Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Half-Cost Category Mastery 1.3.1 The Crucible 1.3.1As I'm bad at descriptions, heres the in-game description that you'll get whenever you want to forge an item for more information; This process will transplant all egos from the 2 altars on the outside, onto the center item. This process will use Fortress energy. (Ranged weapons of any sort (including ammo) is not recommended, but not disallowed. Use at your own risk.) Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Extra Dungeons 1.4.8In 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: ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Training fix for staff combat and mindstar mastery 1.0.4This add-on updates the staff combat trainer in Angolwen and the mindstar mastery trainer in Zigur to work with unlocked categories from escorts without penalizing the player, adjusts training costs, and provides an enhanced training option. At these trainers you can If you have revealed the talent category from an escort and unlock it with the trainer, the mastery will be improved to 1.1, and can be enhanced further to 1.3. It overloads the files mod.data.chats.angolwen-staves-store.lua and mod.data.chats.zigur-mindstar-store.lua Cornac Rectification 1.4.5The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. 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. Select your Escorts 1.4.8Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Randboss Rando 1.4.2Massively spikes Rare counts as the game progresses, and even adds in Randbosses in the late game. As of 1.4.2, the player can fully control the spawn rate of Rare and Randboss class enemies to suit their gameplay style. Items Vault 1.4.8Donators/Buyers bonus! Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Ghoul |
Class | Sun Paladin |
Level / Exp | 32 / 48% |
Size | medium |
Lifes / Deaths | Killed by Unliu the halfling at level 17 on the 65th Dusk 122nd year of Ascendancy at 20:32 1 / 5Killed by Dead Again's Inner Demon at level 18 on the 7th Haze 122nd year of Ascendancy at 01:15 Killed by Glaba the slaver at level 19 on the 8th Haze 122nd year of Ascendancy at 05:16 Killed by Ce'Nilravena the fire drake hatchling at level 20 on the 10th Haze 122nd year of Ascendancy at 21:29 Killed by Mayolaith the dragon turtle at level 26 on the 35th Haze 122nd year of Ascendancy at 08:49 |
Primary Stats
Strength | 91 (base 60) |
Dexterity | 32 (base 18) |
Constitution | 39 (base 10) |
Magic | 62 (base 60) |
Willpower | 12 (base 10) |
Cunning | 19 (base 10) |
Resources
Life | 1289/1289 |
Positive | 16/43 |
Stamina | 218/218 |
Healing Factor | 1.1 |
Regeneration | 4.235 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 3 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 105 |
Accuracy | 54 |
Crit Chance | 18% |
APR | 24 |
Speed | 0.91 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 40 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 76.4 (89.859154929577%) |
Defense | 29 |
Ranged Defense | 36 |
Fatigue | 20 |
Physical Save | 60 |
Spell Save | 46 |
Mental Save | 34 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 24% |
Fear Resistance | 100% |
Poison Resistance | 99% |
Blind Resistance | 35% |
Disarm Resistance | 46% |
Bleed Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 70 with a minimum range of 15. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
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 410 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Celestial / Guardian | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Radiance | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 5/5 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Weapon of Wrath |
talent | Weapon of Light |
talent | Chant of Fortitude |
talent | Second Life |
talent | Shield of Light |
talent | Retribution |
talent | Searing Sight |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
