Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.3.0Donators/Buyers bonus! Deathknight 1.3.1Adds the Deathknight class. See forum thread for details. Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.2.4Official 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Auto-use inscriptions when saturated 1.3.0Removes the check from inscription code that causes all inscriptions to only auto-use when a saturation effect is not present. This does not effect the mechanic of saturation, and therefore setting them to auto-use in too many cases can cause high levels of saturation. Use sparingly. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Ogre |
Class | Arcane Blade |
Level / Exp | 84 / 1% |
Size | big |
Lifes / Deaths | Killed by Velokira the large white snake at level 55 on the 3rd Decay 122nd year of Ascendancy at 02:06 6 / 1 |
Primary Stats
Strength | 70 (base 43) |
Dexterity | 61 (base 49) |
Constitution | 32 (base 10) |
Magic | 103 (base 79) |
Willpower | 68 (base 21) |
Cunning | 120 (base 93) |
Resources
Life | 3167/3167 |
Mana | 611/611 |
Stamina | 513/513 |
Psi | 178/178 |
Healing Factor | 1.23 |
Regeneration | 5.8425 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 15 |
Offense: Mainhand
Damage | 73 |
Accuracy | 70 |
Crit Chance | 70% |
APR | 28 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 80.088720774901 |
Crit Chance | 83% |
Speed | 1 |
Offense: Mind
Mindpower | 51.093333333333 |
Crit Chance | 45% |
Speed | 1 |
Offense: Damage Bonus
All | +5% |
Defense: Base
Armour (hardiness) | 86.6939823157 (97.832957110609%) |
Defense | 42.945849817041 |
Ranged Defense | 47.279183150374 |
Fatigue | 39 |
Physical Save | 68.425 |
Spell Save | 77.223549860859 |
Mental Save | 65.45 |
Defense: Resistances
All | + 13%( 70%) |
Defense: Immunities
Disarm Resistance | 25% |
Silence Resistance | 22% |
Confusion Resistance | 38% |
Stun Resistance | 47% |
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/6)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 34% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 883 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 280 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 377 damage for 4 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 396 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. |
Class Talents
Spell / Air | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.20 |
| 2/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Technique / Magical combat | 1.30 |
| 8/5 |
| 6/5 |
| 6/5 |
| 8/5 |
Technique / Two-handed assault | 1.00 |
| 1/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Spell / Earth | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Fire | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 2/5 |
| 5/5 |
| 2/5 |
| 2/5 |
Cunning / Dirty fighting | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Stone | 1.10 |
| 8/5 |
| 1/5 |
| 1/5 |
| 8/5 |
Technique / Combat techniques | 1.10 |
| 7/5 |
| 1/5 |
| 6/5 |
| 6/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Aegis | 1.10 |
| 7/5 |
| 8/5 |
| 5/5 |
| 3/5 |
Technique / Combat training | 1.10 |
| 4/5 |
| 7/5 |
| 8/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 8/5 |
| 5/5 |
| 5/5 |
Spell / Conveyance | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Arcane Feed |
talent | Fiery Hands |
talent | Arcane Shield |
talent | Inner Power |
talent | Crystalline Focus |
talent | Stone Skin |
talent | Shock Hands |
talent | Premonition |
talent | Shielding |
talent | Arcane Combat |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
detrimental effect | On death will restore to the source up to 21 times the vim's worth. Bleak Outcome |
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 grave | 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 regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You failed to protect the injured seer from death by faeros. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Scintillating Caves. Escort: worried loremaster (level 2 of Scintillating Caves)As a reward you improved talent Mind Sear (+1 level(s)). | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 59. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed snow giant kidney. * You've found the needed xorn fragment. | active |
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 | pair of rough leather boots 'Sunspawn' (3 def, 1 armour) pair of rough leather boots 'Sunspawn' (3 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Changes resistances: +5% arcane Changes resistances penetration: +5% arcane / +15% fire Changes damage: +9% fire Silence immunity: +22% Confusion immunity: +23% Stun/Freeze immunity: +24% A pair of boots made of leather. |
