Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
Addons | Effects Under Actors 1.7.0An experimental addon that modifies the rendering of various lasting spell/talent effects so that they are displayed below the player and NPCs, in an attempt to prevent multiple overlapping effects from effectively obscuring actors in their area of effect. Also can optionally "flatten" display of overlapping effects by displaying only one effect animation in the overlapping area (hopefully also reducing slowdown on older computers). Functionality is controlled by game options "UI | Display effects under actors" and "UI | "Flatten" overlapping effects". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Notes to Self 1.7.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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. 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: Items Vault 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.3Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.3Official 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:
Go to Landmark 1.7.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.3Donators/Buyers bonus! Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Myth's Minimalist UI 1.5.10This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Forbidden Cults 1.7.3Official 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 | Shalore |
Class | Sun Paladin |
Level / Exp | 22 / 62% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 49 (base 51) |
Dexterity | 16 (base 10) |
Constitution | 17 (base 10) |
Magic | 54 (base 47) |
Willpower | 23 (base 10) |
Cunning | 16 (base 10) |
Resources
Life | 787/787 |
Mana | 191/191 |
Stamina | 216/216 |
Positive | 43/43 |
Healing Factor | 1.402941519274 |
Regeneration | 15.783092091832 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 8 |
Offense: Mainhand
Damage | 69 |
Accuracy | 45 |
Crit Chance | 33% |
APR | 7 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 39 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Light | +10% |
Blight | +8% |
Cold | +15% |
Fire | +5% |
All | 0% |
Offense: Damage Penetration
Physical | +10% |
Lightning | +15% |
Mind | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 31.551211628464 (73.607947236566%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 36 |
Physical Save | 24 |
Spell Save | 29 |
Mental Save | 27 |
Defense: Resistances
Blight | + 10%( 70%) |
Physical | + 5%( 70%) |
Cold | + 38%( 70%) |
All | + 4%( 70%) |
Lightning | + 24%( 70%) |
Light | + 33%( 70%) |
Temporal | + 10%( 70%) |
Darkness | + 18%( 70%) |
Fire | + 10%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Silence Resistance | 41% |
Instadeath Resistance | 100% |
Confusion Resistance | 21% |
Knockback Resistance | 20% |
Stun Resistance | 23% |
Poison Resistance | 16% |
Blind Resistance | 100% |
Inscriptions (4/4)
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 462 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 104 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 499% 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 162 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Guardian | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Celestial / Sun | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
talent | Weapon of Wrath |
talent | Weapon of Light |
talent | Chant of Fortitude |
talent | Second Life |
talent | Premonition |
talent | Shield of Light |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by cold drake hatchling. Escort: lone alchemist (level 2 of Daikara) | failed |
You failed to protect the lost defiler from death by Wrathroot. Escort: lost defiler (level 4 of Old Forest) | failed |
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 talent Vitality (+1 level(s)). | 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 Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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. | 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. * 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. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed naga tongue. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within2 lumberjacks have died. | done |
Equipment
On feet | pair of iron boots 'Rhazor' (0 def, 3 armour) pair of iron boots 'Rhazor' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +1 Con offense ------ Ignore resists +10% physical Ignore Armor +3 defense ------ Armor +3 Fatigue +2% Resistance +1% physical Silence Resist +21% Confus Resist +21% Stun Resist +23% other ------- Mana/turn +0.12 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Summertide Phial Summertide Phial1.0 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.(74 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | rough leather cap 'Xutta' (10 def, 3 armour) rough leather cap 'Xutta' (10 def, 3 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: defense ------ Armor +3 Defense +10 (+5 eff.) Fatigue +1% Resistance +15% lightning Mind save +6 (+3 eff.) Life +100.00 Silence Resist +20% Knockbk Resist +20% other ------- Infravision +2 A cap made of leather. |
On hands | Torenik the dwarven-steel gauntlets (10 def, 2 armour) Torenik the dwarven-steel gauntlets (10 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ Physical Crit +4.0% Critical power +5.00% Physical Power +10 (+4 eff.) On-Hit 7 fire Damage +5% fire defense ------ Armor +2 Defense +10 (+5 eff.) Fatigue +3% Resistance +6% fire other ------- Stamina/turn +3.00 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. |