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 |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)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 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 305. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed wretchling eyeball. * '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.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed pouch of luminous horror dust. * You've found the needed hummerhorn wing. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed mummified bone. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed orc heart. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | 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 (54 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | Sparkclash (0 def, 2 armour) Sparkclash (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 lightning Changes stats: +2 Con Changes resistances: +5% lightning / +3% mind Changes resistances penetration: +10% mind Changes damage: +5% lightning Physical save: +15 (+4 eff.) Spell save: +3 (+1 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +20% Life regen: +3.60 Stamina each turn: +0.50 Psi each turn: +0.18 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 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 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | Barelach the gold ring Barelach the gold ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +6 Changes stats: +9 Str / +2 Mag / +6 Con Changes resistances: +8% nature / +8% blight Changes resistances penetration: +10% arcane Poison immunity: +14% Disease immunity: +15% Maximum vim: +20.00 Rings can have magical properties. |
On fingers | steel ring 'Barurak' steel ring 'Barurak'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: -5% Changes stats: +3 Str Changes resistances: +6% acid / +3% cold Reduces incoming crit damage: 5.00% Maximum encumbrance: +23 Disarm immunity: +26% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +25.00 Rings can have magical properties. |
Around neck | Yarasus YarasusInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +4 Dex Changes resistances: +13% mind Changes resistances penetration: +5% temporal Changes damage: +6% physical Reduces incoming crit damage: 15.00% Poison immunity: +5% Confusion immunity: +24% Knockback immunity: +10% Combat speed: +10% Amulets can have magical properties. |
In main hand | stralite longsword 'Squalorvengeance' (35.5-49.7 power, 5 apr) stralite longsword 'Squalorvengeance' (35.5-49.7 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 35.5 - 49.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to daze * 25% chance for lightning to arc to a second target * Random elemental explosion Damage (Melee): +15 lightning / +4 nature Burst (radius 1) on hit: +4 lightning When wielded/worn: Armour penetration: +9 Physical crit. chance: +9.0% Effects on melee hit: * Slows global speed by 30% Changes resistances penetration: +13% acid / +12% fire / +11% lightning / +10% cold Critical mult.: +10.00% Sharp, long, and deadly. |
Around waist | Adynor AdynorInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Cun Grants telepathy: Dragon Physical save: +8 (+2 eff.) Mental save: +6 (+3 eff.) Mindpower: +5 (+3 eff.) A belt that goes around your waist. |
In off hand | Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block) Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block)Requires: - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +180 When wielded/worn: Armour: +25 Defense: +5 (+2 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +12% Changes resistances: +10% acid / +10% physical / +10% lightning / +10% fire Talent granted: +4 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Cloak | cashmere cloak 'Xanatha' (2 def, 0 armour) cashmere cloak 'Xanatha' (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +30 (+9 eff.) Armour penetration: +10 Defense: +2 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun / +6 Dex Changes resistances: +6% cold / +9% fire Physical save: +3 (+1 eff.) Maximum life: +40.00 Maximum stamina: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | steel plate armour 'Urtholehor' (9 def, 16 armour) steel plate armour 'Urtholehor' (9 def, 16 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +16 Defense: +9 (+4 eff.) Fatigue: +22% Changes stats: +2 Cun Changes resistances: +17% lightning / +6% cold / +9% mind / +7% acid Changes damage: +6% mind Allows you to breathe in: water Mental save: +14 (+6 eff.) Disease immunity: +5% A suit of armour made of metal plates. |
Inventory
warmaker's stralite amulet of murder warmaker's stralite amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +5 Physical crit. chance: +4.0% Changes stats: +6 Str / +5 Dex / +6 Wil Critical mult.: +13.00% Amulets can have magical properties. |
Magmaminister MagmaministerInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +6 Str / +5 Con Changes resistances: +36% acid Changes resistances penetration: +5% fire Changes damage: +12% acid / +9% fire Stun/Freeze immunity: +24% Life regen: +0.80 Rings can have magical properties. |
