










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Improved player targetting 1.2.0Player's targetting improvements. Items Vault 1.5.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Ogre |
Class | Bulwark |
Level / Exp | 25 / 58% |
Size | big |
Lifes / Deaths | Killed by Lisylratha the grave wight at level 21 on the 7th Allure 123rd year of Ascendancy at 09:50 0 / 7Killed by Urkis, the High Tempest at level 21 on the 7th Allure 123rd year of Ascendancy at 16:53 Killed by Grand Corruptor at level 22 on the 11st Regrowth 123rd year of Ascendancy at 18:53 Killed by elven corruptor at level 22 on the 11st Regrowth 123rd year of Ascendancy at 19:36 Killed by skeleton mage at level 25 on the 80th Regrowth 123rd year of Ascendancy at 05:17 Killed by dread at level 25 on the 2nd Pyre 123rd year of Ascendancy at 09:54 Killed by dread at level 25 on the 2nd Pyre 123rd year of Ascendancy at 13:36 |
Primary Stats
Strength | 60 (base 55) |
Dexterity | 41 (base 42) |
Constitution | 27 (base 20) |
Magic | 16 (base 10) |
Willpower | 19 (base 10) |
Cunning | 20 (base 10) |
Resources
Life | -277/1102 |
Positive | 76/122 |
Stamina | 134/160 |
Healing Factor | 1.1294416243654 |
Regeneration | 0.28236040609136 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 6 |
See Stealth | 40.359939435378 |
See Invisible | 46.359939435378 |
Offense: Mainhand
Damage | 91 |
Accuracy | 37 |
Crit Chance | 8% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 16 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +21% |
Light | +23% |
Physical | +16% |
Arcane | +27% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Arcane | +25% |
Physical | +18% |
Darkness | +10% |
Defense: Base
Armour (hardiness) | 75.014721737815 (86.818181818182%) |
Defense | 44 |
Ranged Defense | 46 |
Fatigue | 9 |
Physical Save | 46 |
Spell Save | 32 |
Mental Save | 40 |
Defense: Resistances
Lightning | + 26%( 70%) |
Fire | + 15%( 70%) |
Darkness | + 23%( 70%) |
Cold | + 10%( 70%) |
Physical | + 9%( 70%) |
Mind | + 11%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Pinning Resistance | 0% |
Disarm Resistance | 40% |
Confusion Resistance | 30% |
Knockback Resistance | 64% |
Stun Resistance | 64% |
Instadeath Resistance | 100% |
Blind Resistance | 30% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 606% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 209 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 36 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 11 for 9 turns. While Heroism is active, you will only die when reaching -336 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 Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 444 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Technique / Battle tactics | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
talent | Last Stand |
talent | Shield Wall |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | The target is hexed. Each time it uses an ability it takes 49.12 fire damage, and talent cooldowns are increased by 56% plus 1 turn. Burning Hex |
beneficial effect | Each melee blow landed has a 42% chance to trigger an additional melee blow (up to once per turn for each weapon). Greater Weapon Focus |
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 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 failed to protect the lone alchemist from death by wretchling. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Scintillating Caves. Escort: lost anorithil (level 3 of Scintillating Caves)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Dreadfell. Escort: lost anorithil (level 4 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by hornet swarm. Escort: repented thief (level 2 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved talent Disarm (+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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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: 68. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed giant spider spinneret. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +15 (+5 eff.) Fatigue: +3% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 20 lightning Changes resistances: +6% lightning / +6% fire Changes damage: +12% fire Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 24 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Light source | ![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+4 eff.) Mindpower: +10 (+5 eff.) Light radius: +5 Absorbs all darkness (power 68, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 123.42 darkness damage (based on Mindpower and charge), costing 9 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 27 power out of 30/30) : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 16.68 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+4 eff.) Mindpower: +3 (+2 eff.) It can be used to activate talent Psionic Pull (costing 17 power out of 35/35) : Effective talent level: 3.0 Power cost: 17 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 52 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+5 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 36 power out of 50/50) : Effective talent level: 2.0 Power cost: 36 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 17 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Around neck | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | ![]() Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 134% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +14 Changes resistances penetration: +18% physical Changes damage: +5% physical Blunt and deadly. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% cold / +5% fire A belt that goes around your waist. |
In off hand | ![]() Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 117% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +37 On weapon hit: * 40% chance to inflict 15% damage reduction * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +4 darkness Burst (radius 1) on hit: +4 temporal When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +17% lightning Changes damage: +6% darkness Talent granted: +2 Block Handheld deflection devices. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Defense: +2 (+0 eff.) Fatigue: -4% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances penetration: +25% arcane Changes damage: +27% arcane 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: - Strength 38 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +23 Defense: +13 (+4 eff.) Fatigue: +10% Changes stats: +2 Str / +3 Wil / +2 Cun / +3 Con Changes resistances: +7% mind Physical save: +12 (+4 eff.) Mental save: +33 (+11 eff.) See invisible: +6 A suit of armour made of mail. |
Inventory
