Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: More Experience with High(er) Level Enemy 1.5.5If your level is lower than the target's, you will get more experience. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Store Restocker 1.5.5Inferno Race Pack 1.4.0Adds a collection of my races. 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:
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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: FlexSpec Respec Limitation Relaxer 1.5.5Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. QuickTome: Resource Tweaks 1.3.1 Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. QuickTome: Vault Tweaks 1.4.8This addon is part of the QuickTome addon set. This addon changes various vaults to be less annoying. Mostly, this means replacing some diggable walls with doors or empty space. CompatibilityThis addon OVERLOADS these files, and will not be compatible with other addons that touch them: Weight: 216047 Additional Randart Properties 1.5.5 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. The Ruined 1.5.3Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Better Item Description 1.5.5This 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 Odyssey of The Summoner 1.5.5This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Multi-Class Challenge + Randboss Rando Bundle 1.4.8Originally separate addons by Starkeep, I take no credit for his work and spliced these two addons only to see if I can do it, and so I can tweak some numbers without my save getting invalidated. Again, all credit for the main addon body all goes to StarKeep. I merely spliced the addon together for my amusement and convenience. Allows the player to pick multiple classes, as well as giving the option to spawn rares and randbosses, and control loot quality and spawn rate. Added a setting for the experience penalty from MultiClass Challenge. In order to activate this addon, go to your Game Options for a new tab. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Bull |
Class | Minotaur |
Level / Exp | 17 / 52% |
Size | huge |
Lifes / Deaths | Killed by ritch flamespitter at level 12 on the 78th Pyre 122nd year of Ascendancy at 06:26 3 / 3Killed by Islima the midge swarm at level 17 on the 2nd Summertide 122nd year of Ascendancy at 02:55 Killed by Ritch at level 17 on the 2nd Summertide 122nd year of Ascendancy at 03:00 |
Primary Stats
Strength | 59 (base 44) |
Dexterity | 23 (base 14) |
Constitution | 53 (base 44) |
Magic | 14 (base 11) |
Willpower | 33 (base 26) |
Cunning | 17 (base 12) |
Resources
Life | 944/944 |
Fury | 84/84 |
Stamina | 210/210 |
Equilibrium | 0 |
Healing Factor | 1.2892376681614 |
Regeneration | 8.6378923766816 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 3 |
See Stealth | 5 |
See Invisible | 6 |
Offense: Mainhand
Damage | 110 |
Accuracy | 49 |
Crit Chance | 4% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Physical | +4% |
Arcane | +6% |
Fire | +6% |
Mind | +12% |
Offense: Damage Penetration
Lightning | +20% |
Physical | +15% |
Acid | +5% |
Arcane | +10% |
Fire | +15% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 73.901951585861 (100%) |
Defense | 22 |
Ranged Defense | 23 |
Fatigue | 25 |
Physical Save | 45 |
Spell Save | 32 |
Mental Save | 39 |
Defense: Resistances
Nature | + 17%( 70%) |
Acid | + 32%( 70%) |
Darkness | + 20%( 70%) |
Cold | + 27%( 70%) |
Mind | + 27%( 70%) |
Lightning | + 40%( 70%) |
Fire | + 31%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Silence Resistance | 5% |
Bleed Resistance | 10% |
Confusion Resistance | 5% |
Instadeath Resistance | 100% |
Poison Resistance | 5% |
Disarm Resistance | 24% |
Inscriptions (0/0)
Class Talents
Wild-heart / Raging Beast | 1.10 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-heart / Severance | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-heart / Brute Force | 1.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Wild-child / Metal Rending | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Ego / Bull | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Wild-heart / Stone Flesh | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.40 |
| 4/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-heart / Natural Combat | 1.10 |
| 0/10 |
| 0/10 |
| 5/10 |
| 0/10 |
| 0/10 |
| 5/10 |
| 0/10 |
| 0/10 |
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 failed to protect the lost sun paladin from death by Ritch. Escort: lost sun paladin (level 2 of Trollmire) | failed |
A compliation of all your achievements earnt. Heroic AchievementsYou are 57% of the way to your next Rank. You have killed: 65 Uniques 10 Bosses 0 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
