











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Stoneblade Evolution for Arcane Blade 1.7.4Adds a new class evolution for Arcane Blade, the Stoneblade. Wielded two-handed weapons will use the increased procs damage accuracy bonus To unlock the evolution, defeat Harkor'Zun as an Arcane Blade. Learning the Prodigy requires that you know Body of Stone and have at least 25 Magic and Strength. Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines 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: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Ogre |
Class | Arcane Blade |
Level / Exp | 20 / 13% |
Size | big |
Lifes / Deaths | Killed by Horned Horror at level 17 on the 64th Haze 122nd year of Ascendancy at 23:55 1 / 5Killed by white jelly at level 19 on the 78th Haze 122nd year of Ascendancy at 07:35 Killed by Xanadhewe the fire drake hatchling at level 19 on the 78th Haze 122nd year of Ascendancy at 08:16 Killed by multi-hued drake at level 20 on the 79th Haze 122nd year of Ascendancy at 21:22 Killed by Ulimate at level 20 on the 79th Haze 122nd year of Ascendancy at 21:37 |
Primary Stats
Strength | 70 (base 46) |
Dexterity | 24 (base 10) |
Constitution | 18 (base 10) |
Magic | 63 (base 43) |
Willpower | 22 (base 10) |
Cunning | 30 (base 13) |
Resources
Life | 595/595 |
Mana | 274/274 |
Stamina | 173/173 |
Healing Factor | 1.0711363549268 |
Regeneration | 1.3389204436585 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 1 |
Offense: Mainhand
Damage | 122 |
Accuracy | 55 |
Crit Chance | 14% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 47 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Physical | +12% |
Temporal | +20% |
Defense: Base
Armour (hardiness) | 64.361740504929 (81.898876157654%) |
Defense | 10 |
Ranged Defense | 10 |
Fatigue | 16 |
Physical Save | 25 |
Spell Save | 24 |
Mental Save | 26 |
Defense: Resistances
Darkness | + 10%( 70%) |
Light | + 10%( 70%) |
Temporal | + 27%( 70%) |
Fire | + 5%( 70%) |
Physical | + 20%( 70%) |
Cold | + 6%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 0% |
Stun Resistance | 22% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
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 415 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Spell / Earth | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Arcane Combat |
talent | Arcane Feed |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 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 lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Willpower by +5. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 fire dragon that dwelled there. | 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 |
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: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed orc heart. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed chunk of ghoul flesh. * You've found the needed bloated horror heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed pouch of faeros ash. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +13.00 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T2 shot ammo [Random Unique] Nature/Master Power 27.0 - 32.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +10.5% Capacity 19 Proj.spd +200% Ranged+ +8 nature +16 acid On Hit.r1 +8 acid On Crit.r2 +8 cold On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 186 physical damage On Crit: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 T1 lite [Ego] Arcane/Nature While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +5% fire Max.HP +41.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +5% Resists +10% light +10% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown 100% to reduce fatigue by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +4 Wil +5 Mag dps ---------- Spell.pwr +6 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +1.00 Stun/Frz- +22% ---------- misc Max.enc +22 Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() 5.0 T3 greatmaul 2H weapon [Random Unique] Arcane/Master Power 39.0 - 58.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit.r1 +26 fire While equipped: dps ---------- Dmg.mod +3% mind Res.pen +12% physical Acc +20 (+6 eff.) Apr +10 ----- def ----- Resists +6% cold Die.at -80.00 life Massive two-handed mauls. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +7 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% ---------- misc Mana/turn +0.10 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 17.0 T5 massive armor Reqs Massive armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Mag +5 Wil +5 Cun dps ---------- Res.pen +20% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +30 Fatigue +22% Resists +27% temporal Mind.save +14 (+7 eff.) ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T1 cloak armor [Ego+] Nature While equipped: dps ---------- Acc +15 (+4 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -4% Max.HP +40.00 ---------- misc Max.stam +13.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 166 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 116 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +1.00 ---------- misc Masteries +0.10 Spell/Conveyance Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +2 ---------- misc Mana/turn +0.12 Max.mana +20.00 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Max.HP +21.00 Disarm- +22% Pinning- +20% Knockbk- +21% Rings make your fingers look great! |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Spell.crit +13% Spell.pwr +21 (+7 eff.) Mind.pwr +5 (+3 eff.) Dmg.mod +30% physical +6% cold Melee Ret 8 cold ---------- misc Mana/turn +0.40 Vim/s.crit +3.00 Max.mana +44.00 Max.hate +6.00 Max.vim +31.00 Talents +1 Command Staff On Spell Hit: 10% Ice Shards 2 Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 greatmaul 2H weapon [Ego] Nature/Master Power 31.0 - 46.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 nature While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +9 (+9 eff.) Disarm- +28% Massive two-handed mauls. |
![]() 3.0 T1 greatsword 2H weapon [Normal] Power 17.0 - 27.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Rare] Nature Power 16.0 - 25.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 nature On Hit.r1 +8 temporal While equipped: dps ---------- Res.pen +5% arcane On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% Massive two-handed swords. |