Light source | brass lantern 'Arywe' brass lantern 'Arywe'Infused by nature 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Changes stats: +1 Mag / +4 Wil / +2 Con Changes resistances: +6% blight Critical mult.: +11.00% Maximum encumbrance: +10 Spell save: +25 (+6 eff.) Life regen: +1.10 Mana each turn: +0.08 Mana when firing critical spell: +1.00 Maximum life: +43.00 Spellpower: +4 (+1 eff.) Light radius: +2 Healing mod.: +10% 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 | thaloren dwarven-steel helm of ire (0 def, 4 armour) thaloren dwarven-steel helm of ire (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Str / +6 Wil / +4 Con Changes resistances: +10% blight Physical save: +10 (+2 eff.) Mental save: +21 (+5 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | iron gauntlets 'Glimmerborn' (0 def, 1 armour) iron gauntlets 'Glimmerborn' (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * Slows global speed by 15% * 40% chance to blind Damage when hit (Melee): 8 light Changes stats: +2 Con Changes damage: +3% nature Physical save: +12 (+3 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Disarm immunity: +25% Life regen: +1.50 Stamina each turn: +0.70 Mana each turn: +0.13 Maximum stamina: +14.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +4% When used to modify unarmed attacks: Power: 102% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% When this weapon hits: Slumber (10% chance level 1). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Elemental bolt (10% chance level 1). Damage (Melee): +7 physical / +5 arcane / +4 light Burst (radius 1) on hit: +8 light It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 2.4 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 24% and provides a 13% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Nereta the dwarven-steel pickaxe (dig speed 8 turns) Nereta the dwarven-steel pickaxe (dig speed 8 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +10 Armour: +6 Damage when hit (Melee): 4 temporal Changes stats: +3 Cun / +5 Str Changes resistances: +8% fire / +8% darkness / +3% nature Reduces incoming crit damage: 10.00% Physical save: +20 (+5 eff.) Blindness immunity: +5% Confusion immunity: +15% Infravision radius: +6 When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 23 cooldown : Effective talent level: 4.4 Power cost: 23 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +92 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +6% nature / +14% physical Changes damage: +14% physical Reduces incoming crit damage: 5.00% Physical save: +20 (+5 eff.) Spell save: +13 (+3 eff.) Blindness immunity: +10% Life regen: +0.70 Maximum life: +61.00 Maximum stamina: +20.00 Healing mod.: +13% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | Corpsemalice the copper ring Corpsemalice the copper ringCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Physical power: +6 (+1 eff.) Defense: +9 (+3 eff.) Damage when hit (Melee): 8 arcane Changes stats: +2 Mag / +2 Wil Changes damage: +9% nature / +5% all Stun/Freeze immunity: +23% Life regen: +1.20 Mana when firing critical spell: +1.00 Maximum mana: +40.00 Spellpower: +11 (+2 eff.) Mindpower: +8 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Around neck | The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+1 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
In main hand | Brenydas the Lightningorder (136% power, 6 apr, physical element) Brenydas the Lightningorder (136% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 mind / +12 fire Burst (radius 1) on hit: +4 mind When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +6 Mag / +5 Wil Changes resistances: +3% lightning Changes damage: +30% physical / +30% temporal / +30% darkness / +30% light Talent granted: +1 Command Staff Critical mult.: +5.00% Physical save: +12 (+3 eff.) Spell save: +14 (+3 eff.) Mental save: +12 (+3 eff.) Psi when hit: +0.08 Hate when firing a critical mind attack: +1.00 Maximum mana: +58.00 Spellpower: +48 (+8 eff.) Spell crit. chance: +22% Staves designed for wielders of magic, by the greats of the art. |
Around waist | noble's rough leather belt of containment noble's rough leather belt of containmentPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Reduced damage from: +15% Summoned Maximum life: +50.00 Maximum mana: +30.00 Maximum stamina: +25.00 Maximum hate: +11.00 Maximum psi: +20.00 Maximum vim: +21.00 Maximum pos.energy: +21.00 Maximum neg.energy: +20.00 Reduces paradox anomalies(equivalent to willpower): +11 A belt that goes around your waist. |