Issethel (14-19.6 power, 3 apr) Issethel (14-19.6 power, 3 apr)Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn * 9% chance to corrode armour Damage (Melee): +5 mind / +8 darkness Damage against: +7% Living When wielded/worn: Changes resistances penetration: +6% acid / +15% temporal Life regen: +0.80 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Sharp, long, and deadly. |
Emelana (29.5-41.3 power, 4 apr) Emelana (29.5-41.3 power, 4 apr)Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 29.5 - 41.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 10% * leeches stamina from the target Burst (radius 2) on crit: +5 fire When wielded/worn: Damage when hit (Melee): 9 nature slow Changes resistances: +6% acid / +3% light Changes resistances penetration: +7% fire Disarm immunity: +5% Only die when reaching: -60.00 life Global speed: +2% Sharp, long, and deadly. |
Anmalice (47-65.8 power, 20 apr) Anmalice (47-65.8 power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 10% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-16 eff.) Mindpower: +9 (+5 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Nimbusobeisance the stralite mace (36.5-51.1 power, 5 apr) Nimbusobeisance the stralite mace (36.5-51.1 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 36.5 - 51.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 111% Damage (Melee): +5 cold When wielded/worn: Accuracy: +11 (+4 eff.) Physical power: +8 (+2 eff.) Effects on melee hit: * 40% chance to daze Changes stats: +1 Dex / +3 Con Changes resistances: +6% lightning Changes resistances penetration: +5% lightning / +8% physical Disarm immunity: +16% Blunt and deadly. |
Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical 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. |
Gabreth (12-16.8 power, 3 apr) Gabreth (12-16.8 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 9% chance to daze On weapon crit: * wounds the target reducing their healing Damage (Melee): +14 insidious poison Burst (radius 2) on crit: +4 acid When wielded/worn: Physical crit. chance: +6.0% Physical power: +7 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 8 acid Changes stats: +1 Str / +1 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances penetration: +8% lightning One-handed war axes. |
steel waraxe 'Branurogrim' (13.5-18.9 power, 3 apr) steel waraxe 'Branurogrim' (13.5-18.9 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 light Burst (radius 1) on hit: +7 fire Damage against: +9% Undead When wielded/worn: Armour penetration: +7 Physical crit. chance: +7.0% Changes stats: +3 Con / +2 Mag Critical mult.: +12.00% One-handed war axes. |
Black Mesh (8 def, 2 armour, 30-36 power, 110.5 block) Black Mesh (8 def, 2 armour, 30-36 power, 110.5 block)Requires: - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.0 - 36.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +110 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +15% blight / +30% darkness Talent granted: +3 Block Stamina each turn: +2.00 Special effect on block: 30% chance of pulling in the attacker Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Fire Dragon Shield (16 def, 9 armour, 58-69.6 power, 220 block) Fire Dragon Shield (16 def, 9 armour, 58-69.6 power, 220 block)Requires: - Strength 28 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 58.0 - 69.6 Uses stat: 100% Str Damage type: Fire Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 (+8 eff.) Ranged Defense: +15 (+6 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire Changes resistances: +35% fire Talent granted: +5 Block This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Tempestwrither (2 def, 4 armour) Tempestwrither (2 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 12 lightning Changes resistances: +21% acid / +5% arcane Changes damage: +3% arcane / +9% lightning Life regen: +5.00 Combat speed: +15% Casting speed: +15% Mental speed: +15% Healing mod.: +16% A suit of armour made of leather. |
prismatic cured leather armour of clarity (2 def, 4 armour) prismatic cured leather armour of clarity (2 def, 4 armour)Requires: - Strength 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 / +13% darkness / +5% mind Mental save: +10 (+5 eff.) A suit of armour made of leather. |
