Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Moderately Generous Levels 1.6.0Is moderately generous with talents, types and stat points for each level gained. + 0.2% resist all per level upto level 50. +0.1% resist all per level at levels 51+ + 2 to all saves per level upto level 50. +1 to all saves per level at levels 51+ + 5 to MaxHP per level 4 stat points per level. Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Cat Point Cap Boost 1.5.5 astralInferno's Celestial Oddities 1.7.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.0Combines 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: Hulk! 1.4.8 Class: Astromancer 1.7.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 White Monk 1.7.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Arcanum Class Pack 1.7.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Class: Fallen 1.7.0Fallen has been added to the base game as an evolution for Sun Paladins This addon contains the original version, a base class afflicted/celestial hybrid. Fallen are unlocked alongside Sun Paladins. Please report any bugs on the forum thread. This class is originally inspired by the enemies John and Aluin, Afflicted Sun Paladins. Fallen have a mix of old and new trees. Celestial Combat Celestial Light Items Vault 1.7.0Donators/Buyers bonus! High Guard 1.7.0Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
No Race-based Exp Penalties 1.0.4Removes all race-based exp penalties from the game. (Does not affect yeeks' bonus.) Could possibly cause issues with other addons which modify existing races. Please let me know should any issues arise. Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Infinite |
Mode | Madness Adventure |
Sex | Female |
Race | Hulk |
Class | Radiant |
Level / Exp | 6 / 46% |
Size | huge |
Lifes / Deaths | no deaths recorded 3 / 0 |
Primary Stats
Strength | 1060 (base 10) |
Dexterity | 1539 (base 10) |
Constitution | 1549 (base 19) |
Magic | 1566 (base 29) |
Willpower | 1549 (base 10) |
Cunning | 1540 (base 11) |
Resources
Life | 78697/78697 |
Positive | 45/45 |
Vim | 249/249 |
Healing Factor | 2.4651746908283 |
Regeneration | 24651.746908283 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +220% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 12 |
See Stealth | 224.99457513996 |
See Invisible | 224.99457513996 |
Offense: Mainhand
Damage | 446 |
Accuracy | 269 |
Crit Chance | 775% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 241 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 295 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +30% |
Arcane | +33% |
Cold | +15% |
Acid | +10% |
Offense: Damage Penetration
Mind | +5% |
Acid | +10% |
Defense: Base
Armour (hardiness) | 1307.0714285714 (100%) |
Defense | 274 |
Ranged Defense | 274 |
Fatigue | 0 |
Physical Save | 259 |
Spell Save | 260 |
Mental Save | 258 |
Defense: Resistances
Acid | + 27%( 70%) |
Blight | + 47%( 70%) |
Arcane | + 4%( 70%) |
All | + 1%( 70%) |
Darkness | + 51%( 70%) |
Light | -4%( 70%) |
Physical | + 70%( 70%) |
Fire | -3%( 70%) |
Lightning | + 11%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 21% |
Poison Resistance | 100% |
Confusion Resistance | 100% |
Inscriptions (3/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Infusions | Effective talent level: 2.5 Infusion: WildUse 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 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: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 0 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 9999 damage for 999 turns. |
Class Talents
Cunning / Tactical | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Volatility | 1.30 |
| 7/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Corruption / Blight | 1.20 |
| 7/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Celestial / Sunlight | 1.31 |
| 7/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Corruption / Sickly Radiance | 1.30 |
| 7/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Celestial / Sunbeams | 1.30 |
| 7/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.20 |
| 7/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 7/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Corruption / Sickness | 1.30 |
| 7/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.00 |
| 7/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.10 |
| 7/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.20 |
| 7/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Dark Ritual |
talent | Chant of Fortress |
talent | Sickness Within, Sickness Without |
beneficial effect | All stats increased by 530. Pain Enhancement System |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 3): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | scholar's pair of rough leather boots (0 def, 1 armour) scholar's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +4 (+0 eff.) ----- def ----- Armour +1 A pair of boots made of leather. |
Light source | scorching brass lantern of health scorching brass lantern of health2.0 T1 lite [Ego] Arcane/Nature While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +6% fire Max.HP +41.00 ---------- misc 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. |
