











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Improved Starting Inscriptions 1.5.5Makes the Last Hope, Irkkk, and Kruk Pride (if you have EoR) infusion and rune stores start with a variety of quality inscriptions. Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Ogre |
Class | Mana Knight |
Level / Exp | 16 / 68% |
Size | huge |
Lifes / Deaths | Killed by Gybeth the elven warrior at level 13 on the 1st Dusk 122nd year of Ascendancy at 20:13 0 / 7Killed by Gybeth the elven warrior at level 13 on the 1st Dusk 122nd year of Ascendancy at 21:32 Killed by Dael the thalore at level 14 on the 15th Dusk 122nd year of Ascendancy at 14:55 Killed by Vehie the shalore at level 14 on the 15th Dusk 122nd year of Ascendancy at 16:48 Killed by Belolemina the sandworm at level 16 on the 30th Dusk 122nd year of Ascendancy at 17:37 Killed by Lisyvea the sandworm at level 16 on the 31st Dusk 122nd year of Ascendancy at 02:18 Killed by Eilinesevea the gigantic sandworm tunneler at level 16 on the 31st Dusk 122nd year of Ascendancy at 03:18 |
Primary Stats
Strength | 42 (base 23) |
Dexterity | 15 (base 10) |
Constitution | 16 (base 10) |
Magic | 51 (base 43) |
Willpower | 29 (base 21) |
Cunning | 18 (base 10) |
Resources
Life | -123/564 |
Mana | 3/285 |
Stamina | 164/164 |
Healing Factor | 1.2083870967742 |
Regeneration | 4.6522903225808 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 22.309282481023 |
See Invisible | 22.309282481023 |
Offense: Mainhand
Damage | 135 |
Accuracy | 13 |
Crit Chance | 16% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | 42 |
Accuracy | 13 |
Crit Chance | 17% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 60 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +21% |
Arcane | +6% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Light | +15% |
Mind | +25% |
Physical | +10% |
Cold | +19% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 42.416050405667 (76.629213483146%) |
Defense | 25 |
Ranged Defense | 30 |
Fatigue | 30 |
Physical Save | 50 |
Spell Save | 62 |
Mental Save | 20 |
Defense: Resistances
Blight | + 12%( 76%) |
Arcane | + 21%( 76%) |
Mind | + 9%( 70%) |
All | 0%( 70%) |
Darkness | + 11%( 70%) |
Light | + 7%( 70%) |
Temporal | + 23%( 76%) |
Fire | + 21%( 70%) |
Cold | + 12%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 10% |
Pinning Resistance | 100% |
Silence Resistance | 27% |
Instadeath Resistance | 100% |
Knockback Resistance | 21% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 476 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 17% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 413% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 13 for 8 turns. While Heroism is active, you will only die when reaching -639 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
Spell / Arcane | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Magical Fundamentals | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Spell / Arcane Expertimentation | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Mana Flare | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Weapons Master | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat Casting | 1.00 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Anime Style |
talent | Eldritch Combat |
talent | Experimental Safeguards |
talent | Eldritch Aura |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
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. | 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 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 |
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. | 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 within | 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 | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Changes resistances penetration: +10% nature Mindpower: +10 (+5 eff.) Heals friendly targets nearby when you use a nature summon: +50 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Requires: Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes resistances: +3% darkness Changes resistances penetration: +10% darkness / +15% light Changes damage: +21% darkness Maximum life: +44.00 Light radius: +2 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 | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +4 Defense: +9 (+4 eff.) Ranged Defense: +9 (+5 eff.) Fatigue: +4% Changes stats: +9 Str / +6 Dex Critical mult.: +6.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Requires: Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 arcane Changes stats: +4 Wil / +4 Mag Changes resistances: +4% arcane When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 40% Cun, 14% Str, 80% Mag, 14% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +6 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Requires: Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Requires: Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes resistances penetration: +25% mind Stun/Freeze immunity: +20% Life regen: +2.10 Equilibrium when hit: +0.08 Psi when hit: +0.32 Mental crit. chance: +2% Rings can have magical properties. |
On fingers | ![]() Requires: Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Rings can have magical properties. |