Tool | piercing steel torque of gale force [power 160] (15 cooldown) piercing steel torque of gale force [power 160] (15 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 160 physical damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Vargh Redemption Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.06 cold and 10.49 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
On fingers | Wheel of Fate Wheel of Fate0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Stats +5 Cun +5 Dex offense ------ Ignore resists +15% lightning +15% mind Accuracy +7 (+3 eff.) When Hit 4 lightning defense ------ Resistance +7% nature +6% blight Life +55.00 Life Regen +5.00 Healmod +12% Poison Resist +16% Disease Resist +14% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | The Black Core The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
In main hand | Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)3.0 Encumbrance T1 waraxe 1H weapon [Unique] Arcane Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ Damage +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Around waist | grounding rough leather belt of resilience grounding rough leather belt of resilience1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Resistance +6% lightning +6% temporal Life +31.00 A belt that goes around your waist. |
In off hand | acidic dwarven-steel shield of winter (0 def, 6 armour, 30-35 power, 79 block) acidic dwarven-steel shield of winter (0 def, 6 armour, 30-35 power, 79 block)7.0 Encumbrance T3 shield armor [Ego+] Nature When used to Attack: Weapon Damage 29.5 - 35.4 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.5% Block +79 On-hit +10 cold On Hit: * 11% chance to reduce armor by 31% While equipped: Stats +2 Wil offense ------ On-Hit 7 acid On shield block: * Deals 63 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) When Hit 1 acid defense ------ Armor +6 Fatigue +8% Resistance +10% cold other ------- Talents +1 Block Handheld deflection devices. |
Cloak | linen cloak 'Polewen' (16 def, 0 armour) linen cloak 'Polewen' (16 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +4 Wil offense ------ Accuracy +5 (+2 eff.) defense ------ Defense +16 (+8 eff.) Physical save +6 (+3 eff.) Life +32.00 other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | steel plate armour of Eyal (0 def, 9 armour) steel plate armour of Eyal (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Ego+] Nature While equipped: defense ------ Armor +9 Fatigue +22% Life +20.00 Life Regen +3.00 Healmod +12% A suit of armour made of metal plates. |
Inventory
healing infusion of the psychic (heal 90; cd 13) healing infusion of the psychic (heal 90; cd 13)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 90 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 148; cd 12) healing infusion of the warrior (heal 148; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 148 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the wizard (heal 148; cd 15) healing infusion of the wizard (heal 148; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 148 then cleanse 1 wound, poison, and disease effect. 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. |
heroism infusion of the psychic (die at -245; dur 6; cd 29) heroism infusion of the psychic (die at -245; dur 6; cd 29)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 29 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 -245 life. The duration and life will increase by 1% for every 1% life you have lost (currently 245 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the titan (die at -315; dur 6; cd 33) heroism infusion of the titan (die at -315; dur 6; cd 33)0.1 Encumbrance infusion scroll [Ego] 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 -315 life. The duration and life will increase by 1% for every 1% life you have lost (currently 315 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 437%; cd 8) movement infusion (speed 437%; cd 8)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 437% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 481%; cd 8) movement infusion of the titan (speed 481%; cd 8)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 481% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 330; 12 cd) regeneration infusion of the psychic (heal 330; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 330 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 203; 13 cd) regeneration infusion of the sneak (heal 203; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 203 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 16%; physical; dur 3; cd 13) wild infusion (res 16%; physical; dur 3; cd 13)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 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 16% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 18%; physical; dur 3; cd 15) wild infusion of the sneak (res 18%; physical; dur 3; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 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 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 18%; physical; dur 2; cd 12) wild infusion of the titan (res 18%; physical; dur 2; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 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 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Undeath Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
