










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 | 14 / 92% |
Size | medium |
Lifes / Deaths | Killed by thought-forged warrior at level 5 on the 78th Pyre 122nd year of Ascendancy at 14:48 0 / 6Killed by Xossra the hornet swarm at level 12 on the 2nd Dusk 122nd year of Ascendancy at 20:32 Killed by Polylle the deformed white wolf at level 12 on the 46th Dusk 122nd year of Ascendancy at 23:26 Killed by war hound at level 13 on the 9th Haze 122nd year of Ascendancy at 07:32 Killed by Polatta the warg at level 14 on the 27th Haze 122nd year of Ascendancy at 14:39 Killed by Eilinuma the deformed treant at level 14 on the 31st Haze 122nd year of Ascendancy at 11:46 |
Primary Stats
Strength | 38 (base 26) |
Dexterity | 18 (base 10) |
Constitution | 13 (base 10) |
Magic | 39 (base 28) |
Willpower | 18 (base 10) |
Cunning | 31 (base 27) |
Resources
Life | -191/395 |
Mana | 83/258 |
Stamina | 104/159 |
Healing Factor | 1.0283363011316 |
Regeneration | 0.2570840752829 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 3 |
Infravision | 6 |
See Stealth | 26.878701826468 |
See Invisible | 26.878701826468 |
Offense: Mainhand
Damage | 61 |
Accuracy | 35 |
Crit Chance | 19% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Nature | +17% |
Mind | +17% |
Light | +9% |
All | 0% |
Offense: Damage Penetration
Mind | +5% |
Acid | +5% |
Light | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 24.413408721348 (65.897138898113%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 7 |
Physical Save | 38 |
Spell Save | 25 |
Mental Save | 31 |
Defense: Resistances
Arcane | + 5%( 70%) |
Mind | + 23%( 70%) |
All | 0%( 70%) |
Lightning | + 3%( 70%) |
Light | + 8%( 70%) |
Temporal | + 8%( 70%) |
Physical | + 2%( 70%) |
Cold | + 33%( 70%) |
Fire | + 6%( 70%) |
Nature | + 21%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 10% |
Knockback Resistance | 10% |
Confusion Resistance | 30% |
Stun Resistance | 0% |
Pinning Resistance | 20% |
Poison Resistance | 20% |
Blind Resistance | 15% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 237 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 123 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: 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 (0 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 0/5 |
| 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 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 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 successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
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 |
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 |
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 storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed sandworm tooth. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * '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.' * You've found the needed bloated horror heart. | 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 | ![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +1 Mag dps ---------- Melee Ret 2 blight ----- def ----- Armour +1 Defense +25 (+12 eff.) Resists +6% fire +6% cold Die.at -20.00 life A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +3 Dex +2 Mag dps ---------- Dmg.mod +9% light Res.pen +5% mind ----- def ----- Resists +6% mind Max.HP +44.00 ---------- 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 | ![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Con +3 Mag dps ---------- Dmg.mod +11% mind +6% nature Res.pen +5% light ----- def ----- Defense +1 (+1 eff.) Resists +11% mind A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +5% acid Melee Ret 2 acid ----- def ----- Resists +3% temporal Phys.save +12 (+4 eff.) Disarm- +10% Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 214 Base Damage: 112 Armor: 0 All Resist: 3 Puts all charms on 22 cooldown 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Crit.mult +15.00% Spell.pwr +25 (+8 eff.) S.pwr/crit +2 ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Max.mana +40.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Confus- +20% Pinning- +20% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +3 Wil ----- def ----- Fatigue -5% Resists +6% mind Phys.save +3 (+1 eff.) Confus- +10% ---------- misc Max.enc +21 Hate/m.crit +1.00 Max.hate +2.00 A belt that goes around your waist. |
