










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official 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:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Better Item Description 1.5.10This 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 Embers of Rage 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Turn Separators v2 1.5.10Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Forbidden Cults 1.5.9Official 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.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Shalore |
Class | Arcane Blade |
Level / Exp | 17 / 21% |
Size | medium |
Lifes / Deaths | Killed by Xanirin the brecklorn at level 16 on the 40th Regrowth 123rd year of Ascendancy at 04:13 3 / 2Killed by Layurin the sandworm at level 17 on the 43rd Regrowth 123rd year of Ascendancy at 06:29 |
Primary Stats
Strength | 27 (base 15) |
Dexterity | 14 (base 10) |
Constitution | 20 (base 12) |
Magic | 47 (base 43) |
Willpower | 20 (base 10) |
Cunning | 32 (base 27) |
Resources
Life | 540/540 |
Mana | 246/246 |
Stamina | 173/173 |
Healing Factor | 1.0789473684211 |
Regeneration | 1.4565789473684 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 5 |
See Stealth | 28.586305844308 |
See Invisible | 28.586305844308 |
Offense: Mainhand
Damage | 15 |
Accuracy | 39 |
Crit Chance | 11% |
APR | 24 |
Speed | 1.00 |
Offense: Offhand
Damage | 8 |
Accuracy | 39 |
Crit Chance | 12% |
APR | 25 |
Speed | 1.00 |
Offense: Spell
Spellpower | 36 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Physical | +16% |
Darkness | +12% |
Offense: Damage Penetration
Physical | +4% |
Defense: Base
Armour (hardiness) | 49.416050405667 (76.629213483146%) |
Defense | 14 |
Ranged Defense | 14 |
Fatigue | 32 |
Physical Save | 27 |
Spell Save | 31 |
Mental Save | 38 |
Defense: Resistances
Acid | + 3%( 70%) |
Blight | + 3%( 70%) |
Arcane | + 10%( 70%) |
Cold | + 17%( 70%) |
All | 0%( 70%) |
Darkness | + 18%( 70%) |
Temporal | + 6%( 70%) |
Physical | + 2%( 70%) |
Mind | + 6%( 70%) |
Fire | + 6%( 70%) |
Lightning | + 6%( 70%) |
Defense: Immunities
Stun Resistance | 37% |
Instadeath Resistance | 100% |
Pinning Resistance | 5% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 133 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.10 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
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 |
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 injured seer from death by Emanne the rattlesnake. Escort: injured seer (level 3 of Trollmire) | failed |
You failed to protect the lost warrior from death by Velarath the black bear. Escort: lost warrior (level 2 of Scintillating Caves) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | 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 Magic by +2. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. | 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 the fox. 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.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed minotaur nose. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed orc heart. 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 xorn fragment. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | 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 within2 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +7 Fatigue +2% Resists +6% lightning +6% temporal +2% physical +5% arcane +6% mind Pinning- +5% Stun/Frz- +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +12% darkness Apr +3 ----- def ----- Resists +9% darkness Max.HP +50.00 HP.reg +0.20 ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() 1.0 T1 hands armor [Ego+] Master While equipped: Stats +3 Dex dps ---------- Acc +10 (+4 eff.) ----- def ----- Armour +5 Mind.save +6 (+2 eff.) Max.HP +41.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 43 for 7 turns Puts all charms on 18 cooldown 100% to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +4 Str dps ---------- Acc +8 (+3 eff.) Apr +11 ----- def ----- Armour +8 Defense +8 (+7 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 87% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+3 eff.) HP.reg +0.90 Stun/Frz- +22% Rings can have magical properties. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% blight +9% darkness +5% arcane +3% acid Amulets can have magical properties. |