On head | stabilizing linen wizard hat of darkness (+15%) (1 def, 0 armour) stabilizing linen wizard hat of darkness (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +1 (+0 eff.) Resists +15% darkness Phys.save +6 (+1 eff.) A pointy cloth hat, very wizardly... |
Tool | iron pickaxe (dig speed 35 turns) iron pickaxe (dig speed 35 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Malayarin the copper ring Malayarin the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% acid Res.pen +5% mind +10% acid ----- def ----- Resists +26% acid Rings make your fingers look great! |
On fingers | savage's copper ring savage's copper ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +1 Con ----- def ----- Spell.save +11 (+0 eff.) ---------- misc Max.stam +11.00 Rings make your fingers look great! |
Around waist | nightruned rough leather belt of the giants nightruned rough leather belt of the giants1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +2 (+0 eff.) ----- def ----- Resists +5% light +6% darkness Spell.save +5 (+0 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In main hand | cruel ash magestaff of illumination (15-18 power, 3 apr, arcane element) cruel ash magestaff of illumination (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Ego] Nature/Master Power 15.0 - 18.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +6 (+1 eff.) Dmg.mod +15% arcane ----- def ----- Defense +5 (+0 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 3.5 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 477.29 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | rough leather gloves of spellstriking (0 def, 1 armour) rough leather gloves of spellstriking (0 def, 1 armour)1.0 T1 hands armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.pwr +5 (+1 eff.) Melee+ 4 arcane Dmg.mod +3% arcane ----- def ----- Armour +1 Resists +3% arcane Unarmed combat: Power 8.5 - 9.4 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Melee+ +5 arcane On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Bindings of Eternal Night (12 def, 12 armour) Bindings of Eternal Night (12 def, 12 armour)6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+1 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Cloak | linen cloak of protection (1 def, 0 armour) linen cloak of protection (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +5 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | grounding steel amulet of mastery (0.11 Celestial / Sunlight) grounding steel amulet of mastery (0.11 Celestial / Sunlight)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +21% ---------- misc Masteries +0.11 Celestial/Sunlight Amulets make your neck look great! |
Inventory
regeneration infusion of the titan (heal 5327; 12 cd) regeneration infusion of the titan (heal 5327; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 5327 life over 5 turns. 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. Press to compare to your current inscriptions |
Prismatic Rune (6 turns; acid, physical, darkness, cold, fire) Prismatic Rune (6 turns; acid, physical, darkness, cold, fire)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 3 physical, 3 darkness, 4 cold, 5 fire Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 4697; dur 3; cd 14) shielding rune of the titan (absorb 4697; dur 3; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 4697 damage for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
teleportation rune of the warrior (range 1080; cd 15) teleportation rune of the warrior (range 1080; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 1080 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
steel amulet steel amulet0.1 T2 amulet jewelry [Normal] Amulets make your neck look great! |
Nightcutter the copper ring Nightcutter the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Res.pen +5% darkness +5% blight Melee Ret 4 temporal On Hit (Melee): * 20% chance to reduce damage dealt by 75% ----- def ----- Mind.save +6 (+0 eff.) Confus- +22% Rings make your fingers look great! |
elm magestaff (10-12 power, 2 apr, lightning element) elm magestaff (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+0 eff.) Dmg.mod +10% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff 'Willoworacle' (10-12 power, 2 apr, lightning element) elm magestaff 'Willoworacle' (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Crit.mult +11.00% Spell.pwr +3 (+0 eff.) Dmg.mod +10% lightning ----- def ----- Resists +9% nature +9% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Dazzlebraze (20-24 power, 4 apr, fire element) Dazzlebraze (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +10.00% Spell.pwr +9 (+1 eff.) Dmg.mod +20% fire Res.pen +5% mind +15% light Melee Ret 2 acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging elven-wood starstaff (25-30 power, 5 apr, temporal element) surging elven-wood starstaff (25-30 power, 5 apr, temporal element)5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+1 eff.) S.pwr/crit +4 Dmg.mod +25% temporal ---------- misc Talents +1 Command Staff 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)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 40% Wil, 50% Mag, 130% Str Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 3.5 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 139% damage. If the attack hits, the target's armour and saves are reduced by 18 for 7 turns. Also if the target is protected by a temporary damage shield there is 64% 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! |