In main hand | ![]() 3.0 T3 greatsword 2H weapon [Random Unique] Master/Psionic Power 140% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 darkness Against +10% Living On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +10 (+3 eff.) On Hit (Melee): * 20% chance to reduce armor by 32% ----- def ----- Mind.save +6 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Massive two-handed swords. |
On hands | ![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) Melee Ret 2 lightning ----- def ----- Armour +1 Resists +2% physical Mind.save +3 (+2 eff.) Die.at -40.00 life Poison- +20% Knockbk- +10% 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. |
Main armor | ![]() 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Melee Ret 2 physical ----- def ----- Armour +4 Defense +7 (+4 eff.) Fatigue +12% Resists +15% cold +9% light +5% arcane A suit of armour made of mail. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind ----- def ----- Armour +12 Defense +1 (+1 eff.) Resists +12% cold Phys.save +12 (+4 eff.) Max.HP +20.00 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 T1 amulet jewelry [Rare] Master While equipped: Stats +2 Str +2 Con ----- def ----- Resists +3% lightning +6% temporal Phys.save +12 (+4 eff.) Spell.save +11 (+5 eff.) Mind.save +11 (+6 eff.) ---------- misc Infravis +1 Amulets make your neck look great! |
Inventory
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +12% lightning Stun/Frz- +21% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Mind.save +5 (+3 eff.) Confus- +21% Rings make your fingers look great! |
![]() 1.0 T1 dagger 1H weapon [Rare] Master Power 109% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: Stats +1 Dex +1 Con dps ---------- Res.pen +15% physical ----- def ----- Crit.chn- 5.00% ---------- misc Infravis +1 Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Rare] Disrupt Power 100% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +4 mind Against +7% Unnatural While equipped: Stats +1 Wil dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +5% arcane +15% cold Sharp, short and deadly. |
![]() 3.0 T1 greatsword 2H weapon [Rare] Master Power 132% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Hit: * 10% chance to slow global speed by 41% While equipped: dps ---------- Dmg.mod +3% acid +3% mind Res.pen +5% acid ----- def ----- Resists +3% acid Spell.save +12 (+6 eff.) Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Ego] Master Power 110% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +9 (+5 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +27% Massive two-handed swords. |
![]() 3.0 T1 longsword 1H weapon [Rare] Master Power 118% 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% On Crit.r2 +8 nature While equipped: ----- def ----- Resists +3% blight +3% physical +3% mind Max.HP +20.00 Sharp, long, and deadly. |
![]() 3.0 T1 mace 1H weapon [Rare] Nature Power 107% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +5 nature While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% light ----- def ----- Defense +5 (+3 eff.) Resists +3% lightning Blunt and deadly. |
![]() 5.0 T1 staff 2H weapon [Rare] Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Crit.mult +10.00% Spell.pwr +3 (+1 eff.) S.pwr/crit +2 Dmg.mod +10% lightning +9% mind Melee Ret 4 arcane ----- def ----- Mind.save +9 (+5 eff.) ---------- misc Max.mana +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Rare] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Con dps ---------- Spell.crit +7% Spell.pwr +3 (+1 eff.) Dmg.mod +10% physical Res.pen +15% cold Melee Ret 2 cold ----- def ----- Resists +3% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Rare] Nature Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Spell.crit +1% Phys.pwr +5 (+1 eff.) Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning +3% light ----- def ----- Defense +6 (+3 eff.) ---------- misc Max.stam +20.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 101.17 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% cold ----- def ----- Armour +7 Hardiness +4% Defense +5 (+3 eff.) Phys.save +3 (+1 eff.) ---------- misc Wards +2 cold Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 107% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +4.0% Atk.spd 100% Phasing +12% On Crit: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +1 Mag dps ---------- Phys.crit +6.0% Phys.pwr +6 (+2 eff.) Dmg.mod +9% blight Acc +7 (+4 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +26% ---------- misc Mana/turn +0.08 One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Dex +2 Wil dps ---------- Dmg.mod +12% cold ----- def ----- Resists +6% lightning +6% temporal +12% cold ---------- misc Infravis +3 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Str +1 Dex +2 Con dps ---------- Acc +15 (+7 eff.) Apr +2 ----- def ----- Defense +16 (+8 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 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +3% light Phys.save +3 (+1 eff.) Spell.save +3 (+1 eff.) Max.HP +33.00 Cut- +20% Stun/Frz- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloth armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +9% acid +14% fire ----- def ----- Resists +3% acid +21% fire +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Rare] Nature While equipped: Stats +1 Cun +2 Con dps ---------- Dmg.mod +11% nature +3% light ----- def ----- Resists +6% blight +16% nature +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Con dps ---------- Dmg.mod +6% light ----- def ----- Armour +1 Resists +6% fire +9% light +7% cold A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -2% Phys.save +6 (+2 eff.) ---------- misc Max.enc +23 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 [Normal] While equipped: ----- def ----- Armour +1 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 [Ego+] Nature/Disrupt While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 7 physical Dmg.mod +3% physical Acc +7 (+4 eff.) Apr +6 ----- def ----- Armour +9 Resists +7% blight Spell.save +11 (+5 eff.) 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. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +15% fire ----- def ----- Armour +3 Fatigue +5% Phys.save +3 (+1 eff.) ---------- misc Psi/ret +0.12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +3 Fatigue +5% Phys.save +11 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +18% darkness +9% nature Melee Ret 6 fire On Hit (Melee): * 10% chance to slow global speed by 41% ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +6% physical Phys.save +11 (+4 eff.) A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +12% Resists +5% mind Mind.save +10 (+5 eff.) A suit of armour made of mail. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+6 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 9.0 T1 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +12% nature +12% blight A suit of armour made of leather. |
![]() 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 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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 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. |
![]() 3.0 T1 shot ammo [Ego] Master Power 117% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 13 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Str +1 Con ----- def ----- Resists +3% fire Die.at -40.00 life Sting an enemy dealing 135 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to heal for 31. 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 10
4th Flare 122nd year of Ascendancy at 23:21 see stats
By ARGH2+4 the Higher Arcane Blade level 9
3rd Flare 122nd year of Ascendancy at 01:04 see stats
By ARGH2+4 the Higher Arcane Blade level 5
3rd Mirth 122nd year of Ascendancy at 04:59 see stats
Log
Your summoned Lashing Tentacle disappears.
Eilinuma the deformed treant is no longer pinned.
Eilinuma the deformed treant uses Sleep.
ARGH2+4 has been put to sleep.
ARGH2+4 is suffering from insomnia.
Talent Lightning is ready to use.
Talent Phase Door is ready to use.
Talent Chain Lightning is ready to use.
Agony from Eilinuma the deformed treant hits ARGH2+4 for 17 mind damage.
You are asleep and unable to move!
Eilinuma the deformed treant uses Mind Sear.
Eilinuma the deformed treant hits ARGH2+4 for 140 mind damage.
ARGH2+4 is no longer sleeping.
Talent Teleport is ready to use.
Agony from Eilinuma the deformed treant hits ARGH2+4 for 11 mind damage.
Eilinuma the deformed treant's Mind Storm hits ARGH2+4 for 35 mind damage.
Bethywyn the sick great wolf deactivates Kinetic Aura.
ARGH2+4 resists the punch!
Bethywyn the sick great wolf hits ARGH2+4 for 123 physical damage.
Eilinuma the deformed treant uses Agony.
ARGH2+4 is no longer suffering from insomnia.
Agony from Eilinuma the deformed treant hits ARGH2+4 for 5 mind damage.
Eilinuma the deformed treant uses Mind Sear.
Eilinuma the deformed treant's mind surges with critical power!
Eilinuma the deformed treant hits ARGH2+4 for 209 mind damage.
ARGH2+4 the level 14 higher arcane blade was mentally tortured to death by Eilinuma the deformed treant on level 2 of Heart of the Gloom.