Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.3 |
Addons | Embers of Rage 1.4.4Official 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:
Ashes of Urh'Rok 1.4.0Official 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:
ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.3.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Ogre |
Class | Arcane Blade |
Level / Exp | 15 / 62% |
Size | huge |
Lifes / Deaths | Killed by Assassin Lord at level 12 on the 51st Dusk 122nd year of Ascendancy at 12:46 4 / 1 |
Primary Stats
Strength | 36 (base 26) |
Dexterity | 18 (base 17) |
Constitution | 15 (base 10) |
Magic | 47 (base 41) |
Willpower | 13 (base 10) |
Cunning | 19 (base 13) |
Resources
Life | 440/440 |
Mana | 124/124 |
Stamina | 109/109 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
See Stealth | 5 |
See Invisible | 8 |
Offense: Mainhand
Damage | 43 |
Accuracy | 38 |
Crit Chance | 19% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 39.188119328813 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 18.7 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 11 (30%) |
Defense | 9.8 |
Ranged Defense | 13.8 |
Fatigue | 9 |
Physical Save | 26.450771168116 |
Spell Save | 40.683847445411 |
Mental Save | 16.2 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 31% |
Stun Resistance | 20% |
Pinning Resistance | 32% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Technique / Magical combat | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Spell / Earth | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.23 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.10 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
talent | Arcane Feed |
talent | Inner Power |
talent | Arcane Combat |
talent | Chant of Fortitude |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | 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. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Scintillating Caves. Escort: worried loremaster (level 3 of Scintillating Caves)As a reward you improved Magic 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | active |
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 giant spider spinneret. * You've found the needed bear paw. * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed warg 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 red crystal shard. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed orc heart. | 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 within2 lumberjacks have died. | 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 | [vs. Cuthodeblek the Flashnull (4 def, 3 armour) (On feet)] Cuthodeblek the Flashnull (4 def, 3 armour)Cuthodeblek the Flashnull (4 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-) Defense: +4 (+4 eff.) (-) Ranged Defense: +4 (+4 eff.) (-) Fatigue: +3% (-) Damage when hit (Melee): 8(-) fire Changes resistances: +5%(-) arcane / +6%(-) blight A pair of boots made of leather. |
Light source | [vs. bright brass lantern of clarity (Light source)] bright brass lantern of claritybright brass lantern of clarity Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+5 eff.) (-) Light radius: +5 (-) See stealth: +5 (-) See invisible: +6 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | [vs. linen wizard hat of the mountain (+11%) (1 def, 0 armour) (On head)] linen wizard hat of the mountain (+11%) (1 def, 0 armour)linen wizard hat of the mountain (+11%) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes resistances: +11%(-) physical Changes damage: +11%(-) physical A pointy cloth hat, very wizardly... |
Tool | [vs. Shockvengeance the dwarven-steel pickaxe (dig speed 27 turns) (Tool)] Shockvengeance the dwarven-steel pickaxe (dig speed 27 turns)Shockvengeance the dwarven-steel pickaxe (dig speed 27 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2(-) Str Changes resistances: +6%(-) lightning / +11%(-) nature / +6%(-) mind Changes damage: +6%(-) nature / +3%(-) lightning When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | [vs. Arina (On fingers, 1 of 2)] ArinaArina Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +2 (-) Changes stats: +2(-) Con Changes resistances: +3%(-) nature Disarm immunity: +31% (-) Pinning immunity: +32% (-) Knockback immunity: +20% (-) Stamina each turn: +0.20 (-) Maximum life: +28.00 (-) Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | [vs. Arina (On fingers, 1 of 2)] warrior's copper ring of lightning (+20%)warrior's copper ring of lightning (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +0 (-2) Armour: +4 Changes stats: +2 Str / +0(-2) Con Changes resistances: +20% lightning / +0%(-3%) nature Changes damage: +10% lightning Disarm immunity: +0% (-31%) Pinning immunity: +0% (-32%) Knockback immunity: +0% (-20%) Stamina each turn: +0.00 (-0.20) Maximum life: +0.00 (-28.00) Rings can have magical properties. Tap to cycle through comparison choices |