Around neck | ![]() Requires: Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +11% temporal Pinning immunity: +22% Knockback immunity: +21% Amulets can have magical properties. |
In main hand | ![]() Requires: - Magic 48 Infused by nature Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.0 - 99.0 Uses stats: 120% Mag, 42% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +13 nature / +20 temporal Burst (radius 2) on crit: +33 ice When wielded/worn: Armour: +12 Damage when hit (Melee): 8 arcane Changes resistances: +12% cold Changes resistances penetration: +19% cold Changes damage: +6% arcane Mental save: +3 (+2 eff.) Massive two-handed mauls. |
Around waist | ![]() Requires: Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Changes resistances: +7% light / +8% darkness Spell save: +9 (+2 eff.) Size category: +1 A belt that goes around your waist. |
In off hand | ![]() Requires: - Magic 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.0 - 32.2 Uses stats: 100% Mag, 35% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +5 fire When wielded/worn: Armour penetration: +8 Physical crit. chance: +7.0% Critical mult.: +14.00% Sharp, long, and deadly. |
Cloak | ![]() Requires: Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +9% mind / +5% arcane Silence immunity: +15% Confusion immunity: +10% Stun/Freeze immunity: +25% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Magic 35 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +13 Defense: +5 (+2 eff.) Fatigue: +24% Changes stats: +4 Str / +4 Wil / +4 Con Changes resistances: +21% fire Changes resistances penetration: +10% physical Life regen: +1.50 Maximum life: +138.00 Healing mod.: +16% A suit of armour made of metal plates. |
Inventory
![]() sun infusion (rad 5; power 20; turns 3; dispels darkness) 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 3 turns. 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. |
![]() 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 25.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 15 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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. |
![]() phase door rune of the warrior (range 11; power 28; dur 4) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Strength 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. |
![]() shielding rune of the titan (absorb 145 for 4 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: 19 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 145 damage for 4 turns. Its effects scale with your Constitution 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. |
![]() Requires: Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% lightning Changes damage: +10% lightning Rings can have magical properties. |
![]() Requires: Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Disarm immunity: +21% Pinning immunity: +21% Knockback immunity: +22% Maximum life: +20.00 Rings can have magical properties. |
![]() Requires: - Magic 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stats: 120% Mag, 42% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 111% On weapon hit: * 21% chance to cause random gloom * 26% chance to daze at end of turn Damage Shield penetration (this weapon only): +20% Damage (Melee): +14 mind When wielded/worn: Accuracy: +14 (+10 eff.) Damage when hit (Melee): 4 blight Changes stats: +5 Str / +10 Dex / +3 Mag / +6 Wil / +8 Cun / +3 Con Changes resistances penetration: +12% lightning Changes damage: +9% blight Heals friendly targets nearby when you use a nature summon: +40 Massive two-handed swords. |
![]() dwarven-steel greatsword of massacre (46-73.6 power, 2 apr) Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 46.0 - 73.6 Uses stats: 120% Mag, 42% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Massive two-handed swords. |
![]() Aradur the Oozemire Requires: - Magic 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 On weapon hit: * Slows global speed by 20% * 40% chance to corrode armour by 30% When wielded/worn: Changes stats: +4 Cun Changes resistances: +18% acid Changes resistances penetration: +20% acid / +14% physical Changes damage: +6% acid Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 12 temporal Changes resistances: +12% temporal Mental save: +5 (+3 eff.) Maximum psi: +10.00 Spellpower: +2 (+0 eff.) Mental crit. chance: +3% A belt that goes around your waist. |
![]() Samurim the hardened leather belt Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Str / +1 Con Changes resistances: +8% acid / +8% blight Grants telepathy: Dragon Humanoid/Orc Light radius: +2 See invisible: +6 A belt that goes around your waist. |
![]() Requires: Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -2% Changes stats: +3 Str / +3 Dex / +4 Wil Mental save: +6 (+3 eff.) Spellpower: +3 (+0 eff.) Light radius: +3 A belt that goes around your waist. |
![]() Requires: Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Defense: +1 (+0 eff.) Fatigue: -2% Changes stats: +2 Str Changes resistances: +6% mind Grants telepathy: Dragon Humanoid/Orc Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Requires: 2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 8 mind Changes stats: +3 Con / +1 Mag Changes resistances: +6% cold / +5% fire Grants telepathy: Dragon Mindpower: +4 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex / +4 Mag / +4 Cun / +2 Con Grants telepathy: Dragon A cap made of leather. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A pointy cloth hat, very wizardly... |