shielding rune of the wizard (absorb 246; dur 4; cd 14) shielding rune of the wizard (absorb 246; dur 4; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 246 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the duelist (range 45; cd 11) teleportation rune of the duelist (range 45; cd 11)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 45 with a minimum range of 15. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet 'Arcbrace' copper amulet 'Arcbrace'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +6 Lck offense ------ Ignore resists +15% acid +5% cold Accuracy +7 (+3 eff.) defense ------ Defense +7 (+3 eff.) Resistance +18% lightning +21% acid Resist unseen 11% Amulets make your neck look great! |
copper amulet of magic (+3) copper amulet of magic (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
grounding gold amulet of constitution (+5) grounding gold amulet of constitution (+5)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Con defense ------ Resistance +10% lightning Stun Resist +20% Amulets make your neck look great! |
insulating copper amulet of strength (+3) insulating copper amulet of strength (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +11% fire +12% cold Amulets make your neck look great! |
marksman's steel ring of tenacity marksman's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) defense ------ Life +22.00 Disarm Resist +22% Pinning Resist +24% Knockbk Resist +22% Rings make your fingers look great! |
rogue's gold ring of perseverance rogue's gold ring of perseverance0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+2 eff.) Life Regen +4.00 Stun Resist +30% Rings make your fingers look great! |
titan's steel ring of tenacity titan's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Life +22.00 Disarm Resist +24% Pinning Resist +20% Knockbk Resist +25% Rings make your fingers look great! |
warrior's copper ring warrior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Rings make your fingers look great! |
warrior's gold ring of frost (+24%) warrior's gold ring of frost (+24%)0.1 Encumbrance T3 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Damage +12% cold defense ------ Armor +4 Resistance +24% cold Rings make your fingers look great! |
wizard's steel ring of clarity wizard's steel ring of clarity0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Confus Resist +25% Rings make your fingers look great! |
Layeriba the Glowimmortal Layeriba the Glowimmortal1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Dex +4 Mag +5 Cun +8 Lck offense ------ Mindpower +5 (+2 eff.) Damage +3% light Ignore resists +5% light When Hit 6 cold defense ------ Resistance +9% cold Physical save +12 (+6 eff.) Stealth +10 other ------- Disarm Traps +21 Mana/turn +0.14 Max mana +20.00 Light +3 Infravision +4 A belt that goes around your waist. |
Manarigen the linen cloak (6 def, 16 armour) Manarigen the linen cloak (6 def, 16 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +4 Str defense ------ Armor +16 Defense +6 (+3 eff.) Resistance +3% blight +11% cold other ------- Stamina/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Urthobar the linen cloak (1 def, 0 armour) Urthobar the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +3 Wil +1 Cun +3 Con offense ------ Ignore resists +10% arcane defense ------ Defense +1 (+0 eff.) Spell save +6 (+3 eff.) other ------- Max mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots of phasing (0 def, 3 armour) pair of hardened leather boots of phasing (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil defense ------ Armor +3 Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
Xanimina the dwarven-steel gauntlets (0 def, 2 armour) Xanimina the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ Physical Crit +4.0% On-Hit 8 nature Damage +6% nature defense ------ Armor +2 Fatigue +3% Resistance +15% blight +8% nature +6% darkness 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. |
brawler's hardened leather gloves (0 def, 2 armour) brawler's hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +3 Str +4 Dex +3 Cun defense ------ Armor +2 Physical save +8 (+4 eff.) other ------- Cooldown Double Strike -1 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. |
dwarven-steel gauntlets 'Branyromirig' (0 def, 2 armour) dwarven-steel gauntlets 'Branyromirig' (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Str +3 Dex +5 Wil +3 Cun +1 Con defense ------ Armor +2 Fatigue +3% Resistance +3% nature +6% cold Physical save +5 (+3 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- See Invis +3 Cooldown Double Strike -1 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. |
Crown of Burning Pain (9 def, 0 armour) Crown of Burning Pain (9 def, 0 armour)4.0 Encumbrance T3 head armor Reqs Cun 25 [Unique] Arcane While equipped: Stats +4 Cun +4 Wil offense ------ Damage +25% fire defense ------ Defense +9 (+4 eff.) Fatigue +4% Resistance +25% fire Meteor Rain: Effective talent level: 2.0 Power cost 34 out of 50/50. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 49.13 fire and 46.79 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+6 eff.) Spell save +12 (+6 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
