Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Balanced Wanderer Trees 1.7.4This addon gives the class and generic trees equal weight, so trees like Survival are not extremely common. 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:
Wanderer pick 1 in 3 talent choice (fork) 1.7.4Make wanderer now choose one in three random talent trees instead. This is a modified version of Starsapphire's "Wanderer 3 in 1"( https://te4.org/games/addons/tome/wanderer_3in1 ) with a few tweaks. Only the first choice is seeded, the other two are random. (no longer the case since v1.0.3) -1.0.1 : -1.0.2 : -1.0.3 : 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 | Infinite |
Mode | Insane Adventure |
Sex | Male |
Race | Ogre |
Class | Wanderer3in1 |
Level / Exp | 13 / 6% |
Size | big |
Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
Strength | 38 (base 13) |
Dexterity | 37 (base 12) |
Constitution | 46 (base 22) |
Magic | 49 (base 27) |
Willpower | 41 (base 16) |
Cunning | 56 (base 21) |
Resources
Mana | 327/327 |
Psi | 131/131 |
Vim | 113/113 |
Life | 674/674 |
Stamina | 186/186 |
Paradox | 300 |
Healing Factor | 1.2567804250993 |
Regeneration | 0.31419510627484 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 3 |
See Stealth | 10.727949617533 |
See Invisible | 10.727949617533 |
Offense: Mainhand
Damage | 64 |
Accuracy | 47 |
Crit Chance | 30% |
APR | 60 |
Speed | 0.91 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 41 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Light | +9% |
All | 0% |
Physical | +5% |
Mind | +9% |
Nature | +14% |
Offense: Damage Penetration
Darkness | +5% |
Mind | +10% |
Cold | +5% |
Defense: Base
Armour (hardiness) | 34 (30%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 8 |
Physical Save | 30 |
Spell Save | 27 |
Mental Save | 36 |
Defense: Resistances
Acid | + 17%( 70%) |
Blight | + 27%( 70%) |
Arcane | + 11%( 70%) |
Cold | + 34%( 70%) |
All | + 6%( 70%) |
Darkness | + 34%( 70%) |
Light | + 19%( 70%) |
Temporal | + 20%( 70%) |
Physical | + 25%( 70%) |
Mind | + 11%( 70%) |
Fire | + 25%( 70%) |
Nature | + 32%( 70%) |
Defense: Immunities
Disarm Resistance | 44% |
Bleed Resistance | 20% |
Instadeath Resistance | 100% |
Stun Resistance | 20% |
Pinning Resistance | 10% |
Poison Resistance | 30% |
Silence Resistance | 20% |
Inscriptions (5/5)
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: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 11%, your defense is increased by 11 and all your resistances by 11%. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 585% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 40 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Magical combat | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Psionic / Augmented striking | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Demonic pact | 1.00 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Spell / Stone | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Chronomancy / Energy | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Vile life | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
talent | Arcane Feed |
talent | Corrosive Slashes |
talent | Elemental Discord |
talent | Energy Decomposition |
talent | Arcane Combat |
talent | Beyond the Flesh |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 4): ExterminatorYou completed the challenge and received: +1 Class Point | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
Psionic focus | diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes 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. |
Quiver | quiver of elven-wood arrows 'Eilinenn' (20/20, 62-88 power, 14 apr) quiver of elven-wood arrows 'Eilinenn' (20/20, 62-88 power, 14 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 62.5 - 87.5 Uses stats: 42% Cun, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +8.5% Capacity: 20 When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
Light source | brass lantern 'Eclipsesorrow' brass lantern 'Eclipsesorrow'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 darkness Changes resistances penetration: +5% darkness / +5% cold Changes damage: +3% light Maximum life: +40.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | prismatic drakeskin leather cap of absorption (0 def, 5 armour) prismatic drakeskin leather cap of absorption (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +14% light / +12% darkness Stamina when hit: +2.00 Equilibrium when hit: +1.20 A cap made of leather. |
On feet | Drystir the pair of dwarven-steel boots (0 def, 4 armour) Drystir the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Effects on melee hit: * 10% chance to reduce all saves and defense by 23 Changes stats: +2 Cun / +2 Con Changes resistances: +6% mind / +5% arcane Changes damage: +9% mind Physical save: +12 (+6 eff.) Mental save: +14 (+6 eff.) Stamina each turn: +1.00 Maximum life: +40.00 Maximum stamina: +13.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
On fingers | stralite ring 'Duathelminister' stralite ring 'Duathelminister' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 19% Changes stats: +2 Str / +5 Dex / +1 Wil / +3 Cun Changes resistances penetration: +10% mind Vim when hit: +2.00 Hate when firing a critical mind attack: +1.00 Infravision radius: +2 Rings make your fingers look great! |
On fingers | Pitchblast the stralite ring Pitchblast the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +1 Dex / +4 Wil Changes resistances: +15% cold / +28% nature / +9% darkness Changes damage: +14% nature Rings make your fingers look great! |
