












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
---
Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.7.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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:
Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: MaDDworlDs' Money Sink! 1.7.4Have extra cash? Blow it on Stat/Class/Generic points! Most (if not all) weapon merchants in Last Hope will now offer stat/class/generic point training [Stat Points] 5 points for 300 gold. Thank you for downloading, hope you enjoy! (note: You must make a new save, ofc.) ( Any mod that overwrites the chat function on generic weapon shop NPC conversation stuff won't be compatible :C ) White Monk 1.7.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. 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:
High Guard 1.7.0Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net 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 | Nightmare Exploration |
Sex | Male |
Race | Ogre |
Class | Sun Paladin |
Level / Exp | 50 / 11834% |
Size | huge |
Lifes / Deaths | Killed by elven cultist at level 31 on the 6th Mirth 122nd year of Ascendancy at 19:29 / 59Killed by elven cultist at level 31 on the 6th Mirth 122nd year of Ascendancy at 19:51 Killed by elven blood mage at level 31 on the 6th Mirth 122nd year of Ascendancy at 21:01 Killed by mean looking elven guard at level 31 on the 6th Mirth 122nd year of Ascendancy at 21:12 Killed by elven blood mage at level 31 on the 6th Mirth 122nd year of Ascendancy at 21:24 Killed by Glytta the elven cultist at level 32 on the 6th Mirth 122nd year of Ascendancy at 22:40 Killed by Glytta the elven cultist at level 32 on the 6th Mirth 122nd year of Ascendancy at 22:54 Killed by Glytta the elven cultist at level 32 on the 6th Mirth 122nd year of Ascendancy at 23:15 Killed by Glytta the elven cultist at level 32 on the 6th Mirth 122nd year of Ascendancy at 23:33 Killed by Salyriatira the elven warrior at level 41 on the 7th Mirth 122nd year of Ascendancy at 11:38 Killed by Salyriatira the elven warrior at level 41 on the 7th Mirth 122nd year of Ascendancy at 12:09 Killed by elven cultist at level 42 on the 7th Mirth 122nd year of Ascendancy at 12:58 Killed by elven guard at level 42 on the 7th Mirth 122nd year of Ascendancy at 13:11 Killed by Betatira the elven corruptor at level 43 on the 7th Mirth 122nd year of Ascendancy at 23:14 Killed by Betatira the elven corruptor at level 43 on the 7th Mirth 122nd year of Ascendancy at 23:29 Killed by Betatira the elven corruptor at level 43 on the 8th Mirth 122nd year of Ascendancy at 00:12 Killed by Betatira the elven corruptor at level 43 on the 8th Mirth 122nd year of Ascendancy at 00:44 Killed by Betatira the elven corruptor at level 43 on the 8th Mirth 122nd year of Ascendancy at 01:57 Killed by Betatira the elven corruptor at level 43 on the 8th Mirth 122nd year of Ascendancy at 02:13 Killed by elven blood mage at level 44 on the 8th Mirth 122nd year of Ascendancy at 06:35 Killed by Nerathra the awoken tentacle tree at level 49 on the 5th Flare 122nd year of Ascendancy at 15:39 Killed by Nerathra the awoken tentacle tree at level 49 on the 5th Flare 122nd year of Ascendancy at 15:55 Killed by Nerathra the awoken tentacle tree at level 49 on the 5th Flare 122nd year of Ascendancy at 16:15 Killed by awoken tentacle tree at level 49 on the 5th Flare 122nd year of Ascendancy at 16:49 Killed by Adorin the awoken tentacle tree at level 49 on the 5th Flare 122nd year of Ascendancy at 19:30 Killed by Velarinn the scourge drake hatchling at level 49 on the 5th Flare 122nd year of Ascendancy at 19:48 Killed by Aerodaba the awoken tentacle tree at level 50 on the 5th Flare 122nd year of Ascendancy at 22:48 Killed by Aerodaba the awoken tentacle tree at level 50 on the 5th Flare 122nd year of Ascendancy at 23:04 Killed by Aerodaba the awoken tentacle tree at level 50 on the 5th Flare 122nd year of Ascendancy at 23:33 Killed by Aerodaba the awoken tentacle tree at level 50 on the 5th Flare 122nd year of Ascendancy at 23:49 Killed by Nerathra the awoken tentacle tree at level 50 on the 6th Flare 122nd year of Ascendancy at 00:02 Killed by Aerodaba the awoken tentacle tree at level 50 on the 6th Flare 122nd year of Ascendancy at 00:09 Killed by Nerathra the awoken tentacle tree at level 50 on the 6th Flare 122nd year of Ascendancy at 00:18 Killed by Aerodaba the awoken tentacle tree at level 50 on the 6th Flare 122nd year of Ascendancy at 00:33 