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 |
In an attempt to solve the mystery of your being, The Summoner has commanded you to explore some nearby places. Jogging memories (part 1)- You have, indeed, confirmed the presence of trolls. Though, you already knew that. - There was the Shade of an old sorcerer within. Keyword: 'Was'. - You have visited Derth. As he said, they were accommodating, despite yourself being an incandescently-glowing monster. | done |
It seems The Summoner is safe. More importantly, he has new tasks in mind for you: Jogging memories (part 2)The Old Forest is just south of the town of Derth. The Maze is to the west of Derth. The Sandworms' Lair is to the far west of Derth, near the sea. The Daikara is far to the east of Derth, past the Thaloren forest. * You must explore the Old Forest and quell the Treant's restlessness. * You must explore the Maze and challenge the Minotaur within. * You must explore the Sandworm Lair and commune with the Queen. * You must explore the Daikara and meet the Dragon at the summit. | active |
They say in the cycle of reincarnation, karma chooses your new form based on the choices you made in a previous life. Reflections: Dignity LostWith that said, you have become a Minotaur. What could this possibly mean...? *** Honour You feel ashamed and, somehow, need to free up this guilt... Time for some mercenary work! *** Bodyguard Someone out there ALWAYS needs protecting-- It's only a matter of finding out who... - On Floor 2 of Trollmire, you found the lost sun paladin. * Unfortunately, the lost sun paladin did not make it to the portal... | 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 |
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 are in the body of a wilder's summon! To he who calls- The Summoner is safe from his enemies. - The Summoner is going to relocate to a safer place. Find his new place and you can discuss with him what has happened to you... | done |
Equipment
On hands | iron gauntlets 'Pologann' (0 def, 7 armour) iron gauntlets 'Pologann' (0 def, 7 armour)1.5 T1 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Dex +3 Wil +3 Con dps ---------- Crit.mult +3.00% Melee+ 6 physical Dmg.mod +4% physical ----- def ----- Armour +7 HP.reg +0.40 Disarm- +24% ---------- misc Max.stam +5.00 Masteries +0.20 Technique/Grappling Unarmed combat: Power 17.0 - 23.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 83% On Hit.r1 +7 physical On Crit.r2 +6 physical On Hit: 10% Disarm 1 On Hit: 10% Sand Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
On head | iron helm 'Korygar' (0 def, 3 armour) iron helm 'Korygar' (0 def, 3 armour)3.0 T1 head armor [Random Unique] Master While equipped: Stats +3 Con dps ---------- Melee+ 8 mind Dmg.mod +6% mind Res.pen +5% acid Melee Ret 8 mind On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue +5% Resists +3% acid +6% fire +6% mind +7% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | iron pickaxe 'Eclipsepassion' (dig speed 29 turns) iron pickaxe 'Eclipsepassion' (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Cun dps ---------- Melee+ 8 darkness 4 nature Acc +4 (+2 eff.) Melee Ret 16 darkness ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tail slot | Glorira the Bileschism Glorira the Bileschism2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +5% nature +15% physical Melee Ret 8 nature ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Light +2 See.Stealth +5 See.Invis +6 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. |
Around waist | Shockpassion Shockpassion1.0 T1 belt armor [Random Unique] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +6% fire Res.pen +20% lightning +15% fire Melee Ret 8 lightning On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Resists +6% lightning +13% fire +7% cold Spell.save +7 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Main armor | Salawe the Charvalor (3 def, 7 armour) Salawe the Charvalor (3 def, 7 armour)17.0 T1 massive armor [Random Unique] Master While equipped: dps ---------- Melee+ 16 arcane Dmg.mod +6% arcane Res.pen +10% arcane Melee Ret 16 fire ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% Resists +17% acid +18% lightning A suit of armour made of metal plates. |
In main hand | Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Light source | Umbrawolf the brass lantern Umbrawolf the brass lantern1.0 T1 lite [Random Unique] Arcane/Psionic While equipped: Stats +4 Mag +4 Wil +2 Cun dps ---------- Spell.pwr +6 (+3 eff.) Mind.pwr +2 (+1 eff.) Dmg.mod +6% mind ----- def ----- Mind.save +9 (+3 eff.) ---------- misc Equi/ret +0.12 Hate/m.crit +4.00 Max.P.En +5.00 Max.N.En +5.00 Light +4 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. |