Gleamreaper (3 def, 6 armour) Gleamreaper (3 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+1 eff.) Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 8 light / 4 mind Changes stats: +1 Wil Changes resistances: +16% fire / +19% cold Grants telepathy: Humanoid/Orc Critical mult.: +17.00% A suit of armour made of leather. |
prismatic hardened leather armour of temporal resistance (3 def, 6 armour) prismatic hardened leather armour of temporal resistance (3 def, 6 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +15% temporal / +13% light / +12% darkness A suit of armour made of leather. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
dwarven-steel helm 'Chalaremnir' (0 def, 7 armour) dwarven-steel helm 'Chalaremnir' (0 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +4% Changes stats: +2 Wil Reduces incoming crit damage: 10.00% Infravision radius: +3 See invisible: +12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
woodsman's iron pickaxe (dig speed 40 turns) woodsman's iron pickaxe (dig speed 40 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Dead Again the Ghoul Sun Paladin level 27
46th Haze 122nd year of Ascendancy at 14:53 see stats
By Dead Again the Ghoul Sun Paladin level 14
16th Dusk 122nd year of Ascendancy at 18:58 see stats
By Dead Again the Ghoul Sun Paladin level 30
55th Haze 122nd year of Ascendancy at 18:56 see stats
By Dead Again the Ghoul Sun Paladin level 18
79th Dusk 122nd year of Ascendancy at 22:00 see stats
By Dead Again the Ghoul Sun Paladin level 31
35th Regrowth 123rd year of Ascendancy at 19:37 see stats
By Dead Again the Ghoul Sun Paladin level 17
51st Dusk 122nd year of Ascendancy at 12:52 see stats
By Dead Again the Ghoul Sun Paladin level 26
36th Haze 122nd year of Ascendancy at 17:00 see stats
By Dead Again the Ghoul Sun Paladin level 10
4th Flare 122nd year of Ascendancy at 12:55 see stats
By Dead Again the Ghoul Sun Paladin level 20
10th Haze 122nd year of Ascendancy at 19:48 see stats
By Dead Again the Ghoul Sun Paladin level 30
54th Haze 122nd year of Ascendancy at 08:01 see stats
By Dead Again the Ghoul Sun Paladin level 18
1st Time of Equilibrium 122nd year of Ascendancy at 10:53 see stats
By Dead Again the Ghoul Sun Paladin level 23
30th Haze 122nd year of Ascendancy at 01:55 see stats
By Dead Again the Ghoul Sun Paladin level 7
2nd Summertide 122nd year of Ascendancy at 03:45 see stats
By Dead Again the Ghoul Sun Paladin level 27
46th Haze 122nd year of Ascendancy at 14:53 see stats
By Dead Again the Ghoul Sun Paladin level 19
9th Haze 122nd year of Ascendancy at 09:10 see stats
By Dead Again the Ghoul Sun Paladin level 16
43rd Dusk 122nd year of Ascendancy at 01:12 see stats
By Dead Again the Ghoul Sun Paladin level 19
8th Haze 122nd year of Ascendancy at 04:13 see stats
By Dead Again the Ghoul Sun Paladin level 14
3rd Dusk 122nd year of Ascendancy at 13:47 see stats
Log
You gain 5.15 gold from the transmogrification of Vorudanne the Sootlash (0 def, 0 armour).
You gain 8.11 gold from the transmogrification of steel shield 'Dagarand' (6 def, 8 armour, 11.5-13.8 power, 84 block).
You gain 6.91 gold from the transmogrification of ash longbow 'Shockbloom'.
You gain 3.81 gold from the transmogrification of balanced steel waraxe of projection (16-22.4 power, 3 apr).
You gain 4.80 gold from the transmogrification of Urthayon (21-29.4 power, 3 apr).
You gain 0.70 gold from the transmogrification of steel mace of massacre (20-28 power, 3 apr).
You gain 7.60 gold from the transmogrification of Chamigar the Glimmerwar (26-41.6 power, 2 apr).
You gain 4.96 gold from the transmogrification of caustic steel battleaxe of erosion (23.5-35.25 power, 2 apr).
You gain 1.87 gold from the transmogrification of mule's steel ring of blight (+11%).
You gain 4.30 gold from the transmogrification of gladiator's steel ring of lightning (+20%).
You gain 8.72 gold from the transmogrification of Silygavea.
You gain 1.25 gold from the transmogrification of shielding rune (absorb 86 for 3 turns).
There is a Golem Graveyard here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 44th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:03.
Today is the 45th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:20.
Today is the 46th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:36.
Saving done.
Today is the 47th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:06.
Dead Again deactivates Retribution.
Dead Again deactivates Chant of Fortitude.
Dead Again deactivates Weapon of Light.
Dead Again deactivates Weapon of Wrath.
Dead Again deactivates Searing Sight.
Dead Again deactivates Shield of Light.
Dead Again deactivates Second Life.