In off hand | stralite shield 'Loresta' (10 def, 12 armour, 100% power, 213.5 block) stralite shield 'Loresta' (10 def, 12 armour, 100% power, 213.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 161% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +214 Damage (Melee): +14 lightning / +22 cold / +15 nature When wielded/worn: Armour: +12 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 18% chance to daze Damage when hit (Melee): 18 ice / 17 nature / 8 arcane Changes stats: +5 Dex / +8 Wil / +4 Cun / +1 Con Changes resistances: +14% lightning / +44% cold / +18% nature / +18% blight Talent granted: +4 Block Maximum life: +89.00 Light radius: +3 Handheld deflection devices. |
Cloak | Belikalthosta (1 def, 0 armour) Belikalthosta (1 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 8 blight Changes stats: +2 Str / +6 Wil / +3 Cun / +2 Con Maximum mana: +40.00 Spell crit. chance: +2% Mental crit. chance: +5% Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Mayilewyn the Kindlespire (10 def, 26 armour) Mayilewyn the Kindlespire (10 def, 26 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Physical power: +13 (+3 eff.) Armour: +26 Defense: +10 (+3 eff.) Fatigue: +20% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 12 nature / 12 physical Changes stats: +5 Str / +5 Mag / +10 Wil / +7 Cun Changes resistances: +26% lightning / +13% physical / +9% darkness / +21% cold / +3% nature / +14% fire / +6% mind / +20% acid Changes resistances penetration: +15% light / +5% nature Changes damage: +6% darkness / +24% light Allows you to breathe in: water Mental save: +39 (+10 eff.) Maximum life: +28.00 Spellpower: +13 (+2 eff.) Spell crit. chance: +5% Mindpower: +13 (+3 eff.) Mental crit. chance: +6% Light radius: +1 A suit of armour made of metal plates. |
Inventory
Koryldir the voratun dagger (162% power, 9 apr) Koryldir the voratun dagger (162% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 163% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 111% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 16% chance to disease Damage (Melee): +14 light / +11 blight / +22 cold / +11 mind Damage against: +24% Undead When wielded/worn: Accuracy: +24 (+6 eff.) Armour penetration: +14 Physical crit. chance: +13.0% Physical power: +10 (+2 eff.) Changes stats: +5 Str / +7 Dex Changes resistances: +2% physical Changes damage: +18% physical Critical mult.: +16.00% Physical save: +29 (+7 eff.) Disease immunity: +28% Stamina when hit: +2.00 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
Arcbane the stralite greatsword (194% power, 5 apr) Arcbane the stralite greatsword (194% power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 195% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 35% chance to disease * 20% chance to torment the target On weapon crit: * splashes the target with acid Damage (Melee): +24 acid / +33 blight Burst (radius 1) on hit: +4 physical When wielded/worn: Armour penetration: +36 Physical crit. chance: +19.0% Physical power: +6 (+1 eff.) Changes stats: +3 Con Changes resistances: +9% lightning / +3% physical Changes resistances penetration: +19% physical / +19% mind / +19% darkness Changes damage: +20% physical Critical mult.: +26.00% Stamina each turn: +0.60 Massive two-handed swords. |
dwarven-steel longsword 'Satyrvault' (141% power, 4 apr) dwarven-steel longsword 'Satyrvault' (141% power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Power: 142% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 42% chance to gain 10% of a turn On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +27 insidious poison When wielded/worn: Physical crit. chance: +22.0% Physical power: +22 (+4 eff.) Damage when hit (Melee): 4 temporal Changes stats: +5 Con Changes resistances: +3% nature Changes resistances penetration: +25% lightning / +10% physical / +5% nature / +5% temporal Changes damage: +6% nature / +6% lightning Disarm immunity: +19% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. flaming blue-steel trident of daylight (118% power, 8 apr)flaming blue-steel trident of daylight (118% power, 8 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 2 It must be held with both hands. Power: 119% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +2.0% Attack speed: 100% Damage (Melee): +16 light Burst (radius 1) on hit: +16 fire Damage against: +19% Undead A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
marshal's cashmere cloak of the Shaloren (2 def, 0 armour) marshal's cashmere cloak of the Shaloren (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Str / +3 Mag / +3 Wil / +4 Con Physical save: +10 (+2 eff.) Maximum life: +82.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
defender's voratun helm of dexterity (+10) (8 def, 14 armour) defender's voratun helm of dexterity (+10) (8 def, 14 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+3 eff.) Fatigue: +5% Changes stats: +10 Dex Changes resistances: +7% all Physical save: +13 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap of constitution (+7) (0 def, 3 armour) hardened leather cap of constitution (+7) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Con A cap made of leather. |
