Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | OldRPG - Overdrive - 4 of 6 (A) OldRPG Player Sprites 1.6.5OldRPG Player Sprites continued. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) Possessor Bonus Class 1.6.6Donators/Buyers bonus! Race: Blessed 1.6.0Blessed is a human subrace with no racial talents, but a blessing of some kind that grants them an additional stat point every level. I just made this since sometimes i just don't want to pick any race and cornacs are just a little too much of a race for that side of me. I doubt this is balanced. Ashes of Urh'Rok 1.6.7Official 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 1.6.6Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: OldRPG - Overdrive - 5 of 6 (A) OldRPG Player Sprites 1.6.5OldRPG Player Sprites continued. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: OldRPG - Overdrive - 6 of 6 (A) OldRPG Player Sprites 1.6.5OldRPG Player Sprites continued. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Verdant Class Pack 1.6.7Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: OldRPG - Overdrive - 2 of 6 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns. Part 2 of 6 contains all NPCs, Objects, Shaders, etc. (Required) Items Vault 1.6.0Donators/Buyers bonus! Stoic class 1.4.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. OldRPG - Overdrive - 3 of 6 (A) OldRPG Player Sprites 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Glass Golem, Whitehoof and Yeti use the original tiles. Not every race/item combo has been tested so there may be some misalignments. New sprites for Worm That Walks and tentacles, all other Cults artifacts currently use the original sprites. You can also use a custom player sprite if you don't care about the paperdoll overlay. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) OldRPG - Overdrive - 1 of 6 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii (if you are interested in contributing sprites for Cults please contact me!). After downloading and installing all 6 parts, make sure OldRPG 64x64 is selected as the tileset in game. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns. Part 1 of 6 contains all terrain textures. (Required) Spell Merchants 1.6.6
This Mod adds: 12 Merchants that will sell all Talents, as well as Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue Jewelry, Armor & Weapons! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns.
New Bosses:There are 8 new bosses that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) *Bosses will drop gold on death*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired. 4. Will conflict with any mods that change the world map file (eyal.lua) *The only currently known conficting mod* is \"Extra Dungeons\" If you like this addon please show your support by hitting that thumbs up button! I've currently spent 200+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements.
If you like this addon please consider rating it :) Forbidden Cults 1.6.7Official 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 | Female |
Race | Blessed |
Class | Arcane Blade |
Level / Exp | 17 / 1% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 57 (base 32) |
Dexterity | 22 (base 10) |
Constitution | 43 (base 39) |
Magic | 50 (base 32) |
Willpower | 23 (base 10) |
Cunning | 34 (base 27) |
Resources
Life | 626/626 |
Mana | 222/222 |
Stamina | 140/140 |
Healing Factor | 1.4323943661972 |
Regeneration | 11.701851168547 |
Speed
Mental | -6.6613381477509E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 9 |
See Stealth | 58.080975027988 |
See Invisible | 58.080975027988 |
Offense: Mainhand
Damage | 106 |
Accuracy | 46 |
Crit Chance | 26% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 30% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Physical | +6% |
Lightning | +20% |
Acid | +15% |
All | 0% |
Offense: Damage Penetration
Acid | +5% |
Defense: Base
Armour (hardiness) | 57.066986502063 (100%) |
Defense | 19 |
Ranged Defense | 19 |
Fatigue | 8 |
Physical Save | 42 |
Spell Save | 46 |
Mental Save | 32 |
Defense: Resistances
Blight | + 21%( 70%) |
Arcane | + 28%( 70%) |
Mind | + 16%( 70%) |
All | + 10%( 70%) |
Lightning | + 37%( 70%) |
Physical | + 24%( 70%) |
Darkness | + 36%( 70%) |
Cold | + 46%( 70%) |
Fire | + 23%( 70%) |
Nature | + 13%( 70%) |
Defense: Immunities
Disarm Resistance | 24% |
Pinning Resistance | 29% |
Instadeath Resistance | 100% |
Knockback Resistance | 23% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 175 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
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 300 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
Technique / Magical combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone | 1.50 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 3/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
talent | Stone Skin |
talent | Arcane Combat |
talent | Arcane Feed |
talent | Arcane Shield |
talent | Shielding |
