











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.0Donators/Buyers bonus! Juggle Hotkeys on Unwield 1.7.0Adds game options "UI | Hotkey handling on unwield" and "UI | Remove hotkey on drop" to control the handling of hotkeys for activateable objects when you unwield or drop them. You can choose to remove the hotkey or add a special marker to its icon to warn that the associated object is not currently wielded. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.7.0Official 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:
Inventory Keys 1.7.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Embers of Rage 1.7.0Official 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:
Plenum Tooltip Custom Edit 1.7.2Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Items Vault 1.7.0Donators/Buyers bonus! Convenient Digging 1.5.5 Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Mage Knight 1.7.0Adds 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. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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 Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Forbidden Cults 1.6.0Official 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 | Normal Adventure |
Sex | Male |
Race | Ogre |
Class | Phoenix Knight |
Level / Exp | 19 / 62% |
Size | big |
Lifes / Deaths | Killed by Betynn the Thug at level 15 on the 48th Dusk 122nd year of Ascendancy at 11:02 0 / 6Killed by Betynn the Thug at level 15 on the 48th Dusk 122nd year of Ascendancy at 11:45 Killed by Sawtree at level 17 on the 52nd Dusk 122nd year of Ascendancy at 22:09 Killed by Weirdling Beast at level 17 on the 53rd Dusk 122nd year of Ascendancy at 10:24 Killed by snow giant thunderer at level 19 on the 62nd Dusk 122nd year of Ascendancy at 00:03 Killed by Lisilratira the snow giant chieftain at level 19 on the 62nd Dusk 122nd year of Ascendancy at 00:54 |
Primary Stats
Strength | 54 (base 39) |
Dexterity | 15 (base 10) |
Constitution | 13 (base 10) |
Magic | 53 (base 44) |
Willpower | 33 (base 16) |
Cunning | 12 (base 10) |
Resources
Life | -233/461 |
Essence | 30/100 |
Vim | 172/172 |
Healing Factor | 1.4983363011315 |
Regeneration | 40.921241611756 |
Speed
Mental | +10% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 1 |
See Invisible | 7 |
Offense: Mainhand
Damage | 97 |
Accuracy | 30 |
Crit Chance | 23% |
APR | 3 |
Speed | 0.91 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +20% |
Light | +26% |
Cold | +23% |
Nature | +16% |
Physical | +20% |
Fire | +13% |
All | +10% |
Offense: Damage Penetration
Light | +25% |
Defense: Base
Armour (hardiness) | 33 (66%) |
Defense | 13 |
Ranged Defense | 13 |
Fatigue | 16 |
Physical Save | 32 |
Spell Save | 40 |
Mental Save | 29 |
Defense: Resistances
Physical | + 5%( 70%) |
Cold | + 30%( 66%) |
All | 0%( 70%) |
Lightning | + 10%( 70%) |
Light | + 69%( 76%) |
Temporal | + 3%( 70%) |
Darkness | + 21%( 70%) |
Mind | + 3%( 70%) |
Fire | + 54%( 76%) |
Nature | + 28%( 70%) |
Defense: Immunities
Pinning Resistance | 30% |
Stun Resistance | 20% |
Fear Resistance | 30% |
Knockback Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 100 damage for 5 turns. |
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 50 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. |
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 208 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Spell / Phoenix Ascendance | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 4/5 |
Spell / Phoenix Light | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Dancing Weapon | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Phoenix Fire | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Generic Talents
Technique / Weapons Master | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat Casting | 1.00 |
| 3/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Technique / Flexible Combat Training | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Effects
talent | Weapondance |
talent | Eldritch Combat |
detrimental effect | The target is poisoned, taking 30.02 nature damage per turn. Deadly Poison |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
detrimental effect | Damage is leaking through your wards, causing you to take 53 damage over the duration, though this may not be distributed evenly. Ward Burn |
beneficial effect | The target has 11 increased life regeneration. Recovery |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
beneficial effect | Increases crit chance by 15% and critical power by 60%. 3 charge(s). Ogre Fury |
beneficial effect | Do not try to resist it! Ogric Wrath |
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lone alchemist from death by Burb the snow giant champion. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You failed to protect the lost tinker from death by black crystal. Escort: lost tinker (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+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. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 31. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +4 Str +3 Dex offense ------ Physical Power +5 (+2 eff.) Spellpower +4 (+1 eff.) Accuracy +5 (+2 eff.) defense ------ Armor +3 Defense +5 (+5 eff.) Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 Encumbrance lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(88 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 14.19 to 42.56 lightning damage (28.37 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Tool | ![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Physical Crit +3.0% Mind Crit +4% Damage +6% nature Accuracy +5 (+2 eff.) Ignore Armor +1 defense ------ Resistance +10% nature +3% mind Mind save +6 (+3 eff.) While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+6 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +8 Wil offense ------ Ignore resists +25% light When Hit 2 light defense ------ Mind save +8 (+4 eff.) other ------- Light +3 Infravision +1 Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: defense ------ Resistance +3% temporal +9% light +9% fire +3% darkness +6% cold A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T3 greatmaul 2H weapon [Ego] Arcane/Master Weapon Damage 53.5 - 80.2 Physical Uses 120% Mag, 0% Str Mastery Flexible Weapon Training Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-Hit, radius 1 +9 fire Massive two-handed mauls. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +3 Str +2 Mag offense ------ On-Hit 6 fire Damage +3% fire +3% cold defense ------ Armor +1 Resistance +6% fire other ------- See Invis +6 Unarmed combat: Weapon Damage 6.5 - 7.2 Physical Uses 0% Dex, 0% Cun, 120% Mag 0% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +6 fire On Hit: 10% Fire Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 12.0 Encumbrance T2 massive armor [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con defense ------ Armor +12 Defense +4 (+4 eff.) Fatigue +14% Resistance +18% cold +18% darkness +18% nature Healmod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +6% light defense ------ Defense +1 (+1 eff.) Resistance +9% fire Life +30.00 Pinning Resist +10% 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 Encumbrance T3 amulet jewelry [Ego+] Master While equipped: offense ------ Physical Power +7 (+2 eff.) Combat Speed +10% Damage +5% physical Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 83 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 33 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -220 life. The duration and life will increase by 1% for every 1% life you have lost (currently 551 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 542% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 294 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -5% other ------- Encumbrance +20 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con offense ------ Damage +11% acid defense ------ Resistance +22% acid Physical save +4 (+2 eff.) Rings make your fingers look great! |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 18.0 - 21.6 Physical Uses 80% Mag Mastery Flexible Weapon Training Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +8 (+3 eff.) Damage +18% acid other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego] Nature/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Flexible Weapon Training Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Critical power +11.00% Spellpower +9 (+3 eff.) Damage +20% darkness defense ------ Defense +7 (+7 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 48.98 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 Encumbrance T3 staff 2H weapon [Ego] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Flexible Weapon Training Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +9 (+3 eff.) Damage +20% darkness defense ------ Physical save +7 (+4 eff.) Spell save +6 (+2 eff.) Mind save +8 (+4 eff.) other ------- Mana/turn +0.10 Max mana +47.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Ego] Arcane Weapon Damage 31.0 - 46.5 Physical Uses 120% Mag, 0% Str Mastery Flexible Weapon Training Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +10 blight On Hit: * 13% chance to reduce strength, dexterity, and constitution by 22 Massive two-handed mauls. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Normal] Weapon Damage 25.0 - 40.0 Physical Uses 120% Mag, 0% Str Mastery Flexible Weapon Training Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% Massive two-handed swords. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Psionic Weapon Damage 25.5 - 40.8 Physical Uses 120% Mag, 0% Str Mastery Flexible Weapon Training Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed swords. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Rare] Master Weapon Damage 35.5 - 56.8 Physical Uses 120% Mag, 0% Str Mastery Flexible Weapon Training Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * 20% chance to slow global speed by 45% While equipped: offense ------ Physical Power +5 (+2 eff.) Accuracy +10 (+5 eff.) Ignore Armor +1 defense ------ Defense +14 (+10 eff.) Resistance +3% nature +12% fire Disarm Resist +39% Massive two-handed swords. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Normal] Weapon Damage 16.5 - 23.1 Physical Uses 100% Mag, 0% Str Mastery Flexible Weapon Training Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Normal] Nature Weapon Damage 5.5 - 6.1 Mind Uses 0% Wil, 80% Mag, 0% Cun Mastery Flexible Weapon Training Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) other ------- Talents +1 Attune Mindstar 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. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Normal] Nature Weapon Damage 6.0 - 6.6 Nature Uses 0% Wil, 80% Mag, 0% Cun Mastery Flexible Weapon Training Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) other ------- Talents +1 Attune Mindstar 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. |