voratun plate armour 'Searsquall' (9 def, 16 armour) voratun plate armour 'Searsquall' (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 4 fire Changes stats: +8 Str / +7 Con Changes resistances: +12% acid / +9% physical / +12% blight / +12% fire / +30% lightning / +11% cold Changes resistances penetration: +5% fire Changes damage: +6% blight / +12% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +38% Stun/Freeze immunity: +33% Knockback immunity: +28% Life regen: +8.90 Stamina each turn: +1.80 Maximum life: +145.00 Healing mod.: +24% A suit of armour made of metal plates. |
coruscating dwarven-steel shield of radiance (8 def, 2 armour, 100% power, 77 block) coruscating dwarven-steel shield of radiance (8 def, 2 armour, 100% power, 77 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 138% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +77 Damage (Melee): +16 light / +14 fire When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Effects when hit in melee: * 28% chance to blind Damage when hit (Melee): 27 fire Changes stats: +4 Str / +4 Mag / +6 Con Changes resistances: +15% light / +16% fire Talent granted: +3 Block Handheld deflection devices. |
340 alchemist agate 340 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (124 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 178 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
Torchlash the stralite torque of psychoportation [power 50] (27 cooldown) Torchlash the stralite torque of psychoportation [power 50] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 8 arcane Maximum wards: +3 physical / +4 mind / +4 darkness Changes resistances penetration: +10% blight Changes damage: +9% fire Talents cooldown: Telekinetic Blast (+10 turn) Silence (+5 turn) Talents granted: +8 Telekinetic Blast +1 Ward +5 Silence Spell save: +3 (+1 eff.) Maximum mana: +40.00 Spell crit. chance: +2% Damage Shield penetration: +10% It can be used to teleport randomly (rad 50), putting all charms on cooldown for 27 turns. When used: 100% chance to regenerate 8 hate. Torques are made by powerful psionics to store psionic powers. |
ash wand of clairvoyance [power 10] (6 cooldown) ash wand of clairvoyance [power 10] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 10), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
citrine 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. |
Achievements
By Alual the Ogre Arcane Blade level 71
7th Decay 122nd year of Ascendancy at 09:33 see stats
By Alual the Ogre Arcane Blade level 53
78th Haze 122nd year of Ascendancy at 07:52 see stats
By Alual the Ogre Arcane Blade level 10
4th Flare 122nd year of Ascendancy at 12:22 see stats
By Alual the Ogre Arcane Blade level 20
71st Haze 122nd year of Ascendancy at 06:03 see stats
By Alual the Ogre Arcane Blade level 30
71st Haze 122nd year of Ascendancy at 20:45 see stats
By Alual the Ogre Arcane Blade level 40
75th Haze 122nd year of Ascendancy at 13:24 see stats
By Alual the Ogre Arcane Blade level 50
77th Haze 122nd year of Ascendancy at 06:10 see stats
By Alual the Ogre Arcane Blade level 11
5th Flare 122nd year of Ascendancy at 08:32 see stats
By Alual the Ogre Arcane Blade level 64
6th Decay 122nd year of Ascendancy at 08:39 see stats
By Alual the Ogre Arcane Blade level 17
38th Haze 122nd year of Ascendancy at 11:50 see stats
By Alual the Ogre Arcane Blade level 39
74th Haze 122nd year of Ascendancy at 22:37 see stats
By Alual the Ogre Arcane Blade level 52
78th Haze 122nd year of Ascendancy at 00:36 see stats
Log
The protective shield of Alual disappears.
Talent Shield Pummel is ready to use.
Talent Block is ready to use.
Talent Assault is ready to use.
Resting starts...
Talent Infusion: Healing is ready to use.
Talent Rune: Shielding is ready to use.
Talent Shield Slam is ready to use.
Talent Infusion: Wild is ready to use.
Talent Rush is ready to use.
Talent Arcane Reconstruction is ready to use.
Talent Perfect Strike is ready to use.
Talent Aegis is ready to use.
Talent Teleport is ready to use.
Talent Writ Large is ready to use.
Talent Ogric Wrath is ready to use.
Talent Blinding Speed is ready to use.
Rested for 44 turns (stop reason: all resources and life at maximum).
Alual deactivates Arcane Feed.
Alual deactivates Stone Skin.
Alual deactivates Premonition.
Alual deactivates Inner Power.
Alual deactivates Shielding.
Alual deactivates Arcane Combat.
Alual deactivates Shock Hands.
Alual deactivates Fiery Hands.
Alual deactivates Arcane Shield.
Alual deactivates Crystalline Focus.