Around waist | [vs. rough leather belt of the giants (Around waist)] rough leather belt of the giantsrough leather belt of the giants Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) (-) Spell save: +6 (+2 eff.) (-) Size category: +1 (-) A belt that goes around your waist. |
In main hand | [vs. Kor's Fall (10-12 power, 0 apr, fire element) (In main hand)] Kor's Fall (10-12 power, 0 apr, fire element)Kor's Fall (10-12 power, 0 apr, fire element) Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 (-) Physical crit. chance: +1.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +10%(-) acid / +10%(-) fire / +10%(-) darkness / +10%(-) blight Talent masteries: +0.10(-) Corruption / Bone Talents granted: +1.00(-) Command Staff Spellpower: +7 (+3 eff.) (-) Spell crit. chance: +8% (-) See invisible: +2 (-) It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.3 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 108.57 physical damage to all targets in line, and inflicting bleeding for another 54.28 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
On hands | [vs. Flamewrought (0 def, 2 armour) (On hands)] Flamewrought (0 def, 2 armour)Flamewrought (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 (-) Changes stats: +2(-) Cun / +3(-) Wil Changes resistances: +10%(-) fire Changes damage: +5%(-) fire Mindpower: +2 (+2 eff.) (-) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 30.87 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Main armor | [vs. spiked rough leather armour of lightning resistance (1 def, 2 armour) (Main armor)] spiked rough leather armour of lightning resistance (1 def, 2 armour)spiked rough leather armour of lightning resistance (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +1 (+1 eff.) (-) Fatigue: +6% (-) Damage when hit (Melee): 10(-) physical Changes resistances: +16%(-) lightning A suit of armour made of leather. |
Cloak | [vs. linen cloak 'Dayfear' (1 def, 0 armour) (Cloak)] linen cloak 'Dayfear' (1 def, 0 armour)linen cloak 'Dayfear' (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +1(-) Str / +1(-) Con Changes resistances: +6%(-) light Changes damage: +3%(-) lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | [vs. grounding copper amulet of mastery (0.13 Technique / Combat techniques) (Around neck)] grounding copper amulet of mastery (0.13 Technique / Combat techniques)grounding copper amulet of mastery (0.13 Technique / Combat techniques) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12%(-) lightning Talent masteries: +0.13(-) Technique / Combat techniques Stun/Freeze immunity: +20% (-) Amulets can have magical properties. |
Inventory
healing infusion of the warrior (heal 140) healing infusion of the warrior (heal 140)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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 140 and cleanse 1 wound and poison effect. Its effects scale with your Strength 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 sneak (heal 192 over 5 turns) regeneration infusion of the sneak (heal 192 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 192 life over 5 turns. Its effects scale with your Cunning 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 sneak (heal 150 over 5 turns) regeneration infusion of the sneak (heal 150 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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 150 life over 5 turns. Its effects scale with your Cunning 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. |
wild infusion of the sneak (resist 17%; cure physical) wild infusion of the sneak (resist 17%; cure physical)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: 12 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 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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. |
[vs. Rune: Shielding (on body)] shielding rune of the sneak (absorb 129 for 3 turns)shielding rune of the sneak (absorb 129 for 3 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20(+6) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 129(+29) damage for 3(-2) turns. Its effects scale with your +Cunning stat. 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. |
[vs. grounding copper amulet of mastery (0.13 Technique / Combat techniques) (Around neck)] Withering OrbsWithering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Changes resistances: +0%(-12%) lightning Talent mastery: +0.00(-0.13) Technique / Combat techniques Stun/Freeze immunity: +0% (-20%) Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
[vs. grounding copper amulet of mastery (0.13 Technique / Combat techniques) (Around neck)] stabilizing copper amuletstabilizing copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +0%(-12%) lightning / +11% temporal Talent mastery: +0.00(-0.13) Technique / Combat techniques Pinning immunity: +20% Stun/Freeze immunity: +0% (-20%) Knockback immunity: +20% Amulets can have magical properties. |