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 successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Magic 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision, which can be used to permanently increase your physical critical strike chance by 4%. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed green worm. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
On feet | pair of rough leather boots 'Ragibar' (0 def, 1 armour) pair of rough leather boots 'Ragibar' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes stats: +4 Wil Changes resistances penetration: +5% acid Changes damage: +9% acid Maximum encumbrance: +22 Physical save: +6 (+2 eff.) Psi when hit: +0.04 A pair of boots made of leather. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | iron helm of strength (+3) (0 def, 3 armour) iron helm of strength (+3) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+4 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 13 power out of 35/35) : Effective talent level: 3.0 Power cost: 13 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 45 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | rogue's steel ring rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Rings can have magical properties. |
On fingers | gold ring 'Rotbait' gold ring 'Rotbait'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 2 nature Changes resistances: +6% blight / +5% arcane / +12% darkness Disarm immunity: +24% Pinning immunity: +29% Knockback immunity: +23% Maximum life: +21.00 Rings can have magical properties. |
Around waist | Growthkiller the rough leather belt Growthkiller the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Str / +3 Dex Changes resistances: +3% nature Maximum life: +31.00 A belt that goes around your waist. |
In main hand | Belona (25.5-40.8 power, 2 apr) Belona (25.5-40.8 power, 2 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.5 - 40.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +7 nature Damage (radius 1) on hit: +12 acid When wielded/worn: Physical power: +10 (+3 eff.) Changes damage: +6% acid Physical save: +6 (+2 eff.) Only die when reaching: -60.00 life Massive two-handed swords. |
On hands | Storm Bringer's Gauntlets (0 def, 5 armour) Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +20% lightning Critical mult.: +20.00% Spellpower: +12 (+4 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Main armor | Olefang (5 def, 10 armour) Olefang (5 def, 10 armour)Requires: - Heavy armour training - Strength 48 Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+3 eff.) Fatigue: +12% Changes stats: +9 Str Changes resistances: +25% cold / +10% physical / +7% mind / +14% darkness Mental save: +18 (+8 eff.) Mana each turn: +0.12 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +40.00 Light radius: +1 It can be used to activate talent Track, placing all other charms into a 21 cooldown : Effective talent level: 2.4 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Cloak | cashmere cloak 'Emowen' (2 def, 8 armour) cashmere cloak 'Emowen' (2 def, 8 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +15 (+4 eff.) Armour: +8 Defense: +2 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 44% Changes resistances: +6% blight / +3% darkness Physical save: +8 (+3 eff.) Mental save: +7 (+3 eff.) Only die when reaching: -50.00 life Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | restful steel amulet of manastreaming restful steel amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +3 Mag Life regen: +2.00 Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +26.00 Amulets can have magical properties. |
Inventory
Angolwen Academy Training Token Angolwen Academy Training TokenPowered 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.) |
copper amulet of cunning (+2) copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Amulets can have magical properties. |
stabilizing copper amulet of willpower (+3) stabilizing copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +10% temporal Pinning immunity: +20% Knockback immunity: +21% Amulets can have magical properties. |
marksman's copper ring of blight (+10%) marksman's copper ring of blight (+10%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +10% blight Changes damage: +10% blight Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. ash vilestaff 'Nighttrencher' (15-18 power, 3 apr, fire element)ash vilestaff 'Nighttrencher' (15-18 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +13% darkness / +6% temporal Changes resistances penetration: +15% light / +15% arcane Changes damage: +3% darkness / +15% fire Talent granted: +1 Command Staff Maximum pos.energy: +5.00 Maximum neg.energy: +5.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Defense after a teleport: +5 Resist all after a teleport: +8% New effects duration reduction after a teleport: +9% Staves designed for wielders of magic, by the greats of the art. |
Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 14 power out of 20/20) : Effective talent level: 2.0 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