Cloak | Ulfymas (13 def, 4 armour) Ulfymas (13 def, 4 armour)2.0 T1 cloak armor [Random Unique] Master While equipped: ----- def ----- Armour +4 Hardiness +5% Defense +13 (+6 eff.) Resists +9% mind Phys.save +18 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +18 (+6 eff.) Poison- +5% Confus- +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Gloramitira Gloramitira0.1 T1 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Str +6 Dex +5 Wil ----- def ----- Defense +3 (+1 eff.) Rng.Def +3 (+2 eff.) Resists +6% lightning +3% nature +6% darkness Phys.save +20 (+7 eff.) Spell.save +10 (+5 eff.) Cut- +10% Silence- +5% Amulets can have magical properties. |
Inventory
steel amulet 'Turihor' steel amulet 'Turihor'0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Cun dps ---------- Mind.crit +1% Melee+ 8 mind Dmg.mod +3% mind ----- def ----- Resists +3% arcane +8% physical Mind.save +3 (+1 eff.) ---------- misc Stam/turn +0.40 Hate/m.crit +1.00 Psi/kill +8.00 Max.hate +4.00 Max.psi +20.00 Amulets can have magical properties. |
ash starstaff of illumination (15-18 power, 3 apr, temporal element) ash starstaff of illumination (15-18 power, 3 apr, temporal element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% temporal On Hit (Melee): * 7% chance to blind ----- def ----- Defense +7 (+3 eff.) ---------- misc 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. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 52.63 light damage. Staves designed for wielders of magic, by the greats of the art. |
flaming iron battleaxe of massacre (22-33 power, 1 apr) flaming iron battleaxe of massacre (22-33 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Arcane/Master Power 22.0 - 33.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% On Hit.r1 +7 fire Massive two-handed battleaxes. |
Aladrachak (19.5-29.25 power, 2 apr) Aladrachak (19.5-29.25 power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Master Power 19.5 - 29.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 111% HP.leech +3% On Crit: * wounds the target for 7 turns: 18 bleeding, 62% reduced healing While equipped: Stats +5 Dex +2 Mag +2 Wil dps ---------- Phys.crit +10.0% Phys.pwr +9 (+2 eff.) Acc +10 (+4 eff.) ----- def ----- Crit.dmg- 10.00% Blind- +25% Massive two-handed battleaxes. |
Spellcrusher (32-48 power, 4 apr) Spellcrusher (32-48 power, 4 apr)5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 32.0 - 48.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+8 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
iron greatsword 'Ulfamnir' (24-38.4 power, 1 apr) iron greatsword 'Ulfamnir' (24-38.4 power, 1 apr)3.0 T1 greatsword 2H weapon [Random Unique] Master Power 24.0 - 38.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Phasing +10% Melee+ +8 temporal On Crit: * wounds the target for 7 turns: 18 bleeding, 62% reduced healing While equipped: Stats +2 Con dps ---------- Phys.crit +10.0% Phys.pwr +7 (+2 eff.) Res.pen +10% physical Melee Ret 4 physical ----- def ----- Max.HP +40.00 Massive two-handed swords. |
Aeravena the Dawnrip (17-23.8 power, 3 apr) Aeravena the Dawnrip (17-23.8 power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master Power 17.0 - 23.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Phasing +20% Melee+ +9 temporal On Crit: * wounds the target for 7 turns: 18 bleeding, 62% reduced healing While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +16 (+4 eff.) Dmg.mod +6% light Apr +1 Melee Ret 7 temporal ----- def ----- Armour +6 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +8% temporal Sharp, long, and deadly. |
Burnbender the steel longsword (13.5-18.9 power, 3 apr) Burnbender the steel longsword (13.5-18.9 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Master Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +16 fire While equipped: Stats +2 Con dps ---------- Dmg.mod +7% physical Res.pen +7% physical Acc +4 (+2 eff.) Apr +10 Melee Ret 20 physical ----- def ----- Heal.mod +10% Sharp, long, and deadly. |
Chyrach (12.5-17.5 power, 3 apr) Chyrach (12.5-17.5 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Psionic Power 12.5 - 17.5 Temporal Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +8 light Against +5% Undead On Hit: * 25% chance to put talents on cooldown While equipped: dps ---------- Dmg.mod +9% arcane +6% temporal Res.pen +5% arcane On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% arcane Def/telep +5 Res/telep +5% Dur/telep +5% Blunt and deadly. |