![]() 4.0 Encumbrance T1 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Weapon Damage 0.0 - 0.0 Physical Uses 0% Mag Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-ranged-hit +8 acid While equipped: Stats +3 Str offense ------ Physical Power +9 (+3 eff.) Damage +14% acid Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Rare] Nature Weapon Damage 0.0 - 0.0 Physical Uses 0% Mag Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 Projectile Speed +200% While equipped: Stats +4 Str +3 Cun +3 Con defense ------ Resistance +6% blight other ------- Masteries +0.30 Wild-gift/Fungus Regenerate 114 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
![]() 9.0 Encumbrance T1 light armor [Rare] Master While equipped: Stats +4 Cun +4 Dex offense ------ Critical power +5.00% Spellpower +10 (+3 eff.) Ignore resists +5% arcane When Hit 4 arcane defense ------ Armor +5 Defense +6 (+6 eff.) Fatigue +6% other ------- Mana-on-crit +2.00 Max vim +50.00 A suit of armour made of leather. |
![]() 17.0 Encumbrance T2 massive armor [Ego] Arcane While equipped: defense ------ Armor +9 Fatigue +22% Resistance +11% darkness +6% arcane +12% light Spell save +12 (+4 eff.) A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T2 massive armor [Normal] While equipped: defense ------ Armor +9 Fatigue +22% A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: defense ------ Armor +6 Create a temporary shield that absorbs 176 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Ego+] Nature While equipped: defense ------ Defense +1 (+1 eff.) Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Unlife -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +1 Con defense ------ Defense +1 (+1 eff.) Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +12% cold Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue -2% Physical save +6 (+3 eff.) other ------- Encumbrance +24 Stamina/turn +0.30 Max stamina +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: Stats +1 Cun +3 Mag defense ------ Armor +6 Resistance +6% light +7% darkness Mind save +5 (+3 eff.) Life +46.00 other ------- Infravision +1 Unarmed combat: Weapon Damage 21.5 - 23.7 Physical Uses 0% Cun, 0% Str, 120% Mag 0% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +5 Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +10 light +18 darkness On Hit: 10% Battle Shout 3 Starfall: Puts all charms on 20 cooldown Effective talent level: 1.0 Power cost 20 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 25.49 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T2 hands armor [Normal] While equipped: defense ------ Armor +2 Fatigue +3% Unarmed combat: Weapon Damage 18.0 - 25.2 Physical Uses 0% Str, 0% Dex, 120% Mag 0% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +11% light defense ------ Defense +1 (+1 eff.) Resistance +16% light Spell save +5 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +5 Str offense ------ Damage +9% fire Ignore Armor +7 defense ------ Resistance +21% lightning +6% darkness While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Effective talent level: 2.0 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 9 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 60.18 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 77 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: defense ------ Resistance +6% blight +9% fire Physical save +6 (+3 eff.) Mind save +15 (+8 eff.) Cut Resist +10% Stun Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Quai the Ogre Phoenix Knight level 10
7th Flare 122nd year of Ascendancy at 23:42 see stats
By Quai the Ogre Phoenix Knight level 17
53rd Dusk 122nd year of Ascendancy at 11:30 see stats
By Quai the Ogre Phoenix Knight level 10
1st Summertide 122nd year of Ascendancy at 12:11 see stats
By Quai the Ogre Phoenix Knight level 17
60th Dusk 122nd year of Ascendancy at 17:42 see stats
By Quai the Ogre Phoenix Knight level 8
6th Mirth 122nd year of Ascendancy at 22:32 see stats
By Quai the Ogre Phoenix Knight level 8
5th Mirth 122nd year of Ascendancy at 14:11 see stats
By Quai the Ogre Phoenix Knight level 17
51st Dusk 122nd year of Ascendancy at 02:44 see stats
Log
Quai hits Snow giant boulder thrower for 7 lightning damage.
Quai hits Lisilratira the snow giant chieftain for 9 lightning damage.
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Quai misses Lisilratira the snow giant chieftain.
Quai misses Lisilratira the snow giant chieftain.
Quai seems more focused.
Quai is not stunned anymore.
Quai hits Quai for 7 Ward Burn damage.
Deadly Poison from Lisilratira the snow giant chieftain hits Quai for 19 nature damage.
Lisilratira the snow giant chieftain uses Dual Strike.
Quai is stunned!
Something hits Snow giant boulder thrower for 103 lightning damage.
Melee retaliation hits Lisilratira the snow giant chieftain for 2 light, 1 light (3 total damage).
Melee retaliation hits Snow giant boulder thrower for 3 light damage.
Lisilratira the snow giant chieftain hits Quai for (20 delayed), 46 physical, (4 delayed), 7 cold, (24 delayed), 84 physical, (4 delayed), 7 cold (144 total damage).
Snow giant boulder thrower hits Quai for 18 physical, 8 cold (26 total damage).
Melee retaliation killed Snow giant boulder thrower!
Quai hits Snow giant for 8 lightning damage.
Quai hits Snow giant boulder thrower for 8 lightning damage.
Quai hits Lisilratira the snow giant chieftain for 8 lightning damage.
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Quai misses Lisilratira the snow giant chieftain.
Quai misses Lisilratira the snow giant chieftain.
Talent Solar Wave is ready to use.
Quai hits Quai for 7 Ward Burn, 13 Ward Burn (20 total damage).
Deadly Poison from Lisilratira the snow giant chieftain hits Quai for 23 nature damage.
Lisilratira the snow giant chieftain uses Stun.
Lisilratira the snow giant chieftain performs a melee critical strike against Quai!