In main hand | ![]() 1.0 T1 dagger 1H weapon [Ego++] Master/Psionic Power 9.5 - 12.4 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Res.pen +4% physical Acc +4 (+2 eff.) Apr +5 Sharp, short and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Resists +6% fire +6% cold Max.HP +34.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Arcane/Psionic Power 14.0 - 18.2 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 acid On Hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On Crit: * splashes the target with acid Sharp, short and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +1 Con ----- def ----- Armour +5 Defense +1 (+1 eff.) 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. |
Main armor | ![]() 17.0 T2 massive armor Reqs Str 28 [Rare] Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Phys.pwr +8 (+4 eff.) Dmg.mod +6% physical Acc +6 (+2 eff.) Melee Ret 8 physical ----- def ----- Armour +9 Defense +4 (+4 eff.) Fatigue +22% Mind.save +13 (+5 eff.) Max.HP +40.00 A suit of armour made of metal plates. |
Inventory
![]() 0.1 T2 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 396% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 149 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 220 life over 5 turns. 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 ability. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex dps ---------- Dmg.mod +3% light Res.pen +15% lightning Melee Ret 4 light On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% light ---------- misc Light +3 Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +11% mind Confus- +21% Amulets can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Dmg.mod +6% darkness +15% lightning Res.pen +5% darkness Acc +5 (+2 eff.) Melee Ret 12 lightning ----- def ----- Resists +6% lightning Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Res.pen +25% temporal Melee Ret 4 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% light Phys.save +6 (+3 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Dmg.mod +11% darkness Acc +5 (+2 eff.) ----- def ----- Resists +22% darkness Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings can have magical properties. |
![]() 3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 21.5 - 32.3 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +12 light Against +10% Undead Massive two-handed battleaxes. |
![]() 1.0 T1 dagger 1H weapon [Ego] Psionic Power 11.0 - 14.3 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 mind On Hit: * 9% chance to cause random gloom While equipped: Stats +2 Cun +2 Wil Sharp, short and deadly. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Master Power 31.5 - 50.4 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +9 (+7 eff.) Disarm- +32% Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon [Ego] Nature Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +10 insidious poison Sharp, long, and deadly. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Phasing +20% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +2% Crit.mult +11.00% Spell.pwr +6 (+3 eff.) S.pwr/crit +2 Dmg.mod +15% fire ----- def ----- Armour +4 Heal.mod +10% ---------- misc Mana/turn +0.10 Max.mana +37.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
![]() 2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +4 Str +5 Mag +5 Wil dps ---------- Dmg.mod +6% lightning +6% physical +5% cold ----- def ----- Resists +6% lightning +6% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Dex +1 Wil +4 Con dps ---------- Dmg.mod +9% fire Acc +11 (+4 eff.) ----- def ----- Armour +1 Fatigue -2% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+3 eff.) ----- def ----- Armour +1 HP.reg +1.10 ---------- misc Stam/turn +0.50 Max.stam +11.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +17 (+6 eff.) ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +22% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T1 head armor [Rare] Master While equipped: Stats +2 Mag +3 Cun +7 Con ----- def ----- Armour +3 Fatigue +5% ---------- misc Infravis +3 See.Invis +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Ego] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% acid ----- def ----- Defense +1 (+1 eff.) Resists +16% acid Mind.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Melee Ret 4 light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +1 Defense +9 (+7 eff.) Rng.Def +9 (+7 eff.) Fatigue +1% Resists +6% fire +6% cold A cap made of leather. |
