











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: 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:
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. 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. 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:
ZOmnibus Addon Pack 1.7.4Combines 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: 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 Roguelike |
Sex | Male |
Race | Ogre |
Class | Marauder |
Level / Exp | 14 / 97% |
Size | big |
Lifes / Deaths | Killed by elven tempest at level 11 on the 3rd Flare 122nd year of Ascendancy at 16:22 / 2Killed by Lisoriwen the master vampire at level 14 on the 11st Dusk 122nd year of Ascendancy at 08:54 |
Primary Stats
Strength | 47 (base 35) |
Dexterity | 52 (base 35) |
Constitution | 11 (base 10) |
Magic | 12 (base 10) |
Willpower | 8 (base 10) |
Cunning | 16 (base 14) |
Resources
Life | -5/356 |
Stamina | 85/148 |
Healing Factor | 1.0097162075846 |
Regeneration | 3.28157767465 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Stealth | 5 |
See Invisible | 6 |
Offense: Mainhand
Damage | 68 |
Accuracy | 55 |
Crit Chance | 8% |
APR | 31 |
Speed | 1.00 |
Offense: Offhand
Damage | 39 |
Accuracy | 55 |
Crit Chance | 8% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 12 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Blight | +15% |
Physical | +3% |
Cold | +12% |
All | 0% |
Lightning | +12% |
Temporal | +13% |
Fire | +3% |
Darkness | +12% |
Offense: Damage Penetration
Fire | +25% |
Cold | +20% |
Defense: Base
Armour (hardiness) | 9 (30%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 8 |
Physical Save | 31 |
Spell Save | 28 |
Mental Save | 24 |
Defense: Resistances
Darkness | + 27%( 70%) |
Temporal | + 22%( 70%) |
All | + 7%( 70%) |
Physical | + 13%( 70%) |
Cold | + 10%( 70%) |
Nature | + 13%( 70%) |
Defense: Immunities
Confusion Resistance | 63% |
Stun Resistance | 39% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
Technique / Duelist | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Effects
Quests
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 lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Dexterity by +5. | 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 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 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 |
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 |
Equipment
On feet | ![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Accuracy +10 (+3 eff.) When Hit 2 physical defense ------ Armor +3 Fatigue +2% Physical save +6 (+3 eff.) other ------- Stamina/turn +3.40 Max stamina +14.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Physical Power +10 (+3 eff.) Accuracy +5 (+2 eff.) Ignore Armor +4 On-Hit (Melee): * 10% chance to reduce all saves and defense by 7 defense ------ Armor +2 Physical save +3 (+2 eff.) Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +5 See Invisibility +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. |
On head | ![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Dex offense ------ Damage +15% blight Ignore Shields +10% defense ------ Armor +3 Fatigue +5% Resistance +3% darkness Blind Resist +10% Skullcracker +1 Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.9 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 140.6 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 Encumbrance T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex offense ------ On-Hit 5 temporal On-Ranged-Hit 6 temporal Damage +3% temporal Accuracy +10 (+3 eff.) defense ------ Armor +1 Fatigue +1% Resistance +6% temporal Unarmed combat: Weapon Damage 10.0 - 14.0 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +3 Critical Rate +7.0% Attack Speed 83% On Hit: * 6% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 6 turns) A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Str offense ------ Physical Power +10 (+3 eff.) Ignore Armor +1 defense ------ Defense +5 (+2 eff.) Mind save +6 (+3 eff.) Confus Resist +24% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Damage +10% temporal defense ------ Resistance +10% temporal Physical save +7 (+4 eff.) Spell save +6 (+3 eff.) Mind save +7 (+3 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +5% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Nature Weapon Damage 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +5.0% Attack Speed 100% On-hit +15 lightning +15 cold On Critical: * inflicts either shocked or wet, chosen at random While equipped: offense ------ Damage +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +3% acid Ignore resists +20% cold On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 7 * 10% chance to reduce armor by 17% defense ------ Resistance +3% cold Life +32.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego+] Arcane/Psionic Weapon Damage 13.5 - 17.6 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +6 fire On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +3% fire Ignore resists +25% fire defense ------ Defense +7 (+3 eff.) Resistance +6% nature Physical save +6 (+3 eff.) Spell save +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T1 cloth armor [Rare] Arcane While equipped: Stats +2 Dex +1 Con offense ------ Critical power +5.00% Damage +12% darkness +3% physical Ignore Armor +4 defense ------ Resistance +1% physical +18% darkness +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+5 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% lightning Stun Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun offense ------ Mind Crit +1% Damage +15% lightning Ignore resists +5% lightning defense ------ Resistance +3% mind +13% temporal Pinning Resist +26% Knockbk Resist +24% Amulets make your neck look great! |