Killed by Aerodaba the awoken tentacle tree at level 50 on the 6th Flare 122nd year of Ascendancy at 00:45 Killed by Aerodaba the awoken tentacle tree at level 50 on the 6th Flare 122nd year of Ascendancy at 00:57 Killed by Nerathra the awoken tentacle tree at level 50 on the 6th Flare 122nd year of Ascendancy at 01:08 Killed by Xanytha the awoken tentacle tree at level 50 on the 6th Flare 122nd year of Ascendancy at 01:20 Killed by Aerodaba the awoken tentacle tree at level 50 on the 6th Flare 122nd year of Ascendancy at 01:27 Killed by Aerodaba the awoken tentacle tree at level 50 on the 6th Flare 122nd year of Ascendancy at 01:41 Killed by Xanytha the awoken tentacle tree at level 50 on the 6th Flare 122nd year of Ascendancy at 01:53 Killed by Nerathra the awoken tentacle tree at level 50 on the 6th Flare 122nd year of Ascendancy at 02:18 Killed by ghoul at level 50 on the 6th Flare 122nd year of Ascendancy at 02:36 Killed by ghoul at level 50 on the 6th Flare 122nd year of Ascendancy at 02:46 Killed by Aerodaba the awoken tentacle tree at level 50 on the 6th Flare 122nd year of Ascendancy at 02:54 Killed by Xanytha the awoken tentacle tree at level 50 on the 6th Flare 122nd year of Ascendancy at 03:28 Killed by Eilinatira the corrupted acidic digestor at level 50 on the 7th Flare 122nd year of Ascendancy at 21:35 Killed by Aduron the thalore at level 50 on the 70th Haze 122nd year of Ascendancy at 14:06 Killed by Thiridi the shalore at level 50 on the 6th Allure 123rd year of Ascendancy at 18:51 Killed by Agmoo the human at level 50 on the 6th Allure 123rd year of Ascendancy at 20:00 Killed by Chenuowl the thalore at level 50 on the 6th Allure 123rd year of Ascendancy at 20:13 Killed by armoured skeleton warrior at level 50 on the 7th Allure 123rd year of Ascendancy at 13:15 Killed by Beluldariaba the vampire at level 50 on the 7th Regrowth 123rd year of Ascendancy at 16:11 Killed by Beluldariaba the vampire at level 50 on the 7th Regrowth 123rd year of Ascendancy at 16:42 Killed by Beluldariaba the vampire at level 50 on the 7th Regrowth 123rd year of Ascendancy at 21:38 Killed by Beluldariaba the vampire at level 50 on the 7th Regrowth 123rd year of Ascendancy at 21:48 Killed by Beluldariaba the vampire at level 50 on the 7th Regrowth 123rd year of Ascendancy at 22:04 Killed by Beluldariaba the vampire at level 50 on the 7th Regrowth 123rd year of Ascendancy at 22:34 Killed by armoured skeleton warrior at level 50 on the 9th Regrowth 123rd year of Ascendancy at 12:44 |
Primary Stats
Strength | 74 (base 60) |
Dexterity | 33 (base 29) |
Constitution | 77 (base 60) |
Magic | 87 (base 60) |
Willpower | 15 (base 10) |
Cunning | 24 (base 10) |
Resources
Life | 1709/1709 |
Positive | 197/197 |
Stamina | 260/260 |
Healing Factor | 1.5582419580056 |
Regeneration | 22.686552667861 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -63.333333333333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 6 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 123 |
Accuracy | 47 |
Crit Chance | 51% |
APR | 17 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 51 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +11% |
Light | +32% |
Temporal | +12% |
Arcane | +15% |
Physical | +12% |
All | 0% |
Offense: Damage Penetration
Acid | +10% |
Light | +70% |
Physical | +38% |
Defense: Base
Armour (hardiness) | 84 (88.568973732692%) |
Defense | 36 |
Ranged Defense | 36 |
Fatigue | 18 |
Physical Save | 51 |
Spell Save | 44 |
Mental Save | 25 |
Defense: Resistances
Acid | + 28%( 70%) |
Blight | + 18%( 70%) |
Arcane | + 21%( 70%) |
Cold | + 29%( 70%) |
All | + 12%( 70%) |
Darkness | + 17%( 70%) |
Light | + 61%( 70%) |
Temporal | + 19%( 70%) |
Physical | + 12%( 70%) |
Lightning | + 18%( 70%) |
Fire | + 28%( 70%) |
Nature | + 17%( 70%) |
Defense: Immunities
Disarm Resistance | 59% |
Pinning Resistance | 0% |
