










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Higher |
Class | Arcane Blade |
Level / Exp | 20 / 89% |
Size | big |
Lifes / Deaths | Killed by Isibrekira the elven guard at level 9 on the 1st Summertide 122nd year of Ascendancy at 06:35 0 / 6Killed by Belyldavea the fiery orc wyrmic at level 10 on the 6th Flare 122nd year of Ascendancy at 22:55 Killed by Aeranne the slumbering dire wolf at level 12 on the 5th Dusk 122nd year of Ascendancy at 09:32 Killed by ritch flamespitter at level 13 on the 15th Dusk 122nd year of Ascendancy at 02:49 Killed by faeros at level 20 on the 40th Haze 122nd year of Ascendancy at 14:55 Killed by Aeruta the gigantic sandworm tunneler at level 20 on the 56th Haze 122nd year of Ascendancy at 10:32 |
Primary Stats
Strength | 45 (base 32) |
Dexterity | 20 (base 10) |
Constitution | 18 (base 10) |
Magic | 53 (base 42) |
Willpower | 16 (base 10) |
Cunning | 41 (base 25) |
Resources
Life | -104/502 |
Mana | 7/244 |
Stamina | 164/222 |
Healing Factor | 1.1211363549267 |
Regeneration | 4.7648295084385 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +9.999999999998% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 6 |
Infravision | 11 |
See Stealth | 36.709119195249 |
See Invisible | 47.709119195249 |
Offense: Mainhand
Damage | 69 |
Accuracy | 35 |
Crit Chance | 15% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +13% |
Cold | +14% |
All | 0% |
Lightning | +11% |
Light | +5% |
Temporal | +15% |
Physical | +6% |
Darkness | +6% |
Fire | +5% |
Nature | +3% |
Offense: Damage Penetration
Lightning | +5% |
Light | +15% |
Blight | +15% |
Acid | +7% |
Nature | +12% |
Defense: Base
Armour (hardiness) | 53 (88.568973732692%) |
Defense | 15 |
Ranged Defense | 15 |
Fatigue | 24 |
Physical Save | 23 |
Spell Save | 27 |
Mental Save | 34 |
Defense: Resistances
Acid | + 17%( 70%) |
Light | + 18%( 70%) |
Lightning | + 8%( 70%) |
Darkness | + 23%( 70%) |
Arcane | + 22%( 70%) |
Cold | + 27%( 70%) |
All | + 3%( 70%) |
Defense: Immunities
Confusion Resistance | 22% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (4/4)
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 265 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 81 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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 18 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 847% for 10 turns (0 total) and instantly restoring 42 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 94 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. |
Class Talents
Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Stone | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
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 failed to protect the lost defiler from death by Isledawe the multi-hued drake hatchling. Escort: lost defiler (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by ritch flamespitter. Escort: repented thief (level 1 of Old Forest) | failed |
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 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. 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 hummerhorn wing. * You've found the needed xorn fragment. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed green worm. * '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 black mamba head. | 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 within6 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mov.spd +10% Acc +10 (+4 eff.) Apr +2 ----- def ----- Armour +4 Fatigue -3% Resists +6% acid Die.at -80.00 life Max.HP +31.00 ---------- misc Stam/turn +3.50 Max.stam +20.00 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] Psionic While equipped: Stats +1 Str +1 Con dps ---------- Dmg.mod +15% temporal ----- def ----- Crit.chn- 5.00% Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Mag +1 Wil +3 Con dps ---------- Dmg.mod +12% lightning Res.pen +5% lightning ----- def ----- Armour +5 Fatigue +5% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness +6% fire Melee Ret 6 darkness ----- def ----- Resists +3% lightning +15% darkness Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 376 Base Damage: 171 Armor: 12 All Resist: 5 Puts all charms on 22 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Spell.crit +3% Dmg.mod +13% arcane Res.pen +15% blight Melee Ret 4 lightning 6 cold ----- def ----- Resists +3% lightning +3% cold +13% arcane Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Mind.save +6 (+3 eff.) Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str +1 Mag dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +3% nature ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Infravis +3 See.Invis +12 Size +1 A belt that goes around your waist. |