arcing steel mace of the mystic (14-19.6 power, 3 apr) arcing steel mace of the mystic (14-19.6 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 lightning On Hit: * 25% chance for lightning to arc to a second target While equipped: Stats +1 Wil +2 Mag dps ---------- Spell.pwr +7 (+3 eff.) Blunt and deadly. |
Jetripper the steel sceptre (14-19.6 power, 3 apr) Jetripper the steel sceptre (14-19.6 power, 3 apr)3.0 T2 sceptre 1H weapon [Random Unique] Arcane Power 14.0 - 19.6 Lightning Uses 50% Mag, 50% Con Mastery Weapons Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +1.0% Atk.spd 100% On Hit.r1 +7 nature While equipped: dps ---------- Spell.pwr +9 (+4 eff.) Melee+ 4 lightning 4 darkness Dmg.mod +9% lightning +13% nature +9% darkness Res.pen +20% darkness Melee Ret 4 darkness On Hit (Melee): * 30% chance to daze at end of turn Blunt and deadly. |
Porunn (13-16.9 power, 6 apr) Porunn (13-16.9 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Nature Power 13.0 - 16.9 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 nature +6 temporal On Crit.r2 +4 acid While equipped: Stats +3 Cun dps ---------- Mind.pwr +4 (+2 eff.) Melee+ 16 mind Dmg.mod +9% acid ---------- misc Psi/kill +4.00 Sharp, short and deadly. |
Scorpionpower (5-5.5 power, 18 apr, mind damage) Scorpionpower (5-5.5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic This mindstar projects psionic energy if enough is absorbed. Power 5.0 - 5.5 Mind Uses 35% Wil, 15% Cun Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +4 nature On Hit: 5% Mana Clash 1 While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 8 nature Dmg.mod +7% lightning +7% fire +9% cold Melee Ret 4 nature ----- def ----- Resists +6% fire Phys.save +10 (+4 eff.) Max.HP +19.00 HP.reg +0.70 ---------- misc Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection On Mind Hit: 5% Flamespit 1 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Velaba' (4.5-4.95 power, 18 apr, mind damage) vined mindstar 'Velaba' (4.5-4.95 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature Power 4.5 - 5.0 Mind Uses 35% Wil, 15% Cun Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Cun dps ---------- Mind.crit +4% Mind.pwr +10 (+5 eff.) Dmg.mod +3% acid Res.pen +15% mind ----- def ----- Resists +3% temporal Heal/summ +20 ---------- misc Equi/ret +0.88 Hate/kill +2.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
cured leather sling 'Morningnull' cured leather sling 'Morningnull'4.0 T2 sling 1H weapon Reqs Shoot [Random Unique] Arcane/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +7 On Crit.r2 +2 light On Hit: 15% Arcane Vortex 3 While equipped: Stats +3 Cun +5 Mag dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +7% arcane +6% light Res.pen +13% physical Slings are used to hurl stones or metal shots at your foes. |
cured leather sling of power cured leather sling of power4.0 T2 sling 1H weapon Reqs Shoot [Ego] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +7 While equipped: dps ---------- Dmg.mod +10% physical Res.pen +8% physical Slings are used to hurl stones or metal shots at your foes. |
steady cured leather sling steady cured leather sling4.0 T2 sling 1H weapon Reqs Shoot [Ego] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +7 While equipped: dps ---------- Phys.crit +2.0% Acc +7 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
iron mail armour of cold resistance (2 def, 4 armour) iron mail armour of cold resistance (2 def, 4 armour)14.0 T1 heavy armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +17% cold A suit of armour made of mail. |
steel mail armour 'Chaldir' (2 def, 6 armour) steel mail armour 'Chaldir' (2 def, 6 armour)14.0 T2 heavy armor [Random Unique] Master/Psionic While equipped: Stats +3 Cun +5 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +17% acid +9% blight Phys.save +10 (+4 eff.) Spell.save +3 (+2 eff.) Mind.save +32 (+11 eff.) Disarm- +10% Stun/Frz- +15% Teleport- +10% A suit of armour made of mail. |
iron plate armour 'Bokyhad' (3 def, 7 armour) iron plate armour 'Bokyhad' (3 def, 7 armour)17.0 T1 massive armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Melee+ 16 mind Dmg.mod +9% acid Res.pen +10% mind ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% Resists +6% physical Phys.save +10 (+4 eff.) ---------- misc Max.hate +4.00 A suit of armour made of metal plates. |
Nerygamira the steel plate armour (4 def, 9 armour) Nerygamira the steel plate armour (4 def, 9 armour)17.0 T2 massive armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Resists +3% lightning +16% cold +6% nature ---------- misc Stam/turn +0.60 On Nature Hit: 5% Flamespit 1 A suit of armour made of metal plates. |
resilient linen cloak of battle (1 def, 0 armour) resilient linen cloak of battle (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +1 (+0 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -3% 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. |