insulating rough leather cap of the depths (0 def, 1 armour) insulating rough leather cap of the depths (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: defense ------ Armor +1 Fatigue +1% Resistance +5% fire +6% cold other ------- Breathe water A cap made of leather. |
rough leather cap 'Nugrim' (0 def, 1 armour) rough leather cap 'Nugrim' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +9 Wil offense ------ Mindpower +9 (+4 eff.) When Hit 6 mind defense ------ Armor +1 Fatigue +1% Spell save +6 (+3 eff.) A cap made of leather. |
rough leather cap of the bounder (0 def, 1 armour) rough leather cap of the bounder (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +6 Str +6 Dex defense ------ Armor +1 Fatigue +1% Skullcracker: Puts all charms on 20 cooldown Effective talent level: 3.0 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 116.0 Physical damage. If the attack hits, the target is confused (28% 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 cap made of leather. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block) Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 140% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
flaming dwarven-steel shield of cold resistance (+15%) (0 def, 6 armour, 28-33 power, 85 block) flaming dwarven-steel shield of cold resistance (+15%) (0 def, 6 armour, 28-33 power, 85 block)7.0 Encumbrance T3 shield armor [Ego] Nature/Master When used to Attack: Weapon Damage 27.5 - 33.0 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.5% Block +85 On-Hit, radius 1 +13 fire While equipped: offense ------ On-Hit 6 fire When Hit 3 fire defense ------ Armor +6 Fatigue +8% Resistance +15% cold other ------- Talents +1 Block Handheld deflection devices. |
woodsman's dwarven-steel pickaxe (dig speed 32 turns) woodsman's dwarven-steel pickaxe (dig speed 32 turns)3.0 Encumbrance T3 digger tool [Ego] Nature While equipped: Stats +2 Str offense ------ Damage +6% nature defense ------ Resistance +12% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 269/400 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. |
Transmogrification Chest Transmogrification Chest2.0 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. |
innervating steel torque of mindblast [power 175] (15 cooldown) innervating steel torque of mindblast [power 175] (15 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 175 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 24% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
cleansing yew totem of summon tentacle [power 205] (25 cooldown) cleansing yew totem of summon tentacle [power 205] (25 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 451 Base Damage: 228 Armor: 11 All Resist: 23 Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Zarrodi the Shalore Sun Paladin level 11
3rd Dusk 122nd year of Ascendancy at 13:43 see stats
By Zarrodi the Shalore Sun Paladin level 19
76th Dusk 122nd year of Ascendancy at 13:10 see stats
By Zarrodi the Shalore Sun Paladin level 10
8th Mirth 122nd year of Ascendancy at 13:38 see stats
By Zarrodi the Shalore Sun Paladin level 20
77th Dusk 122nd year of Ascendancy at 08:18 see stats
By Zarrodi the Shalore Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 22:20 see stats
By Zarrodi the Shalore Sun Paladin level 4
1st Mirth 122nd year of Ascendancy at 23:49 see stats
By Zarrodi the Shalore Sun Paladin level 21
26th Haze 122nd year of Ascendancy at 02:13 see stats
By Zarrodi the Shalore Sun Paladin level 11
23rd Dusk 122nd year of Ascendancy at 19:57 see stats
By Zarrodi the Shalore Sun Paladin level 17
66th Dusk 122nd year of Ascendancy at 04:55 see stats
Log
You gain 13.37 gold from the transmogrification of steel mace 'Sparkwarden' (16-22 power, 3 apr).
You gain 18.42 gold from the transmogrification of Oaklash the iron longsword (10-15 power, 2 apr).
You gain 18.38 gold from the transmogrification of ash longbow 'Bekhad'.
You gain 1.60 gold from the transmogrification of flaming steel greatsword of massacre (34-54 power, 2 apr).
You gain 17.77 gold from the transmogrification of Radiancestake the steel battleaxe (21-32 power, 2 apr).
You gain 1.39 gold from the transmogrification of acid wave rune (damage 78; dur 4; cd 19).
You gain 1.44 gold from the transmogrification of regeneration infusion of the titan (heal 207; 13 cd).
There is a Passageway into the Daikara here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
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Today is the 29th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:51.
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Today is the 30th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:15.
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Today is the 31st Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:30.
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Today is the 32nd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:45.
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There is a Very old halfling ruins here (press '' or right click to use).
Ran for 5 turns (stop reason: interesting terrain).
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There is an exit to the worldmap here (press '' or right click to use).