Blind Resistance | 87% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 523 damage for 6 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 154 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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 556 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Guardian | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Sun | 1.57 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Radiance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.27 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Light | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 the savior, which can be used to permanently increase all your saving throws by 4. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed ice wyrm tooth. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +19 Fatigue: -7% Changes resistances: +5% arcane Changes damage: +9% arcane Life regen: +6.00 Stamina each turn: +0.50 Maximum life: +45.00 Infravision radius: +2 Movement speed: +10% Healing mod.: +15% A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 12.5 - 15.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 18 On weapon hit: * 20% chance to reduce armor by 35% Damage (Ranged): +16 acid / +5 light Damage against: +6% Undead Shots are used with slings to pummel your foes to death. |
Light source | ![]() Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 30 fire Changes stats: +9 Con Changes resistances: +5% arcane / +10% fire Changes resistances penetration: +25% physical Disease immunity: +20% Life regen: +4.00 Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +7% lightning / +8% temporal / +3% light / +8% fire / +5% nature / +6% acid / +7% blight / +8% cold / +6% darkness Changes damage: +11% darkness / +12% temporal / +11% light / +12% physical A pointy cloth hat, very wizardly... |
On hands | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes stats: +1 Con Physical save: +14 (+5 eff.) Spell save: +7 (+2 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +35% Mana each turn: +0.13 Spellpower: +6 (+2 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Defense: +30 (+11 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 25 Damage when hit (Melee): 10 blight Reduces incoming crit damage: 15.00% Physical save: +18 (+6 eff.) Blindness immunity: +20% Knockback immunity: +20% It can be used to create a shield absorbing up to 422 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +12 Effects on melee hit: * 13% chance to reduce all saves and defense by 14 Damage (Melee): 10 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 14 Damage (Ranged): 10 physical Changes stats: +1 Cun / +6 Str Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 810.30 You won the Ring of Blood trial, and this is your reward. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Talent masteries: +0.27 Celestial / Sun +0.27 Technique / Two-handed assault Amulets make your neck look great! |
In main hand | ![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.0 - 61.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Wound the target dealing 254 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +9.0% Physical power: +18 (+4 eff.) Changes stats: +2 Con Changes resistances penetration: +13% physical Disarm immunity: +24% Blunt and deadly. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +5 Str / +5 Dex / +4 Cun / +5 Con / +7 Lck Trap disarming bonus: +12 Stealth bonus: +8 Physical save: +8 (+3 eff.) Infravision radius: +4 Size category: +1 A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 80.5 - 96.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +259 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +18.0% Physical power: +15 (+4 eff.) Armour: +17 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 14 Damage when hit (Melee): 4 acid Changes resistances: +12% acid / +11% cold Changes resistances penetration: +10% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Effects on melee hit: * 20% chance to reduce all saves and defense by 14 Damage when hit (Melee): 6 light Changes stats: +7 Cun / +7 Wil Changes resistances: +12% light Changes resistances penetration: +20% light Changes damage: +6% arcane / +9% light Mental save: +18 (+9 eff.) Light radius: +2 A suit of armour made of metal plates. |
Inventory
![]() movement infusion (speed 489%; cd 17) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 489% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 235.20 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
![]() Betama the stralite ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +36% lightning Changes damage: +18% lightning Critical mult.: +22.36% Mental save: +18 (+9 eff.) Cut immunity: +22% Life regen: +4.47 Maximum life: +80.00 Mindpower: +34 (+16 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
![]() Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 10.0 - 13.0 Uses stats: 20% Str, 20% Dex Damage type: Light Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() caustic voratun longsword of crippling (43-60 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +40 acid / +45 nature When wielded/worn: Armour penetration: +12 Physical crit. chance: +10.0% Changes resistances penetration: +20% acid / +20% nature Sharp, long, and deadly. |