![]() 0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
![]() 3.0 T1 longsword 1H weapon [Normal] Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Random Unique] Nature/Psionic Power 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +4 fire On Hit.r1 +8 fire While equipped: Stats +2 Cun dps ---------- Mind.crit +5% Crit.mult +14.00% Mind.pwr +10 (+5 eff.) Dmg.mod +9% lightning +12% fire +4% nature +8% cold On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% blight +3% fire +12% cold Disease- +17% ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Ego+] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +3 Dex dps ---------- Res.pen +12% all Acc +12 (+4 eff.) Apr +11 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 arrow ammo [Rare] Arcane Power 23.0 - 32.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 12 Ranged+ +22 temporal +12 light On Hit.r1 +20 light +8 temporal On Crit.r2 +20 temporal On Hit: * 12% chance to gain 10% of a turn (3/turn limit) Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T1 shot ammo [Rare] Nature Power 16.5 - 19.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 22 Ranged+ +10 cold +20 nature On Hit.r1 +20 nature On Crit.r2 +16 nature +6 cold On Hit: * 20% chance to slow global speed by 41% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T1 shot ammo [Ego] Nature Power 13.0 - 15.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 14 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 186 physical damage Shots are used with slings to pummel your foes to death. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 9.0 T1 light armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% HP.reg +2.00 ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
![]() 9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego+] Nature/Master While equipped: dps ---------- Melee+ 6 fire Ranged+ 7 fire ----- def ----- Armour +10 Defense +6 (+6 eff.) Fatigue +7% Resists +11% physical +32% fire A suit of armour made of leather. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +4 Con ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +15% cold Max.HP +30.00 A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Res.pen +5% temporal Melee Ret 10 nature ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +17% temporal +12% light +10% darkness Mind.save +13 (+6 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% A suit of armour made of mail. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +18% darkness Res.pen +5% darkness +10% blight ----- def ----- Armour +7 Fatigue +22% Resists +18% acid +9% light ---------- misc Light +3 A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +14 Fatigue +17% Phys.save +6 (+3 eff.) HP.reg +2.90 ---------- misc Stam/turn +0.70 A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +25 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +1 (+0 eff.) ----- def ----- Armour +5 Defense +1 (+1 eff.) Fatigue -2% Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Cun +2 Wil dps ---------- S.pwr/crit +8 Dmg.mod +6% mind +9% blight Res.pen +20% arcane ----- def ----- Armour +5 Fatigue +2% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 31.35 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. |
![]() 1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Melee+ 6 mind Dmg.mod +4% mind Acc +10 (+3 eff.) ----- def ----- Armour +1 Resists +5% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +12% acid +9% light Res.pen +15% light Acc +16 (+5 eff.) Melee Ret 8 light ----- def ----- Armour +2 ---------- misc Light +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 24.81 to 74.43 lightning damage (49.62 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 108 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Mag +1 Wil dps ---------- Dmg.mod +6% darkness On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +9% nature +3% temporal Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 170 physical damage Puts all charms on 15 cooldown 100% to heal for 44. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Mind.crit +5% Dmg.mod +15% acid On Hit (Melee): * 10% chance to reduce armor by 34% ----- def ----- Resists +6% acid Mind.save +6 (+3 eff.) Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By Ulimate the Ogre Arcane Blade level 19
78th Haze 122nd year of Ascendancy at 16:53 see stats
By Ulimate the Ogre Arcane Blade level 10
2nd Flare 122nd year of Ascendancy at 05:05 see stats
By Ulimate the Ogre Arcane Blade level 20
79th Haze 122nd year of Ascendancy at 13:37 see stats
By Ulimate the Ogre Arcane Blade level 17
65th Haze 122nd year of Ascendancy at 02:39 see stats
By Ulimate the Ogre Arcane Blade level 5
2nd Mirth 122nd year of Ascendancy at 18:33 see stats
By Ulimate the Ogre Arcane Blade level 14
37th Haze 122nd year of Ascendancy at 21:20 see stats
By Ulimate the Ogre Arcane Blade level 16
43rd Haze 122nd year of Ascendancy at 02:16 see stats
Log
Multi-hued drake hits Multi-hued drake hatchling for 175 cold damage.
Multi-hued drake hits Multi-hued drake hatchling for 175 cold damage.
Multi-hued drake hits Ulimate for 209 cold damage.
Multi-hued drake hits Multi-hued drake hatchling for 175 cold damage.
Multi-hued drake hits Multi-hued drake hatchling for 159 cold damage.
Multi-hued drake hits Multi-hued drake hatchling for 175 cold damage.
Multi-hued drake hits Multi-hued drake hatchling for 173 cold damage.
Multi-hued drake hits Something for (110 absorbed), 65 cold (65 total damage).
Multi-hued drake hits Something for 173 cold damage.
Multi-hued drake hits Multi-hued drake hatchling for (110 absorbed), 65 cold (65 total damage).
Multi-hued drake hits Multi-hued drake hatchling for 175 cold damage.
Multi-hued drake hits Something for 152 cold damage.
Multi-hued drake hits Multi-hued drake hatchling for 175 cold damage.
Multi-hued drake hits Something for 140 cold damage.
Ulimate the level 20 ogre arcane blade was scorched to death by a multi-hued drake on level 1 of Intimidating Cave.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Multi-hued drake killed Ulimate!
Saving game...
Resting starts...
Talent Arcane Feed is ready to use.
Talent Arcane Combat is ready to use.
Ulimate activates Arcane Combat.
Ulimate activates Arcane Feed.
Rested for 6 turns (stop reason: dialog is displayed).
Saving done.
Talent Inner Power is ready to use.