![]() 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 207 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 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: 30 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 309 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 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: 26 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 467 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 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: 28 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 effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 520% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 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: 33 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 332 damage for 4 turns. 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. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to blind Damage (Melee): 24 light Effects on ranged hit: * 11% chance to blind Damage (Ranged): 21 light Changes stats: +5 Cun / +5 Wil Mindpower: +5 (+3 eff.) Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +12% physical Changes damage: +12% physical Physical save: +6 (+2 eff.) Rings can have magical properties. |
![]() Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 137% Range: 1.7x Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 18 power out of 20/20) : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 132% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 40% chance to blind * 19% chance to cause random gloom * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +7 lightning / +16 mind When wielded/worn: Physical crit. chance: +9.0% Changes stats: +3 Cun / +3 Wil Changes resistances: +3% light Light radius: +1 Massive two-handed mauls. |
![]() Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Power: 121% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 120% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +8 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +6% acid Changes resistances penetration: +15% arcane Changes damage: +6% acid / +12% arcane Disarm immunity: +24% One-handed war axes. |
![]() Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 117% Range: 1.4x Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +3 Defense: +1 (+0 eff.) Changes stats: +1 Cun / +2 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +5 Defense: +2 (+0 eff.) Changes stats: +3 Dex / +2 Mag / +2 Wil / +1 Cun A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 30% chance to blind Changes resistances: +6% lightning / +6% temporal / +3% mind Changes resistances penetration: +10% mind Changes damage: +6% mind Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 42.21 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +3 Cun / +3 Wil Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+2 eff.) It can be used to activate talent Mindhook (costing 15 power out of 24/24) : Effective talent level: 4.0 Power cost: 15 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +12% lightning Changes resistances penetration: +10% acid Changes damage: +6% acid / +30% lightning Physical save: +13 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 12 light Changes resistances: +3% mind Changes damage: +3% mind Light radius: +5 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. |
![]() Infused 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 (68 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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: 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. |
![]() 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 182 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. |
Achievements
By i identify as a formicid the Ogre Bulwark level 10
17th Dusk 122nd year of Ascendancy at 03:18 see stats
By i identify as a formicid the Ogre Bulwark level 15
4th Haze 122nd year of Ascendancy at 06:22 see stats
By i identify as a formicid the Ogre Bulwark level 21
7th Allure 123rd year of Ascendancy at 18:18 see stats
By i identify as a formicid the Ogre Bulwark level 23
21st Regrowth 123rd year of Ascendancy at 17:02 see stats
By i identify as a formicid the Ogre Bulwark level 10
2nd Flare 122nd year of Ascendancy at 03:48 see stats
By i identify as a formicid the Ogre Bulwark level 20
76th Haze 122nd year of Ascendancy at 10:28 see stats
By i identify as a formicid the Ogre Bulwark level 13
59th Dusk 122nd year of Ascendancy at 17:19 see stats
By i identify as a formicid the Ogre Bulwark level 22
12nd Regrowth 123rd year of Ascendancy at 08:32 see stats
By i identify as a formicid the Ogre Bulwark level 22
11st Regrowth 123rd year of Ascendancy at 19:36 see stats
By i identify as a formicid the Ogre Bulwark level 10
5th Flare 122nd year of Ascendancy at 22:11 see stats
By i identify as a formicid the Ogre Bulwark level 21
7th Allure 123rd year of Ascendancy at 09:28 see stats
By i identify as a formicid the Ogre Bulwark level 12
35th Dusk 122nd year of Ascendancy at 16:55 see stats
By i identify as a formicid the Ogre Bulwark level 17
62nd Haze 122nd year of Ascendancy at 11:16 see stats
By i identify as a formicid the Ogre Bulwark level 23
52nd Regrowth 123rd year of Ascendancy at 16:45 see stats
By i identify as a formicid the Ogre Bulwark level 15
1st Time of Equilibrium 122nd year of Ascendancy at 12:28 see stats
Log
i identify as a formicid hits Dread for 96 physical, 3 mind (99 total damage).
I identify as a formicid stops regenerating health quickly.
Talent Dig is ready to use.
Dread hits i identify as a formicid for 36 physical damage.
i identify as a formicid hits Dread for 13 lightning damage.
Dread casts Burning Hex.
I identify as a formicid shrugs off the effect 'Burning Hex'!
Dread misses i identify as a formicid.
Dread casts Burning Hex.
I identify as a formicid shrugs off the effect 'Burning Hex'!
Dread hits i identify as a formicid for 36 physical damage.
Dread hits i identify as a formicid for 38 physical damage.
i identify as a formicid hits Dread for 13 lightning damage.
i identify as a formicid hits Dread for 13 lightning damage.
i identify as a formicid misses Dread.
Something misses i identify as a formicid.
Something misses i identify as a formicid.
Something misses i identify as a formicid.
i identify as a formicid leeches life from Dread!
Dread hits i identify as a formicid for 33 physical, 4 healing (33 total damage) [4 healing].
Something hits i identify as a formicid for 36 physical damage.
i identify as a formicid hits Something for 13 lightning damage.
i identify as a formicid hits Dread for 13 lightning damage.
i identify as a formicid misses Dread.
Dread hits i identify as a formicid for 36 physical damage.
i identify as a formicid hits Dread for 13 lightning damage.
Dread misses i identify as a formicid.
Saving game...