![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% acid / +20% cold / +20% darkness / +20% blight Talent masteries: +0.10 Corruption / Bone +0.10 Spell / Nightfall +0.10 Spell / Master of flesh +0.10 Spell / Necrosis +0.10 Spell / Master necromancer +0.10 Spell / Master of bones Talent granted: +1 Command Staff Spellpower: +20 (+6 eff.) Spell crit. chance: +15% It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
![]() Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +40 (+13 eff.) Armour penetration: +30 Changes stats: +4 Str / +4 Dex Changes resistances penetration: +30% physical This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
![]() elven-silk robe 'Xewe' (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% all Changes damage: +35% arcane / +9% mind Spell save: +20 (+7 eff.) Maximum mana: +105.00 Maximum hate: +11.18 Maximum vim: +30.00 Spellpower: +34 (+10 eff.) Spell crit. chance: +6% Damage Shield penetration: +34% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() warlord's drakeskin leather cap of fortune (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +7 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +7 Str / +6 Wil / +13 Lck Changes resistances: +15% physical Physical save: +10 (+3 eff.) Spell crit. chance: +7% Mental crit. chance: +8% A cap made of leather. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(60 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Ukaek the Ogre Sun Paladin level 50
6th Regrowth 123rd year of Ascendancy at 21:07 see stats
By Ukaek the Ogre Sun Paladin level 43
7th Mirth 122nd year of Ascendancy at 18:45 see stats
By Ukaek the Ogre Sun Paladin level 50
8th Flare 122nd year of Ascendancy at 21:41 see stats
By Ukaek the Ogre Sun Paladin level 10
74th Pyre 122nd year of Ascendancy at 22:00 see stats
By Ukaek the Ogre Sun Paladin level 20
77th Pyre 122nd year of Ascendancy at 08:31 see stats
By Ukaek the Ogre Sun Paladin level 30
1st Mirth 122nd year of Ascendancy at 03:55 see stats
By Ukaek the Ogre Sun Paladin level 40
7th Mirth 122nd year of Ascendancy at 07:09 see stats
By Ukaek the Ogre Sun Paladin level 50
5th Flare 122nd year of Ascendancy at 19:58 see stats
By Ukaek the Ogre Sun Paladin level 50
56th Dusk 122nd year of Ascendancy at 07:23 see stats
By Ukaek the Ogre Sun Paladin level 45
8th Mirth 122nd year of Ascendancy at 13:34 see stats
By Ukaek the Ogre Sun Paladin level 50
35th Dusk 122nd year of Ascendancy at 22:21 see stats
Log
Rotting Disease from Ghast hits Ukaek for 55 blight damage.
Shield of Light hits Ukaek for 14 healing, 14 healing (0 total damage) [28 healing].
Ghoul Rot from Ghast hits Ukaek for 45 blight damage.
Ghast misses Ukaek.
Ghoulking bites poison into Ukaek.
Ukaek is poisoned!
Melee retaliation hits Ghoulking for (2 absorbed), 0 acid, (18 absorbed), 0 light, (4 absorbed), 0 blight, (17 absorbed), 0 fire (0 total damage).
Ukaek receives 14 healing from Shield of Light.
Ghoulking hits Ukaek for 26 nature damage.
Ukaek casts Crusade.
Ukaek performs a melee critical strike against Ghast!
The shield around ghast crumbles.
Ghast shrugs off Ukaek's 'Deep Wound'!
Ukaek performs a melee critical strike against Ghast!
Ghast is crippled.
Ukaek is not stunned anymore.
Armoured skeleton warrior uses Overpower.
A Risen Ghoul rises from the corpse of Ukaek.
Ukaek receives 14 healing from Shield of Light.
Armoured skeleton warrior hits Ukaek for 157 physical damage.
Armoured skeleton warrior hits Risen Ghoul for 28 physical, 33 physical (61 total damage).
Shield of Light hits Ghast for 31 light, 10 physical, 21 light (62 total damage).
Ukaek hits Ghast for (76 absorbed), 43 light, 5 physical, 11 light, 76 light, 10 physical, 21 light (166 total damage).
Melee retaliation hits Armoured skeleton warrior for (3 absorbed), 0 acid, (42 absorbed), 0 light, (9 absorbed), 0 blight, (31 absorbed), 0 fire, (3 absorbed), 0 acid, (42 absorbed), 0 light, (9 absorbed), 0 blight, (31 absorbed), 0 fire, (3 absorbed), 0 acid, (42 absorbed), 0 light, (9 absorbed), 0 blight, (31 absorbed), 0 fire (0 total damage).
Bloodcaller hits Ukaek for 2 healing, 2 healing, 1 healing, 4 healing, 1 healing (0 total damage) [9 healing].
Ukaek the level 50 ogre sun paladin was swiped to death by an armoured skeleton warrior on level 1 of Chyblek.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Bloodcaller killed Ukaek!