![]() Requires: - Magic 10 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +4% Changes stats: +1 Dex / +1 Mag / +1 Con Changes resistances: +5% mind Mental save: +11 (+6 eff.) See invisible: +9 A suit of armour made of leather. |
![]() prismatic cured leather armour of clarity (2 def, 4 armour) Requires: - Magic 14 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +12% light / +12% darkness / +6% mind Mental save: +11 (+6 eff.) A suit of armour made of leather. |
![]() Requires: - Magic 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.5 - 35.4 Uses stats: 100% Mag, 35% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +85 Damage (Melee): +13 light When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Effects when hit in melee: * 10% chance to blind Changes stats: +3 Con / +2 Mag Changes resistances: +10% light Talent granted: +3 Block Handheld deflection devices. |
![]() Requires: - Magic 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.5 - 18.6 Uses stats: 100% Mag, 35% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +45 Damage (Melee): +11 cold When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Damage (Melee): 5 cold Damage when hit (Melee): 12 ice Talent granted: +2 Block Handheld deflection devices. |
![]() hateful quiver of ash arrows of wind (15/15, 21-29.4 power, 7 apr) Requires: - Magic 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.0 - 29.4 Uses stats: 18% Str, 120% Mag, 24% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 15 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +15 darkness Damage against: +11% Living Arrows are used with bows to pierce your foes to death. |
![]() quiver of ash arrows (18/18, 21.5-30.1 power, 7 apr) Requires: - Magic 16 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.5 - 30.1 Uses stats: 18% Str, 120% Mag, 24% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 18 Arrows are used with bows to pierce your foes to death. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Requires: 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
![]() Requires: Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +5% fire Light radius: +2 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() Powered 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. |
![]() quick steel torque of mindblast [power 105] (4 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to fire a blast of psionic energies in a range 7 beam dealing 52.50 to 105.00 mind damage, putting all charms on cooldown for 4 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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 ManMana the Ogre Mana Knight level 10
1st Flare 122nd year of Ascendancy at 10:09 see stats
By ManMana the Ogre Mana Knight level 10
2nd Flare 122nd year of Ascendancy at 00:29 see stats
By ManMana the Ogre Mana Knight level 16
23rd Dusk 122nd year of Ascendancy at 09:03 see stats
By ManMana the Ogre Mana Knight level 8
4th Mirth 122nd year of Ascendancy at 07:33 see stats
By ManMana the Ogre Mana Knight level 15
21st Dusk 122nd year of Ascendancy at 07:50 see stats
By ManMana the Ogre Mana Knight level 16
31st Dusk 122nd year of Ascendancy at 02:18 see stats
Log
ManMana hits Eilinesevea the gigantic sandworm tunneler for 8 arcane damage.
Eilinesevea the gigantic sandworm tunneler hits ManMana for 60 physical, 4 arcane (64 total damage).
Eilinesevea the gigantic sandworm tunneler receives 88 healing.
Eilinesevea the gigantic sandworm tunneler uses Block.
ManMana feels pain again.
Eilinesevea the gigantic sandworm tunneler hits ManMana for 12 physical, 12 physical (24 total damage).
Eldritch Combat hits Eilinesevea the gigantic sandworm tunneler for 14 arcane, 14 arcane (28 total damage).
ManMana hits Eilinesevea the gigantic sandworm tunneler for (124 blocked), 0 physical, 12 nature, 18 temporal, 5 arcane, (41 blocked), 0 physical, 5 arcane, 3 fire (42 total damage).
Eilinesevea the gigantic sandworm tunneler receives 88 healing.
ManMana hits Eilinesevea the gigantic sandworm tunneler for 8 arcane damage.
Eilinesevea the gigantic sandworm tunneler hits ManMana for 104 physical, 5 arcane (109 total damage).
Eilinesevea the gigantic sandworm tunneler receives 88 healing.
Eilinesevea the gigantic sandworm tunneler uses Grab.
ManMana resists the grab!
ManMana hits Eilinesevea the gigantic sandworm tunneler for 8 arcane damage.
Eilinesevea the gigantic sandworm tunneler hits ManMana for 117 physical, 2 arcane (120 total damage).
Talent Fiddling With Chance is ready to use.
Talent Arcane Power is ready to use.
Eilinesevea the gigantic sandworm tunneler receives 88 healing.
Eilinesevea the gigantic sandworm tunneler rushes out!
ManMana hits Eilinesevea the gigantic sandworm tunneler for 8 arcane damage.
Eilinesevea the gigantic sandworm tunneler hits ManMana for 79 physical, 2 arcane (82 total damage).
Eilinesevea the gigantic sandworm tunneler has finished recovering.
Eilinesevea the gigantic sandworm tunneler uses Shattering Shout.
Saving game...