![]() 5.0 Encumbrance T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+7 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invisibility +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.0 Power cost 6 out of 6/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 64.18 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (128). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane/Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +11% Critical power +11.00% Spellpower +3 (+3 eff.) Damage +10% arcane other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +9% Spellpower +6 (+6 eff.) Damage +15% cold other ------- Mana/turn +0.10 Max mana +36.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T1 battleaxe 2H weapon [Rare] Master Weapon Damage 22.5 - 33.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-hit +4 lightning On-Hit, radius 1 +12 cold While equipped: offense ------ Damage +3% nature Ignore resists +15% cold On-Hit (Melee): * 10% chance to slow global speed by 32% Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Arcane Weapon Damage 14.0 - 21.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-hit +7 temporal On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: defense ------ Resistance +7% temporal Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Master Weapon Damage 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +21 Critical Rate +2.0% Attack Speed 100% Damage Against +25% Dragon While equipped: Stats +6 Str defense ------ Resist Against +25% Dragon Physical save +9 (+5 eff.) Stun Resist +20% Knockbk Resist +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Normal] Weapon Damage 31.0 - 46.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% Massive two-handed mauls. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Rare] Master Weapon Damage 18.0 - 28.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% Physical Power +30 (+9 eff.) defense ------ Armor +10 Unlife -40.00 life Massive two-handed swords. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Rare] Disrupt Weapon Damage 15.5 - 24.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Hit: * 16 arcane resource burn While equipped: Stats +4 Dex offense ------ Damage +6% fire Ignore Armor +1 defense ------ Unlife -40.00 life Massive two-handed swords. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 17.0 - 27.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Ego] Psionic Weapon Damage 10.0 - 14.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +6 mind On Hit: * 13% chance to reduce all saves and defense by 7 While equipped: Stats +1 Cun +1 Wil Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 mace 1H weapon [Rare] Arcane Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On-hit +6 blight On Hit: 20% Epidemic level 1 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 7 While equipped: Stats +2 Cun defense ------ Spell save +9 (+4 eff.) Unlife -40.00 life Blind Resist +10% Disease Resist +11% Cut Resist +10% Blunt and deadly. |
![]() 3.0 Encumbrance T2 mace 1H weapon [Rare] Master Weapon Damage 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Ignore resists +10% mind +25% cold defense ------ Resistance +6% cold other ------- Psi when Hit +0.16 Blunt and deadly. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 17.0 - 23.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +4 cold On-crit, radius 2 +8 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: offense ------ Ignore resists +6% physical Accuracy +9 (+3 eff.) Ignore Armor +6 On-Hit (Melee): * 20% chance to reduce armor by 17% One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Ego] Arcane/Master Weapon Damage 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 One-handed war axes. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego] Arcane Weapon Damage 9.0 - 11.7 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 9.5 - 12.3 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Weapon Damage 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades 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 +8 (+8 eff.) defense ------ Mind save +3 (+1 eff.) other ------- Max psi +10.00 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 T1 arrow ammo [Rare] Nature Weapon Damage 27.0 - 37.8 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 14 Projectile Speed +200% On-ranged-hit +11 nature +12 cold While equipped: other ------- Reload +2 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T4 arrow ammo [Unique] Arcane Weapon Damage 34.0 - 47.6 Bright light Uses 60% Dex, 20% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +2.0% Capacity 25 Projectile Speed +300% On Hit: * 25% chance to blind Shoots beams through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