iron greatmaul of massacre (26.5-39.75 power, 1 apr) iron greatmaul of massacre (26.5-39.75 power, 1 apr)Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 26.5 - 39.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Massive two-handed mauls. |
iron greatsword (14.5-23.2 power, 1 apr) iron greatsword (14.5-23.2 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 14.5 - 23.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
Volcanic Slasher (15-21 power, 5 apr) Volcanic Slasher (15-21 power, 5 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 1 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 bleed Damage (radius 2) on crit: +20 fire When wielded/worn: Talent mastery: +0.20 Wild-gift / Volcanism A long shard of obsidian, a weapon never seen in use these days. It belongs in a museum. |
This item will automatically be transmogrified when you leave the level. plaguebringer's steel dagger of rage (12-15.6 power, 6 apr)plaguebringer's steel dagger of rage (12-15.6 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 9% chance to reduce strength, dexterity, and constitution by 24 Damage (Melee): +6 blight When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +2 Str Changes damage: +7% physical Disease immunity: +12% Sharp, short and deadly. |
rough leather armour (3 def, 2 armour) rough leather armour (3 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Fatigue: +6% A suit of armour made of leather. |
linen cloak 'Sootsear' (1 def, 0 armour) linen cloak 'Sootsear' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +1 (+0 eff.) Defense: +1 (+1 eff.) Fatigue: -2% Damage when hit (Melee): 2 mind Changes resistances: +3% acid / +6% temporal / +3% cold Changes damage: +6% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
blighted hardened leather gloves of strength (+3) (0 def, 2 armour) blighted hardened leather gloves of strength (+3) (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +2 Damage (Melee): 5 blight Changes stats: +3 Str Changes resistances: +5% blight Changes damage: +5% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tirab the Blizzardrune (0 def, 8 armour) Tirab the Blizzardrune (0 def, 8 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +8 Fatigue: +3% Damage (Melee): 7 physical Changes resistances: +3% fire / +3% mind / +9% cold Changes resistances penetration: +10% fire / +20% cold Changes damage: +3% cold / +5% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 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. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst amethyst0.00 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. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. AerowynAerowyn Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 mind Changes stats: +3 Mag / +4 Wil / +3 Cun Changes resistances: +6% darkness Changes damage: +6% light Damage affinity(heal): +5% light Mental save: +9 (+4 eff.) Light radius: +5 Infravision radius: +2 It can be used to activate talent Sun Flare, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 122.06 light damage. At talent level 3 you gain 24% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered 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. |
Rod of Recall (2/2) Rod of Recall (2/2)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 138 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 Sieeru the Blessed Arcane Blade level 15
7th Flare 122nd year of Ascendancy at 15:22 see stats
By Sieeru the Blessed Arcane Blade level 10
4th Mirth 122nd year of Ascendancy at 11:39 see stats
By Sieeru the Blessed Arcane Blade level 11
7th Mirth 122nd year of Ascendancy at 11:45 see stats
By Sieeru the Blessed Arcane Blade level 11
9th Mirth 122nd year of Ascendancy at 05:43 see stats
Log
Sieeru hits Xildalle the rogue for 145 physical, 7 nature, 11 acid (164 total damage).
Melee retaliation hits Xildalle the rogue for 2 nature damage.
Burning from Xildalle the rogue hits Sieeru for (38 absorbed), 0 fire (0 total damage).
Bleeding from Sieeru hits Xildalle the rogue for 14 physical damage.
Sieeru performs a melee critical strike against Xildalle the rogue!
Welcome to level 17 [Sieeru].
Sieeru has 5 stat point(s), 3 class talent point(s), 3 generic talent point(s) to spend. Press p to use them.
Sieeru receives 36 healing from Unending Frenzy.
Sieeru hits Xildalle the rogue for 270 physical damage.
Sieeru killed Xildalle the rogue!
The shield around Sieeru crumbles.
Sieeru stops burning.
Sieeru picks up (n.): spinel.
You pickup 0.65 gold pieces.
You pickup 0.40 gold pieces.
Sieeru picks up (e.): ash vilestaff 'Nighttrencher' (15-18 power, 3 apr, fire element).
Sieeru picks up (j.): plaguebringer's steel dagger of rage (12-15.6 power, 6 apr).
You pickup 0.50 gold pieces.
You pickup 0.60 gold pieces.
Sieeru picks up (y.): Aerowyn.
Sieeru deactivates Shielding.
Sieeru deactivates Arcane Shield.
Sieeru deactivates Arcane Combat.
Sieeru deactivates Stone Skin.
Sieeru deactivates Arcane Feed.