Offalpiety (26-42 power, 2 apr) Offalpiety (26-42 power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Master Power 26.0 - 41.6 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +16 nature +13 cold On Crit: * Splash the target with acid dealing 451 damage over 5 turns and reducing armor and accuracy by 57 While equipped: dps ---------- Dmg.mod +6% nature Acc +9 (+0 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 96 ----- def ----- Defense +9 (+1 eff.) Disarm- +28% Massive two-handed swords. |
Serpentquarry (14-20 power, 2 apr) Serpentquarry (14-20 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Psionic Power 14.0 - 19.6 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +8 mind On Hit: * 11% chance to reduce all saves and defense by 96 While equipped: Stats +1 Cun +2 Wil dps ---------- Phys.crit +2.0% Dmg.mod +3% nature +3% mind ----- def ----- Resists +6% nature Blunt and deadly. |
Shineraptor the iron mace (13-18 power, 2 apr) Shineraptor the iron mace (13-18 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Arcane Power 13.0 - 18.2 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 451 damage over 5 turns and reducing armor and accuracy by 57 While equipped: dps ---------- Dmg.mod +3% light On Hit (Melee): * 20% chance to reduce damage dealt by 75% ----- def ----- Resists +3% light +3% cold Blunt and deadly. |
Swordshatter Shots (20/20, 20-24 power, 15 apr) Swordshatter Shots (20/20, 20-24 power, 15 apr)3.0 T2 shot ammo [Unique] Arcane/Master Power 20.0 - 24.0 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +5.0% Capacity 20 Ranged+ +15 crumble (Crumble is Arcane damage, disarms weapons and gets +50% damage versus petrified targets.) Exceptionally hard shots, designed for breaking weapons. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
naturalist's rough leather gloves of strength (+3) (0 def, 1 armour) naturalist's rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+0 eff.) Melee+ 5 nature Dmg.mod +4% nature ----- def ----- Armour +1 Resists +5% nature Unarmed combat: Power 10.5 - 11.6 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +6 nature On Hit: 10% Venomous Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
3 agate 3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
4 ametrine 4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc 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. |
bright brass lantern of clarity bright brass lantern of clarity2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +5 (+0 eff.) ---------- misc Light +5 See.Stealth +5 See.Invis +7 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 Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+0 eff.) ---------- misc T.Disarm +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 Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 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. |
Galeimmortal the elm wand of shielding [power 116] (12 cooldown) Galeimmortal the elm wand of shielding [power 116] (12 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Cun dps ---------- Dmg.mod +3% physical ----- def ----- Resists +6% lightning Mind.save +3 (+0 eff.) Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 12 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Orcaal the Hulk Radiant level 1
74th Pyre 122nd year of Ascendancy at 13:41 see stats
By Orcaal the Hulk Radiant level 1
74th Pyre 122nd year of Ascendancy at 11:05 see stats
By Orcaal the Hulk Radiant level 5
78th Pyre 122nd year of Ascendancy at 19:50 see stats
Log
Orcaal picks up (m.): Shineraptor the iron mace (13-18 power, 2 apr).
Resting starts...
Orcaal no longer feels strong.
Talent Pain Enhancement System is ready to use.
Rested for 32 turns (stop reason: all resources and life at maximum).
Yellow jelly uses Slime Spit.
Ran for 3 turns (stop reason: hostile spotted to the southwest (yellow jelly)).
Yellow jelly misses Orcaal.
Orcaal casts Searing Light.
Orcaal revels in the pain.
Orcaal performs a melee critical strike against Yellow jelly!
Orcaal hits Yellow jelly for 1313 physical damage.
Orcaal killed Yellow jelly!
You pickup 0.60 gold pieces.
Orcaal performs a melee critical strike against Mayewen the blue ooze!
Mayewen the blue ooze begins rampaging!
Orcaal hits Mayewen the blue ooze for 1254 physical damage.
Orcaal killed Mayewen the blue ooze!
Dire wolf howls
Orcaal picks up (m.): Serpentquarry (14-20 power, 2 apr).
You pickup 0.75 gold pieces.
Orcaal picks up (w.): bright brass lantern of clarity.