Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Spellsword 1.3.0This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Items Vault 1.3.0Donators/Buyers bonus! Midnight 1.3.1Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Arcanum Class Pack 1.3.0Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Everything is Unique! 1.2.5Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. ZOmnibus Addon Pack 1.3.0Combines 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: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
Campaign | Maj'Eyal |
Mode | Madness Exploration |
Sex | Male |
Race | Superhuman |
Class | Moon Paladin |
Level / Exp | 71 / 13% |
Size | medium |
Lifes / Deaths | Killed by greater gwelgoroth at level 18 on the 9th Mirth 122nd year of Ascendancy at 05:09 / 22Killed by greater gwelgoroth at level 18 on the 9th Mirth 122nd year of Ascendancy at 06:17 Killed by crimson crystal at level 25 on the 1st Summertide 122nd year of Ascendancy at 22:56 Killed by Harken at level 36 on the 2nd Summertide 122nd year of Ascendancy at 23:35 Killed by red crystal at level 36 on the 3rd Summertide 122nd year of Ascendancy at 02:18 Killed by rogue at level 37 on the 3rd Summertide 122nd year of Ascendancy at 05:27 Killed by Eilinurin the giant black ant at level 60 on the 2nd Flare 122nd year of Ascendancy at 21:38 Killed by Eilinurin the giant black ant at level 60 on the 3rd Flare 122nd year of Ascendancy at 01:25 Killed by Shardskin at level 60 on the 3rd Flare 122nd year of Ascendancy at 03:43 Killed by Harken at level 62 on the 3rd Flare 122nd year of Ascendancy at 07:25 Killed by Eilinurin the giant black ant at level 62 on the 3rd Flare 122nd year of Ascendancy at 10:49 Killed by Eilinurin the giant black ant at level 62 on the 3rd Flare 122nd year of Ascendancy at 14:50 Killed by Eilinurin the giant black ant at level 62 on the 4th Flare 122nd year of Ascendancy at 02:48 Killed by electric eel at level 67 on the 6th Flare 122nd year of Ascendancy at 17:02 Killed by electric eel at level 67 on the 6th Flare 122nd year of Ascendancy at 19:46 Killed by dragon turtle at level 68 on the 6th Flare 122nd year of Ascendancy at 21:26 Killed by Harken at level 68 on the 6th Flare 122nd year of Ascendancy at 23:32 Killed by dragon turtle at level 68 on the 7th Flare 122nd year of Ascendancy at 01:14 Killed by Cyraldalrabeth the mountain troll at level 71 on the 7th Dusk 122nd year of Ascendancy at 19:44 Killed by Aerenne the snow giant at level 71 on the 7th Dusk 122nd year of Ascendancy at 20:42 Killed by Cyraldalrabeth the mountain troll at level 71 on the 7th Dusk 122nd year of Ascendancy at 22:15 Killed by Cyraldalrabeth the mountain troll at level 71 on the 7th Dusk 122nd year of Ascendancy at 23:52 |
Primary Stats
Strength | 100 (base 46) |
Dexterity | 93 (base 76) |
Constitution | 86 (base 60) |
Magic | 88 (base 78) |
Willpower | 29 (base 10) |
Cunning | 44 (base 18) |
Resources
Mana | 609/609 |
Negative | 207/227 |
Life | 4670/4670 |
Positive | 68/237 |
Stamina | 350/350 |
Equilibrium | 0 |
Healing Factor | 1.7450105512658 |
Regeneration | 14.30908652038 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +200% |
Vision
Sight | 12 |
Lite | 5 |
Infravision | 4 |
See Invisible | 7 |
Offense: Mainhand
Damage | 155 |
Accuracy | 82 |
Crit Chance | 31% |
APR | 39 |
Speed | 1.00 |
Offense: Offhand
Damage | 109 |
Accuracy | 82 |
Crit Chance | 30% |
APR | 38 |
Speed | 1.00 |
Offense: Spell
Spellpower | 51.333333333333 |
Crit Chance | 31% |
Speed | 1 |
Offense: Mind
Mindpower | 31.95 |
Crit Chance | 28% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 47.38 (100%) |
Defense | 70.146117264221 |
Ranged Defense | 70.146117264221 |
Fatigue | 0 |
Physical Save | 63.4625 |
Spell Save | 37.35 |
Mental Save | 45.766666666667 |
Defense: Resistances
All | + 17%( 70%) |
Defense: Immunities
Disarm Resistance | 100% |
Bleed Resistance | 5% |
Confusion Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 5% |
Blind Resistance | 16% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 250 damage for 25 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 18% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 33%, your defense is increased by 33 and all your resistances by 33%. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 296 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. |