Around neck | voratun amulet 'Shinestalker' voratun amulet 'Shinestalker'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +7 (+2 eff.) Changes resistances: +15% temporal Changes damage: +6% light / +5% physical Disarm immunity: +10% Pinning immunity: +10% Combat speed: +10% Amulets make your neck look great! |
In main hand | Emygatta the stralite waraxe (33-46 power, 5 apr) Emygatta the stralite waraxe (33-46 power, 5 apr) Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +7 (+4 eff.) Changes stats: +2 Wil / +2 Con Talent granted: +3 Corrosive Slashes Poison immunity: +10% Silence immunity: +20% Disarm immunity: +34% Stun/Freeze immunity: +20% One-handed war axes. |
On hands | Rainsnake the drakeskin leather gloves (0 def, 3 armour) Rainsnake the drakeskin leather gloves (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +7.0% Armour: +3 Effects on melee hit: * 20% chance to slow global speed by 50% Changes resistances: +3% blight / +12% acid Critical mult.: +9.00% Spell save: +3 (+1 eff.) Cut immunity: +20% Maximum life: +20.00 Spell crit. chance: +5% Mental crit. chance: +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
In off hand | Undeathwyrd (0 def, 2 armour, 8-10 power, 18.5 block) Undeathwyrd (0 def, 2 armour, 8-10 power, 18.5 block) Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.0 - 9.6 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +18 When wielded/worn: Armour: +2 Fatigue: +8% Effects on melee hit: * 20% chance to slow global speed by 50% Changes resistances: +20% blight / +15% cold / +20% physical / +20% fire Reduce damage by fixed amount: +10 blight / +10 fire / +10 physical Talent granted: +1 Block Mental save: +6 (+3 eff.) Handheld deflection devices. |
Cloak | cashmere cloak 'Olizilakath' (2 def, 0 armour) cashmere cloak 'Olizilakath' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +9% darkness Poison immunity: +20% Disease immunity: +20% Maximum life: +98.00 Infravision radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+7 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
movement infusion (speed 420%; cd 17) movement infusion (speed 420%; cd 17)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 420% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
manasurge rune (regen 600% over 10 turns; mana 30; cd 18) manasurge rune (regen 600% over 10 turns; mana 30; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns (54 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stralite battleaxe 'Barkvein' (46-69 power, 3 apr) stralite battleaxe 'Barkvein' (46-69 power, 3 apr)Requires: - Magic 35 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 46.0 - 69.0 Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +12 acid Damage (radius 2) on crit: +16 acid / +30 nature When wielded/worn: Armour penetration: +17 Effects on melee hit: * 10% chance to slow global speed by 50% Damage when hit (Melee): 10 acid Changes resistances: +6% nature Changes resistances penetration: +24% acid / +24% nature Changes damage: +3% nature Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Dagakath the Hazeworth (18-23 power, 7 apr)Dagakath the Hazeworth (18-23 power, 7 apr) Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 30% Cun, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +10 nature Damage (radius 2) on crit: +16 physical When wielded/worn: Armour penetration: +2 Defense: +30 (+13 eff.) Changes resistances: +12% cold Light radius: +2 Sharp, short and deadly. |
stralite greatmaul 'Bethedhewyn' (52-78 power, 3 apr) stralite greatmaul 'Bethedhewyn' (52-78 power, 3 apr)Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 52.0 - 78.0 Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +13 nature Damage (radius 1) on hit: +4 physical When wielded/worn: Physical crit. chance: +4.0% Damage when hit (Melee): 4 physical Changes resistances penetration: +5% mind Mental save: +12 (+5 eff.) Stamina each turn: +2.00 Massive two-handed mauls. |
voratun greatmaul (68-103 power, 4 apr) voratun greatmaul (68-103 power, 4 apr)Requires: - Magic 48 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.5 - 102.8 Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Massive two-handed mauls. |
Xanuth the Skyvagrant (36-50 power, 5 apr) Xanuth the Skyvagrant (36-50 power, 5 apr)Requires: - Magic 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 35.5 - 49.7 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +13 nature Damage (radius 1) on hit: +20 mind When wielded/worn: Damage when hit (Melee): 2 nature / 2 lightning Changes resistances: +9% mind Changes resistances penetration: +15% mind Sharp, long, and deadly. |
arcing iron mace (14-19 power, 2 apr) arcing iron mace (14-19 power, 2 apr)Requires: - Magic 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.5 - 18.9 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 71 damage When wielded/worn: Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. stralite mace 'Winterquake' (34-48 power, 5 apr)stralite mace 'Winterquake' (34-48 power, 5 apr) Requires: - Magic 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 34.0 - 47.6 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 29% chance to reduce all saves and defense by 23 Damage (Melee): +12 mind When wielded/worn: Damage when hit (Melee): 2 mind Changes stats: +4 Cun / +7 Wil Changes resistances: +6% cold Changes damage: +3% cold Maximum hate: +10.00 Mindpower: +15 (+7 eff.) Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. elven-wood magestaff 'Balancelore' (25-30 power, 5 apr, cold element)elven-wood magestaff 'Balancelore' (25-30 power, 5 apr, cold element) Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +30 (+10 eff.) Defense: +22 (+11 eff.) Changes resistances: +3% nature Changes damage: +6% physical / +25% cold Talent granted: +1 Command Staff Stamina each turn: +2.00 Only die when reaching: -40.00 life Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 98.21 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