In main hand | ![]() 3.0 T3 battleaxe 2H weapon [Rare] Nature Power 135% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +4 acid On Crit.r2 +14 acid +16 nature While equipped: dps ---------- Res.pen +7% acid +12% nature Apr +18 ----- def ----- HP.reg +4.00 Confus- +10% Massive two-handed battleaxes. |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +3 Dex +2 Mag +6 Cun dps ---------- Melee+ 8 light Dmg.mod +5% light Res.pen +15% light ----- def ----- Armour +2 Resists +16% light +6% darkness Phys.save +5 (+3 eff.) ---------- misc Light +3 Infravis +2 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 17 cooldown Level 1.0 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 56.07 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 17.0 T3 massive armor Reqs Massive armour training [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Mind.pwr +15 (+7 eff.) ----- def ----- Armour +24 Defense +7 (+6 eff.) Fatigue +22% Mind.save +10 (+5 eff.) Heal.mod +5% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Equi/ret +0.12 A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +25 (+6 eff.) Dmg.mod +6% physical ----- def ----- Armour +4 Defense +1 (+1 eff.) ---------- misc Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Psionic While equipped: Stats +1 Dex +1 Wil +2 Cun +1 Con dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +3% cold ----- def ----- Resists +9% acid Mind.save +7 (+3 eff.) Confus- +12% ---------- misc Infravis +3 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 33 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -349 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 698 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 603% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 500% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 cure yourself of one random magical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 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 52 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+8 eff.) Spell.save +15 (+8 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Nature Power 136% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
![]() 3.0 T2 battleaxe 2H weapon [Rare] Master Power 139% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +3% physical +3% nature +9% mind Res.pen +5% nature Apr +4 ----- def ----- Resists +6% mind Phys.save +9 (+5 eff.) Massive two-handed battleaxes. |
![]() 3.0 T1 longsword 1H weapon [Rare] Nature Power 117% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Phasing +20% While equipped: Stats +5 Con +5 Wil dps ---------- Phys.crit +1.0% Res.pen +5% acid Apr +1 On Hit (Melee): * 10% chance to reduce armor by 31% ----- def ----- Max.HP +16.00 Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Ego] Nature Power 108% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 nature Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego+] Arcane Power 131% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: 20% Curse of Death 3 Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego] Master Power 137% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Blunt and deadly. |
![]() 5.0 T3 staff 2H weapon [Ego+] Nature Power 120% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +3% Spell.pwr +13 (+4 eff.) Dmg.mod +20% arcane ----- def ----- HP.reg +1.10 Heal.mod +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 1H weapon [Ego+] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +4% Phys.pwr +6 (+1 eff.) Spell.pwr +12 (+4 eff.) Dmg.mod +15% arcane Acc +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Master Power 135% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit.r2 +4 darkness +4 physical While equipped: Stats +2 Str +4 Con dps ---------- Dmg.mod +12% darkness ----- def ----- Die.at -40.00 life One-handed war axes. |
![]() 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +3 Wil ----- def ----- Defense +2 (+2 eff.) Resists +6% lightning +9% temporal +9% darkness +12% blight +5% arcane Mind.save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +3 Mag +4 Wil ----- def ----- Defense +2 (+2 eff.) Spell.save +7 (+4 eff.) ---------- misc Max.mana +49.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Res.pen +10% acid Acc +20 (+7 eff.) Apr +2 Melee Ret 6 physical ----- def ----- Armour +3 Defense +10 (+7 eff.) Resists +12% lightning ---------- misc Stam/turn +0.40 Max.stam +12.00 A pair of boots made of leather. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +3 Con dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +4 Fatigue +3% Resists +6% temporal +12% cold Phys.save +15 (+8 eff.) Mind.save +27 (+11 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Str +2 Con dps ---------- Phys.crit +1.0% Mov.spd +25% ----- def ----- Armour +1 Mind.save +6 (+3 eff.) ---------- misc Psi/ret +0.04 Max.hate +4.00 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego] Master While equipped: Stats +7 Lck +4 Dex ----- def ----- Armour +3 Stealth +5 ---------- misc Stam/turn +0.50 Max.stam +16.00 A pair of boots made of leather. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.crit +1% Melee+ 7 physical Dmg.mod +5% physical ----- def ----- Armour +9 Fatigue +3% Resists +6% acid +12% light +5% arcane 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. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex dps ---------- On Hit (Melee): * 20% chance to slow global speed by 49% ----- def ----- Armour +3 Fatigue +3% Resists +9% blight +6% temporal +6% light +12% cold A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +9 Dex +3 Wil dps ---------- On Hit (Melee): * 10% chance to reduce armor by 31% ----- def ----- Armour +4 Fatigue +4% Resists +3% darkness ---------- misc Light +1 See.Invis +12 Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 136.6 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% cold Res.pen +5% acid On Hit (Melee): * 20% chance to reduce armor by 31% ----- def ----- Armour +3 Fatigue +3% Resists +13% cold Crit.chn- 15.00% ---------- misc See.Invis +15 Breathe water A cap made of leather. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +18% lightning +15% temporal +3% blight Spell.save +3 (+2 eff.) Mind.save +12 (+6 eff.) Disarm- +20% A suit of armour made of mail. |