[vs. grounding copper amulet of mastery (0.13 Technique / Combat techniques) (Around neck)] stabilizing copper amulet of dexterity (+2)stabilizing copper amulet of dexterity (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +0%(-12%) lightning / +10% temporal Talent mastery: +0.00(-0.13) Technique / Combat techniques Pinning immunity: +24% Stun/Freeze immunity: +0% (-20%) Knockback immunity: +20% Amulets can have magical properties. |
[vs. grounding copper amulet of mastery (0.13 Technique / Combat techniques) (Around neck)] Feathersteel AmuletFeathersteel Amulet Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Changes resistances: +0%(-12%) lightning Talent mastery: +0.00(-0.13) Technique / Combat techniques Maximum encumbrance: +20 Stun/Freeze immunity: +0% (-20%) Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
[vs. grounding copper amulet of mastery (0.13 Technique / Combat techniques) (Around neck)] warrior's steel amulet of mastery (0.15 Technique / Magical combat)warrior's steel amulet of mastery (0.15 Technique / Magical combat) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +0%(-12%) lightning / +6% physical Talent masteries: +0.00(-0.13) Technique / Combat techniques +0.15 Technique / Magical combat Stun/Freeze immunity: +0% (-20%) Stamina each turn: +0.20 Amulets can have magical properties. |
[vs. grounding copper amulet of mastery (0.13 Technique / Combat techniques) (Around neck)] Balancewinter the gold amuletBalancewinter the gold amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Str / +1 Mag / +2 Wil / +1 Con Changes resistances: +0%(-12%) lightning Talent mastery: +0.00(-0.13) Technique / Combat techniques Stun/Freeze immunity: +0% (-20%) Amulets can have magical properties. |
[vs. Arina (On fingers, 1 of 2)] EmelylaithEmelylaith Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +0 (-2) Changes stats: +0(-2) Con Changes resistances: +0%(-3%) nature Critical mult.: +3.00% Mental save: +6 (+4 eff.) Disarm immunity: +0% (-31%) Confusion immunity: +23% Pinning immunity: +0% (-32%) Knockback immunity: +0% (-20%) Stamina each turn: +0.00 (-0.20) Maximum life: +0.00 (-28.00) Maximum stamina: +10.00 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Arina (On fingers, 1 of 2)] marksman's copper ringmarksman's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +0 (-2) Changes stats: +2 Dex / +0(-2) Con Changes resistances: +0%(-3%) nature Disarm immunity: +0% (-31%) Pinning immunity: +0% (-32%) Knockback immunity: +0% (-20%) Stamina each turn: +0.00 (-0.20) Maximum life: +0.00 (-28.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Arina (On fingers, 1 of 2)] warrior's copper ringwarrior's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +0 (-2) Armour: +4 Changes stats: +2 Str / +0(-2) Con Changes resistances: +0%(-3%) nature Disarm immunity: +0% (-31%) Pinning immunity: +0% (-32%) Knockback immunity: +0% (-20%) Stamina each turn: +0.00 (-0.20) Maximum life: +0.00 (-28.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Arina (On fingers, 1 of 2)] savage's steel ring of claritysavage's steel ring of clarity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +0 (-2) Changes stats: +2(-) Con Changes resistances: +0%(-3%) nature Spell save: +11 (+3 eff.) Mental save: +6 (+4 eff.) Disarm immunity: +0% (-31%) Confusion immunity: +23% Pinning immunity: +0% (-32%) Knockback immunity: +0% (-20%) Stamina each turn: +0.00 (-0.20) Maximum life: +0.00 (-28.00) Maximum stamina: +17.00 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. spiked rough leather armour of lightning resistance (1 def, 2 armour) (Main armor)] Silk Current (12 def, 0 armour)Silk Current (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-2) Defense: +12 (+11 eff.) (+11 (+10 eff.)) Fatigue: +0% (-6%) Damage when hit (Melee): 0(-10) physical / 10 cold Changes resistances: +0%(-16%) lightning / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+1 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
[vs. rough leather belt of the giants (Around waist)] Girdle of the Calm WatersGirdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-2 (+0 eff.)) Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Spell save: +0 (+0 eff.) (-6 (-2 eff.)) Healing mod.: +30% Size category: +0 (-1) A belt rumoured to have been worn by the Conclave healers. |
[vs. Flamewrought (0 def, 2 armour) (On hands)] Sludgegrip (0 def, 0 armour)Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +0 (-2) Changes stats: +4(+2) Cun / +4(+1) Wil Changes resistances: +10% nature / +0%(-10%) fire Changes damage: +5% nature / +0%(-5%) fire Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+2 eff.) (-) These gloves are coated with a thick, green liquid. |
[vs. Flamewrought (0 def, 2 armour) (On hands)] iron gauntlets of strength (+2) (0 def, 1 armour)iron gauntlets of strength (+2) (0 def, 1 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 (-1) Changes stats: +2 Str / +0(-2) Cun / +0(-3) Wil Changes resistances: +0%(-10%) fire Changes damage: +0%(-5%) fire Mindpower: +0 (+0 eff.) (-2 (-2 eff.)) Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. linen wizard hat of the mountain (+11%) (1 def, 0 armour) (On head)] Steel Helm of Garkul (0 def, 6 armour)Steel Helm of Garkul (0 def, 6 armour) Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes resistances: +0%(-11%) physical Changes damage: +10%(-1%) physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+7 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