![]() 9.0 Encumbrance T1 light armor [Rare] Master While equipped: offense ------ Mind Crit +2% Damage +15% mind Ignore resists +10% mind defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +16% fire other ------- Psi when Hit +0.16 Max psi +20.00 A suit of armour made of leather. |
![]() 9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +16% lightning +12% light +11% darkness A suit of armour made of leather. |
![]() 14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 Encumbrance T2 heavy armor [Ego] Nature/Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +16% acid Life Regen +2.50 other ------- Stamina/turn +0.70 A suit of armour made of mail. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +4 Wil offense ------ Critical power +5.00% defense ------ Resistance +6% light +5% darkness A belt that goes around your waist. |
![]() 3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +5 Fatigue +2% other ------- Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Spellpower +3 (+3 eff.) Move Speed +25% defense ------ Armor +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 7 cold Damage +3% acid +6% cold +6% mind Ignore resists +5% mind +25% acid When Hit 2 acid defense ------ Armor +2 Fatigue +3% Resistance +6% cold other ------- Light +3 Unarmed combat: Weapon Damage 21.0 - 29.4 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +8 ice On Hit: 10% Ice Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Disrupt While equipped: offense ------ Physical Power +6 (+2 eff.) Ignore resists +10% physical Accuracy +7 (+3 eff.) Ignore Armor +5 defense ------ Armor +6 Fatigue +3% Resistance +8% blight +15% lightning Spell save +10 (+5 eff.) Unlife -40.00 life other ------- Stamina/turn +2.00 Unarmed combat: Weapon Damage 22.0 - 30.8 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +17 Critical Rate +8.0% Attack Speed 83% On Hit: * 12% chance to slow global speed by 32% * 10% chance to reduce armor by 17% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Str defense ------ Armor +1 Fatigue +1% A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 49.06 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 49.06 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 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. |
Achievements
By Imrinir the Ogre Marauder level 13
9th Flare 122nd year of Ascendancy at 22:18 see stats
By Imrinir the Ogre Marauder level 10
7th Mirth 122nd year of Ascendancy at 07:41 see stats
By Imrinir the Ogre Marauder level 14
1st Dusk 122nd year of Ascendancy at 02:11 see stats
By Imrinir the Ogre Marauder level 11
3rd Flare 122nd year of Ascendancy at 16:22 see stats
Log
Lisoriwen the master vampire is afflicted by a crippling illness!
Melee retaliation hits Imrinir for 10 light, 10 light (20 total damage).
Lisoriwen the master vampire's light area effect hits Imrinir for 23 light damage.
Imrinir hits Lisoriwen the master vampire for 81 physical, 7 lightning, 4 cold, 2 temporal, 31 physical, 2 temporal, 2 fire (129 total damage).
Lisoriwen the master vampire performs a diseased attack against Imrinir.
Lisoriwen the master vampire misses Imrinir.
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Imrinir performs a melee critical strike against Lisoriwen the master vampire!
Melee retaliation hits Imrinir for 10 light, 10 light (20 total damage).
Imrinir hits Lisoriwen the master vampire for 56 physical, 7 lightning, 4 cold, 2 temporal, 54 physical, 2 temporal, 2 fire (128 total damage).
Lisoriwen the master vampire's light area effect hits Imrinir for 23 light damage.
Lisoriwen the master vampire uses Stun.
Lisoriwen the master vampire misses Imrinir.
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Imrinir performs a melee critical strike against Lisoriwen the master vampire!
Lisoriwen the master vampire's armor corrodes!
Melee retaliation hits Imrinir for 12 light, 12 light (23 total damage).
Imrinir hits Lisoriwen the master vampire for 88 physical, 7 lightning, 4 cold, 2 temporal, 36 physical, 2 temporal, 2 fire (142 total damage).
Lisoriwen the master vampire misses Imrinir.
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Imrinir performs a melee critical strike against Lisoriwen the master vampire!
Melee retaliation hits Imrinir for 12 light, 12 light (23 total damage).
Imrinir hits Lisoriwen the master vampire for 111 physical, 7 lightning, 4 cold, 2 temporal, 40 physical, 2 temporal, 2 fire (168 total damage).
Lisoriwen the master vampire is less vulnerable.
Lisoriwen the master vampire misses Imrinir.
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