![]() 14.0 T2 heavy armor [Ego+] Nature/Master While equipped: dps ---------- Melee Ret 12 physical ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +14% Max.HP +48.00 HP.reg +1.50 Heal.mod +12% A suit of armour made of mail. |
![]() 14.0 T2 heavy armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +14% Resists +18% acid A suit of armour made of mail. |
![]() 7.0 T3 shield armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Armour +8 Defense +8 (+7 eff.) Rng.Def +8 (+7 eff.) Fatigue +12% Resists +19% acid ---------- misc Talents +3 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor [Rare] Master While equipped: Stats +2 Cun +4 Mag dps ---------- Res.pen +10% blight ----- def ----- Armour +8 Defense +6 (+6 eff.) Rng.Def +6 (+6 eff.) Fatigue +8% ---------- misc Infravis +2 Telepathy Humanoid/Orc Talents +2 Block Handheld deflection devices. |
![]() 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 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. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Con +4 Wil dps ---------- Dmg.mod +6% mind +6% physical Melee Ret 4 light On Hit (Melee): * 30% chance to blind ----- def ----- Phys.save +3 (+1 eff.) ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 180 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 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 T2 torque charm [Rare] Psionic While equipped: dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +9% mind +12% darkness ----- def ----- Heal/summ +10 ---------- misc Psi/ret +0.08 Hate/m.crit +2.00 Telepathy Demon/Minor Demon/Major Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 47 for 7 turns Puts all charms on 18 cooldown 100% to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+1 eff.) Dmg.mod +3% blight ----- def ----- Spell.save +30 (+13 eff.) ---------- misc Talents +2 Lay Web Cooldown Lay Web -1 Remove up to 2 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 9 cooldown 100% to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
![]() 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. |
![]() 2.0 T2 wand charm [Random Unique] Arcane While equipped: Stats +1 Dex +1 Con dps ---------- Crit.mult +6.00% ---------- misc Talents +2 Volcano Cooldown Volcano -2 Disarm traps (40 bonus disarm power, based on Magic) along a range 3 line Puts all charms on 14 cooldown 100% to regenerate 3 positive energy. 100% to regenerate 5 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By GAME_IS_UNBEATABLE the Shalore Arcane Blade level 9
63rd Dusk 122nd year of Ascendancy at 07:34 see stats
By GAME_IS_UNBEATABLE the Shalore Arcane Blade level 10
5th Haze 122nd year of Ascendancy at 20:04 see stats
By GAME_IS_UNBEATABLE the Shalore Arcane Blade level 7
35th Dusk 122nd year of Ascendancy at 00:38 see stats
By GAME_IS_UNBEATABLE the Shalore Arcane Blade level 6
16th Dusk 122nd year of Ascendancy at 00:30 see stats
By GAME_IS_UNBEATABLE the Shalore Arcane Blade level 16
42nd Regrowth 123rd year of Ascendancy at 20:36 see stats
Log
Burning from Xanuritta the yellow jelly hits GAME_IS_UNBEATABLE for 8 lightning, 8 fire (17 total damage).
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GAME_IS_UNBEATABLE casts Pulverizing Auger.
You collect a new ingredient: sandworm tooth (1).
GAME_IS_UNBEATABLE hits Zuberetira the sand-drake for (41 to psi shield), 153 physical (153 total damage).
The unstable sand tunnel collapses!
GAME_IS_UNBEATABLE killed Zuberetira the sand-drake!
Layurin the sandworm shoots!
Layurin the sandworm's Shoot performs a ranged critical strike against GAME_IS_UNBEATABLE!
Layurin the sandworm's Shoot hits GAME_IS_UNBEATABLE for 33 physical, 8 fire, 6 fire (47 total damage).
Layurin the sandworm's Shoot hits GAME_IS_UNBEATABLE for 21 physical, 8 fire (29 total damage).
GAME_IS_UNBEATABLE the level 17 shalore arcane blade was slowly cooked to death by Layurin the sandworm on level 1 of Sandworm lair.
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You have 3 life(s) left.
GAME_IS_UNBEATABLE deactivates Feather Wind.
GAME_IS_UNBEATABLE has finished recovering.
GAME_IS_UNBEATABLE deactivates Arcane Combat.
GAME_IS_UNBEATABLE stops burning.
GAME_IS_UNBEATABLE speeds up.
GAME_IS_UNBEATABLE is no longer poisoned.
GAME_IS_UNBEATABLE stops bleeding.
GAME_IS_UNBEATABLE's is no longer disrupted.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Layurin the sandworm's Shoot killed GAME_IS_UNBEATABLE!
Talent Infusion: Healing is ready to use.
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Saving done.