7 agate 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. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 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. |
6 citrine 6 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 zircon 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. |
5 aquamarine 5 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. |
3 opal 3 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. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+3 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst 4 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. |
[vs. Shockvengeance the dwarven-steel pickaxe (dig speed 27 turns) (Tool)] Prox's Lucky Halfling FootProx's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck / +0(-2) Str Changes resistances: +0%(-6%) lightning / +0%(-11%) nature / +0%(-6%) mind Changes damage: +0%(-6%) nature / +0%(-3%) lightning Trap disarming bonus: +5 When carried: Talent granted: +0(+-1) Dig Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest 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. |
Rod of Recall (1/1) Rod of Recall (1/1)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 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. |
[vs. Shockvengeance the dwarven-steel pickaxe (dig speed 27 turns) (Tool)] steel torque of kinetic psionic shield [power 43] (20 cooldown)steel torque of kinetic psionic shield [power 43] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +0(-2) Str Changes resistances: +0%(-6%) lightning / +0%(-11%) nature / +0%(-6%) mind Changes damage: +0%(-6%) nature / +0%(-3%) lightning When carried: Talent granted: +0(+-1) Dig It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 43 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. Shockvengeance the dwarven-steel pickaxe (dig speed 27 turns) (Tool)] Delidor the ash totem of cure ailments [power 2] (14 cooldown)Delidor the ash totem of cure ailments [power 2] (14 cooldown) Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +0(-2) Str Changes resistances: +0%(-6%) lightning / +6% temporal / +0%(-11%) nature / +0%(-6%) mind Changes resistances penetration: +5% temporal Changes damage: +0%(-6%) nature / +0%(-3%) lightning When carried: Talent granted: +0(+-1) Dig It can be used to remove up to 2 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 14 turns. When used: 200% chance to regenerate 5 stamina. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Ogre Arcane Blade the Ogre Arcane Blade level 6
3rd Summertide 122nd year of Ascendancy at 17:04 see stats
By Ogre Arcane Blade the Ogre Arcane Blade level 10
23rd Dusk 122nd year of Ascendancy at 15:42 see stats
By Ogre Arcane Blade the Ogre Arcane Blade level 12
51st Dusk 122nd year of Ascendancy at 21:38 see stats
By Ogre Arcane Blade the Ogre Arcane Blade level 11
30th Dusk 122nd year of Ascendancy at 16:23 see stats
By Ogre Arcane Blade the Ogre Arcane Blade level 9
18th Dusk 122nd year of Ascendancy at 02:19 see stats
Log
There is a way to the next level here (press '' or right click to use).
Ran for 7 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the previous level here (press '' or right click to use).
Ran for 50 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press '' or right click to use).
Ran for 50 turns (stop reason: at exit).
You gain 1.31 gold from the transmogrification of prismatic iron helm of constitution (+3) (0 def, 3 armour).
You gain 0.25 gold from the transmogrification of iron gauntlets (0 def, 1 armour).
You gain 2.14 gold from the transmogrification of cinder iron gauntlets of dexterity (+3) (0 def, 1 armour).
You gain 1.40 gold from the transmogrification of resilient linen cloak of Eldoral (1 def, 0 armour).
You gain 0.50 gold from the transmogrification of ash longbow.
You gain 0.50 gold from the transmogrification of steel longsword (13-18.2 power, 3 apr).
You gain 1.71 gold from the transmogrification of psionicist's steel ring of nature (+26%).
You gain 1.80 gold from the transmogrification of phase door rune (range 6; power 20; dur 5).
You gain 1.95 gold from the transmogrification of phase door rune (range 6; power 23; dur 4).
You gain 1.81 gold from the transmogrification of movement infusion (346% speed; 6 turns).
You gain 0.59 gold from the transmogrification of healing infusion (heal 30).
There is a way to the previous level here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Ogre Arcane Blade deactivates Arcane Combat.
Ogre Arcane Blade deactivates Inner Power.
Ogre Arcane Blade deactivates Arcane Feed.
Ogre Arcane Blade deactivates Chant of Fortitude.