' (30-36 power, 6 apr, darkness element).
You gain 2.19 gold from the transmogrification of shielding rune (absorb 397; dur 7; cd 17).
You gain 2.05 gold from the transmogrification of shielding rune (absorb 351; dur 8; cd 18).
You gain 0.73 gold from the transmogrification of manasurge rune (regen 1578% over 10 turns; mana 79; cd 14).
You gain 0.81 gold from the transmogrification of healing infusion (heal 106; cd 10).
There is an exit to the worldmap here (press '' or right click to use).
You feel very confident walking into this place.
Saving game...
Muk uses Infusion: Regeneration.
Muk starts regenerating health quickly.
Saving done.