voratun gauntlets 'Murkrune' (0 def, 3 armour) voratun gauntlets 'Murkrune' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 13 fire Damage when hit (Melee): 10 fire Changes resistances: +12% lightning / +9% fire / +12% darkness Changes damage: +6% lightning / +9% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
demon seed [quasit] (22, finger) demon seed [quasit] (22, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Vim when hit: +3.00 Demon status: dead (can not be summoned). The seed of a demon. |
demon seed [water imp] (9, finger) demon seed [water imp] (9, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 When attach to an other item: Vim when hit: +3.00 Demon status: alive (57% life). The seed of a demon. |
demon seed [wretchling] (23, finger) demon seed [wretchling] (23, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Vim when hit: +2.00 Demon status: alive (1% life). The seed of a demon. |
demon seed [fire imp] (5, mainhand) demon seed [fire imp] (5, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 When attach to an other item: Talent granted: +1 Flame Bolts Demon status: dead (can not be summoned). The seed of a demon. |
demon seed [quasit] (22, mainhand) demon seed [quasit] (22, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Talent granted: +3 Farstrike Demon status: alive (6% life). The seed of a demon. |
demon seed [water imp] (21, mainhand) demon seed [water imp] (21, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Talent granted: +3 Frost Grab Demon status: dead (can not be summoned). The seed of a demon. |
demon seed [quasit] (21, offhand) demon seed [quasit] (21, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Changes resistances penetration: +11% acid / +11% physical / +11% blight Changes damage: +18% acid / +18% physical / +18% blight Demon status: alive (25% life). The seed of a demon. |
demon seed [water imp] (22, offhand) demon seed [water imp] (22, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Changes resistances penetration: +11% blight / +11% fire / +11% darkness Changes damage: +18% blight / +18% fire / +18% darkness Demon status: alive (4% life). The seed of a demon. |
demon seed [wretchling] (9, offhand) demon seed [wretchling] (9, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 When attach to an other item: Changes resistances: +15% acid / +15% darkness / +15% blight Reduce damage by fixed amount: +5 acid / +5 darkness / +5 blight Demon status: dead (can not be summoned). The seed of a demon. |
2 agate 2 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. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Iseth the iron pickaxe (dig speed 38 turns) Iseth the iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +3 Dex / +1 Mag Changes resistances: +11% nature Changes damage: +6% nature Disease immunity: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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) Activation costs 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. |
iron torque of mindblast 'Offalrock' [power 100] (15 cooldown) iron torque of mindblast 'Offalrock' [power 100] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +1 Cun Changes damage: +6% nature / +3% mind Maximum hate: +2.00 It can be used to blast the opponent's mind dealing 109 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
piercing dwarven-steel torque of psionic shield [power 63] (25 cooldown) piercing dwarven-steel torque of psionic shield [power 63] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all damage taken by 63 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of clear mind [power 2] (25 cooldown) steel torque of clear mind [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
2 amethyst 2 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. |
Glorunn the elm wand of lightning storm [power 116] (15 cooldown) Glorunn the elm wand of lightning storm [power 116] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Physical power: +15 (+5 eff.) Changes stats: +2 Con Changes resistances: +6% cold It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 ametrine 4 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. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Fel-Arc the Ogre Wanderer3in1 level 12
3rd Summertide 122nd year of Ascendancy at 22:46 see stats
By Fel-Arc the Ogre Wanderer3in1 level 10
10th Mirth 122nd year of Ascendancy at 05:39 see stats
By Fel-Arc the Ogre Wanderer3in1 level 9
7th Mirth 122nd year of Ascendancy at 09:57 see stats
Log
Bleeding from Fel-Arc hits War bear for 18 physical damage.
Fel-Arc casts Earthen Missiles.
Fel-Arc's spell attains critical power!
You collect a new ingredient: bear paw (1).
Your fire imp is healed!
Blood Splash hits Fel-Arc for 13 healing, 13 healing (0 total damage) [25 healing].
Fel-Arc's Earthen Missiles hits War bear for 75 physical, 13 physical (88 total damage).
Fel-Arc's Earthen Missiles hits War bear for 42 physical damage.
Fel-Arc hits War bear for 35 acid damage.
Fel-Arc killed War bear!
The shield around Fel-Arc crumbles.
Talent Kinetic Strike is ready to use.
Resting starts...
Fel-Arc rearms.
Fel-Arc has recovered!
Talent Thermal Strike is ready to use.
Talent Rune: Shielding is ready to use.
Talent Block is ready to use.
Talent Healing Inversion is ready to use.
Talent Charged Strike is ready to use.
Talent Ogric Wrath is ready to use.
Rested for 33 turns (stop reason: all resources and life at maximum).
Fel-Arc picks up (j.): elven-wood magestaff 'Balancelore' (25-30 power, 5 apr, cold element).
Resting starts...
Rested for 55 turns (stop reason: all resources and life at maximum).