![]() 9.0 T2 light armor [Ego+] Master While equipped: Stats +4 Str +3 Dex ----- def ----- Armour +4 Defense +9 (+7 eff.) Fatigue +7% Resists +17% fire Phys.save +5 (+3 eff.) A suit of armour made of leather. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +5 Str +5 Dex +1 Cun +2 Con ----- def ----- Armour +9 Fatigue +22% Resists +3% light +16% cold ---------- misc Infravis +1 A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +1 Dex +2 Con dps ---------- Crit.mult +10.00% Acc +20 (+7 eff.) ----- def ----- Armour +11 Defense +25 (+15 eff.) Fatigue +22% Max.HP +26.00 ---------- misc See.Invis +3 A suit of armour made of metal plates. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Cun +2 Wil ----- def ----- Armour +6 Fatigue +8% Resists +22% fire ---------- misc Max.stam +20.00 Talents +1 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 7 fire Melee Ret 4 fire ----- def ----- Armour +4 Fatigue +8% Resists +11% physical ---------- misc Talents +1 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 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. |
![]() 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. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 34 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 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 172 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 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +15% light +15% fire Res.pen +5% light ----- def ----- Resists +6% fire ---------- misc Light +3 Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 348 Base Damage: 156 Armor: 11 All Resist: 5 Puts all charms on 22 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 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. |
![]() 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. |
Achievements
By ARGH2+4 the Higher Arcane Blade level 13
30th Dusk 122nd year of Ascendancy at 22:22 see stats
By ARGH2+4 the Higher Arcane Blade level 20
56th Haze 122nd year of Ascendancy at 07:38 see stats
By ARGH2+4 the Higher Arcane Blade level 10
6th Flare 122nd year of Ascendancy at 15:03 see stats
By ARGH2+4 the Higher Arcane Blade level 20
25th Haze 122nd year of Ascendancy at 07:34 see stats
By ARGH2+4 the Higher Arcane Blade level 9
3rd Mirth 122nd year of Ascendancy at 11:20 see stats
By ARGH2+4 the Higher Arcane Blade level 9
6th Mirth 122nd year of Ascendancy at 02:18 see stats
By ARGH2+4 the Higher Arcane Blade level 15
45th Dusk 122nd year of Ascendancy at 05:43 see stats
Log
ARGH2+4 was smashed back 1 spaces!
Aeruta the gigantic sandworm tunneler hits ARGH2+4 for (153 absorbed), 0 physical, (10 absorbed), 0 physical (0 total damage).
Isakira the sand-drake uses Juggernaut.
Isakira the sand-drake hardens its skin.
Isakira the sand-drake uses Greater Weapon Focus.
Isakira the sand-drake uses Battle Call.
ARGH2+4 is called to battle!
Talent Arcane Reconstruction is ready to use.
Talent Rune: Shielding is ready to use.
ARGH2+4 casts Rune: Shatter Afflictions.
ARGH2+4 casts Lightning.
You collect a new ingredient: sandworm tooth (1).
ARGH2+4 hits Isakira the sand-drake for 67 lightning damage.
ARGH2+4 killed Isakira the sand-drake!
Neramissra the gigantic sandworm tunneler uses Blindside.
Neramissra the gigantic sandworm tunneler performs a melee critical strike against ARGH2+4!
Your shield crumbles under the damage!
The shield around ARGH2+4 crumbles.
ARGH2+4 teleports some damage to Neramissra the gigantic sandworm tunneler!
Neramissra the gigantic sandworm tunneler hits Isakira the sand-drake for 9 teleported damage.
Neramissra the gigantic sandworm tunneler hits ARGH2+4 for (96 absorbed), 0 physical, (8 absorbed), 4 mind, (9 teleported), 0 nature, 5 fire (10 total damage).
Melee retaliation hits Neramissra the gigantic sandworm tunneler for 4 lightning, 6 darkness, 8 cold (19 total damage).
Aeruta the gigantic sandworm tunneler uses Grab.
Aeruta the gigantic sandworm tunneler's mind surges with critical power!
ARGH2+4 has been maligned!
ARGH2+4 resists the grab!
Aeruta the gigantic sandworm tunneler hits ARGH2+4 for 195 mind damage.
Melee retaliation hits Aeruta the gigantic sandworm tunneler for (1 deflected), 2 lightning, (2 deflected), 3 darkness, (3 deflected), 3 cold, (1 deflected), 2 lightning, (2 deflected), 3 darkness, (3 deflected), 3 cold (18 total damage).
ARGH2+4 the level 20 higher arcane blade was mentally tortured to death by Aeruta the gigantic sandworm tunneler on level 2 of Sandworm lair.