Gyrarim the rough leather gloves (0 def, 1 armour) Gyrarim the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 5 nature Dmg.mod +3% nature Res.pen +15% mind Melee Ret 8 mind ----- def ----- Armour +1 Resists +14% nature ---------- misc Telepathy Demon/Minor Demon/Major Unarmed combat: Power 7.5 - 8.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 100% On Hit.r1 +4 mind On Crit.r2 +6 nature On Hit: 10% Poison Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Brenesus the linen wizard hat (1 def, 0 armour) Brenesus the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Random Unique] Nature/Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) Melee+ 8 acid Dmg.mod +3% acid +11% fire ----- def ----- Defense +1 (+0 eff.) Resists +6% light +16% fire +9% darkness +3% nature On Nature Hit: 5% Slime Spit 1 A pointy cloth hat, very wizardly... |
linen wizard hat 'Salikira' (1 def, 0 armour) linen wizard hat 'Salikira' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +6 Str +4 Con dps ---------- Dmg.mod +11% physical +2% all ----- def ----- Defense +1 (+0 eff.) Resists +11% physical ---------- misc See.Invis +12 A pointy cloth hat, very wizardly... |
rough leather cap 'Issekan' (0 def, 3 armour) rough leather cap 'Issekan' (0 def, 3 armour)2.0 T1 head armor [Random Unique] Master While equipped: Stats +3 Str dps ---------- Phys.crit +1.0% Apr +3 ----- def ----- Armour +3 Fatigue +1% Phys.save +11 (+4 eff.) HP.reg +0.60 ---------- misc Max.stam +20.00 A cap made of leather. |
iron helm 'Bleakbait' (0 def, 3 armour) iron helm 'Bleakbait' (0 def, 3 armour)3.0 T1 head armor [Random Unique] Nature/Master While equipped: Stats +3 Wil dps ---------- Melee+ 4 darkness Dmg.mod +18% darkness +9% mind Melee Ret 4 darkness ----- def ----- Armour +3 Fatigue +5% Resists +6% blight +7% nature Spell.save +4 (+2 eff.) Mind.save +6 (+2 eff.) Max.HP +41.00 Heal.mod +11% ---------- misc Max.P.En +5.00 Max.N.En +5.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate 7 agate0.0 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. |
2 spinel 2 spinel0.0 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. |
5 citrine 5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.0 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. |
aquamarine aquamarine0.0 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. |
52 alchemist agate 52 alchemist agate0.0 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. |
Zuberiann the brass lantern Zuberiann the brass lantern2.0 T1 lite [Random Unique] Arcane/Master While equipped: Stats +2 Wil dps ---------- Mind.crit +3% Melee+ 8 mind Res.pen +10% mind Melee Ret 8 mind 12 fire On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Resists +6% fire ---------- misc Psi/kill +4.00 Light +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. |
Transmogrification Chest Transmogrification Chest2.0 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. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 176 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Ritch the Bull Minotaur level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Ritch the Bull Minotaur level 12
75th Pyre 122nd year of Ascendancy at 20:22 see stats
By Ritch the Bull Minotaur level 14
2nd Mirth 122nd year of Ascendancy at 08:53 see stats
Log
Ritch is no longer distorted.
Burning from Islima the midge swarm hits Ritch for (2 sturdiness), 15 fire (15 total damage).
Restless Night from Islima the midge swarm hits Ritch for (3 sturdiness), 14 mind (14 total damage).
Islima the midge swarm's glacial vapour area effect hits Ritch for (2 sturdiness), 11 cold (11 total damage).
Islima the midge swarm's glacial vapour area effect hits Aerothra the black mamba for 16 cold damage.
Islima the midge swarm uses Mind Sear.
Islima the midge swarm hits Ritch for (1 sturdiness), 122 mind (122 total damage).
Ritch the level 17 bull minotaur was mentally tortured to death by Islima the midge swarm on level 1 of Old Forest.
You have 3 life(s) left.
Ritch deactivates Unravel Metal.
Ritch's Unravel Metal has been deactivated!
Ritch seems exhausted...
Ritch deactivates Swordbreaker.
Ritch's Swordbreaker has been deactivated!
Ritch deactivates Weapon Grip.
Ritch's Weapon Grip has been deactivated!
Ritch stops burning.
Ritch deactivates Heat Up.
Ritch's Heat Up has been deactivated!
Ritch deactivates Abs of Steel.
Ritch's Abs of Steel has been deactivated!
Ritch has recovered from poor sleep.
Ritch speeds back up.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Islima the midge swarm killed Ritch!
Saving done.
Saving game...