Class Talents
Cunning / Tactical | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Moon magic | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Celestial / Circles | 1.30 |
| 6/5 |
| 6/5 |
| 7/5 |
| 0/5 |
Celestial / Eclipse | 1.50 |
| 1/5 |
| 6/5 |
| 7/5 |
| 6/5 |
Celestial / Lunar combat | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 6/5 |
Technique / Dual weapons | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Celestial / Guidance | 1.30 |
| 7/5 |
| 6/5 |
| 2/5 |
| 2/5 |
Generic Talents
Celestial / Night | 1.30 |
| 5/5 |
| 5/5 |
| 6/5 |
| 6/5 |
Technique / Combat training | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 0/5 |
| 6/5 |
Wild-gift / Harmony | 1.80 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Restoration | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 6/5 |
| 5/5 |
| 5/5 |
| 6/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Precision |
talent | Blood of the Heavens |
talent | Roll With It |
talent | Disciple of Dusk |
talent | Celestial Aegis |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
beneficial effect | Parrying melee attacks: Has a 36% chance to deflect up to 29 damage from the next 1.1 attack(s). Parrying |
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 failed to protect the lost sun paladin from death by giant black ant. Escort: lost sun paladin (level 2 of Old Forest) | failed |
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 |
Most of the soldiers are out in skirmishes with the hated Orcs, as a green recruit you must stay in the relative safety of the Sunwall. Holding the FortThough you itch to fight Orcs, you have been assigned two mundane tasks instead. * Vermin are eating the crops in the Sunwall Orchards. * Exterminate them or we will all go hungry. * The shadows that were summoned to hide the Midnight Training Camp are restless and becoming aggressive. * Quell them and seek out the cause. | active |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 |
Equipment
On feet | wanderer's pair of dwarven-steel boots of disengagement (0 def, 4 armour) wanderer's pair of dwarven-steel boots of disengagement (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Dex / +8 Cun / +4 Con Physical save: +19 (+5 eff.) Mental save: +19 (+6 eff.) It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Light source | brass lantern of focus brass lantern of focusInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +6% mind Light radius: +2 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. Press to compare |
On head | fearwoven linen wizard hat of darkness (+25%) (1 def, 0 armour) fearwoven linen wizard hat of darkness (+25%) (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +25% darkness / +8% physical Changes damage: +20% darkness / +8% physical Maximum hate: +7.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... Press to compare |
On hands | Samudig the Boltgrinder (0 def, 11 armour) Samudig the Boltgrinder (0 def, 11 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +25 (+5 eff.) Armour: +11 Effects on melee hit: * 40% chance to gain 10% of a turn Damage (Melee): 6 physical Changes stats: +3 Str / +3 Dex / +3 Wil / +5 Con Changes resistances: +12% lightning / +3% temporal Changes resistances penetration: +5% temporal Changes damage: +3% lightning / +5% physical / +6% arcane Talent mastery: +0.20 Technique / Grappling Physical save: +26 (+7 eff.) Spell save: +5 (+2 eff.) Mental save: +24 (+8 eff.) Disarm immunity: +103% Life regen: +2.20 Stamina each turn: +0.50 Psi each turn: +0.16 Maximum life: +48.00 It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
Tool | Zanirab the iron pickaxe (dig speed 19 turns) Zanirab the iron pickaxe (dig speed 19 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +5% arcane / +3% fire / +11% nature / +6% light Changes damage: +6% nature Poison immunity: +5% Disease immunity: +5% Cut immunity: +5% Maximum life: +22.00 Maximum stamina: +16.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
On fingers | rogue's steel ring of darkness (+28%) rogue's steel ring of darkness (+28%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +12 (+3 eff.) Changes stats: +6 Cun Changes resistances: +28% darkness Changes damage: +14% darkness Rings can have magical properties. Press to compare |
On fingers | titan's copper ring of misery titan's copper ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 9 bleed Changes stats: +2 Cun / +4 Con Physical save: +8 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. Press to compare |
Around neck | vitalizing copper amulet of vision vitalizing copper amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +7 (+2 eff.) Blindness immunity: +16% Life regen: +1.00 Maximum life: +40.00 Infravision radius: +4 Sight radius: +2 See invisible: +7 Amulets can have magical properties. Press to compare |
In main hand | dwarven-steel dagger of massacre (24-31.2 power, 7 apr) dwarven-steel dagger of massacre (24-31.2 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 24.0 - 31.2 Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Sharp, short and deadly. Press to compare |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. Press to compare |
In off hand | plaguebringer's steel dagger of projection (10.5-13.65 power, 6 apr) plaguebringer's steel dagger of projection (10.5-13.65 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7 Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 9% chance to disease Damage (Melee): +9 blight / +9 mind When wielded/worn: Disease immunity: +16% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, short and deadly. Press to compare |
Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.2 Power cost: 60 out of 60/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 113.11 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. Press to compare |
Main armor | Kindlebile (2 def, 6 armour) Kindlebile (2 def, 6 armour)Requires: - Strength 14 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Effects on melee hit: * 15% chance to blind Changes resistances: +7% acid / +6% cold / +3% light / +16% fire Changes damage: +6% light / +6% darkness Allows you to breathe in: water Light radius: +3 A suit of armour made of mail. Press to compare |
Inventory
sneakthief's copper ring of darkness (+24%) sneakthief's copper ring of darkness (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+1 eff.) Changes stats: +6 Cun / +6 Dex Changes resistances: +24% darkness Changes damage: +12% darkness Rings can have magical properties. Press to compare |
marksman's steel ring marksman's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Rings can have magical properties. Press to compare |
rogue's steel ring rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Rings can have magical properties. Press to compare |
iron dagger (9-11.7 power, 5 apr) iron dagger (9-11.7 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. Press to compare |
iron dagger (10-13 power, 5 apr) iron dagger (10-13 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. Press to compare |
iron dagger of projection (10.5-13.65 power, 5 apr) iron dagger of projection (10.5-13.65 power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +6 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, short and deadly. Press to compare |
iron dagger of projection (9.5-12.35 power, 5 apr) iron dagger of projection (9.5-12.35 power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +4 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, short and deadly. Press to compare |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. Press to compare |
spiked iron mail armour of lightning resistance (2 def, 4 armour) spiked iron mail armour of lightning resistance (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Damage when hit (Melee): 10 physical Changes resistances: +16% lightning A suit of armour made of mail. Press to compare |
Offalwill the stralite mail armour (14 def, 21 armour) Offalwill the stralite mail armour (14 def, 21 armour)Requires: - Strength 38 - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +21 Defense: +14 (+4 eff.) Fatigue: +8% Damage (Melee): 32 acid / 34 fire Damage when hit (Melee): 28 acid / 16 blight / 29 fire / 8 mind / 4 nature Changes stats: +5 Cun / +2 Wil Changes resistances: +50% acid / +9% physical / +47% fire / +9% nature / +27% lightning Changes resistances penetration: +5% nature Changes damage: +3% blight Physical save: +28 (+7 eff.) Mental save: +32 (+11 eff.) A suit of armour made of mail. Press to compare |
enlightening steel plate armour of Eyal (4 def, 9 armour) enlightening steel plate armour of Eyal (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Changes stats: +6 Cun / +6 Wil Mental save: +16 (+5 eff.) Life regen: +2.20 Maximum life: +64.00 Healing mod.: +17% A suit of armour made of metal plates. Press to compare |
steel plate armour of Eyal (4 def, 9 armour) steel plate armour of Eyal (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Life regen: +2.00 Maximum life: +57.00 Healing mod.: +16% A suit of armour made of metal plates. Press to compare |
Islosema the Duskobeisance (6 def, 6 armour) Islosema the Duskobeisance (6 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Effects on melee hit: * 30% chance to inflict damage reduction Changes resistances: +12% light / +3% darkness / +11% fire / +6% nature / +12% cold Changes resistances penetration: +10% nature Changes damage: +3% darkness Stealth bonus: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
scholar's pair of iron boots (0 def, 3 armour) scholar's pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Spellpower: +4 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
psychic's rough leather gloves of strength (+2) (0 def, 1 armour) psychic's rough leather gloves of strength (+2) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Damage (Melee): 5 mind Changes stats: +2 Str Changes resistances: +6% mind Changes damage: +3% mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
rough leather gloves of dexterity (+2) (0 def, 1 armour) rough leather gloves of dexterity (+2) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +1 Changes stats: +2 Dex Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
brawler's iron gauntlets (0 def, 1 armour) brawler's iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Str / +3 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+2 eff.) Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 20 power out of 30/30) : Effective talent level: 1.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 31.11 to 93.32 damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. Press to compare |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. Press to compare |
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), costing 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 (1/1) Rod of Recall (1/1)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, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Harken the Superhuman Moon Paladin level 10
75th Pyre 122nd year of Ascendancy at 22:57 see stats
By Harken the Superhuman Moon Paladin level 20
9th Mirth 122nd year of Ascendancy at 07:05 see stats
By Harken the Superhuman Moon Paladin level 30
2nd Summertide 122nd year of Ascendancy at 04:34 see stats
By Harken the Superhuman Moon Paladin level 40
3rd Summertide 122nd year of Ascendancy at 14:29 see stats
By Harken the Superhuman Moon Paladin level 8
75th Pyre 122nd year of Ascendancy at 21:03 see stats
By Harken the Superhuman Moon Paladin level 56
2nd Flare 122nd year of Ascendancy at 03:13 see stats
By Harken the Superhuman Moon Paladin level 14
4th Mirth 122nd year of Ascendancy at 01:42 see stats
By Harken the Superhuman Moon Paladin level 68
5th Dusk 122nd year of Ascendancy at 00:20 see stats
Log
Talent Lunar Pulse is ready to use.
Talent Dig is ready to use.
Resting starts...
Harken slows down.
Today is the 8th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Talent Celestial Aegis is ready to use.
Harken activates Celestial Aegis.
Talent Precision is ready to use.
Talent Roll With It is ready to use.
Saving done.
Harken activates Precision.
Harken activates Roll With It.
Talent Disciple of Dusk is ready to use.
Talent Cauterize is ready to use.
Harken activates Disciple of Dusk.
Talent Blood of the Heavens is ready to use.
Talent Rune: Shielding is ready to use.
Harken activates Blood of the Heavens.
Talent Circle of Blazing Light is ready to use.
Talent Circle of Sanctity is ready to use.
Talent Circle of Shifting Shadows is ready to use.
Talent Irresistible Sun is ready to use.
Rested for 43 turns (stop reason: all resources and life at maximum).
Harken deactivates Precision.
Harken deactivates Disciple of Dusk.
Harken deactivates Roll With It.
Harken deactivates Celestial Aegis.
Harken deactivates Blood of the Heavens.