Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Auto-Transmo Gems 1.1.0Adds 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. Deathknight 1.3.1Adds the Deathknight class. See forum thread for details. 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:
Arcanum Class Pack 1.3.0Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned Improved Auto-explore and Rest 1.3.1Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Wraith Race 1.2.5Adds a new race for the undead: Wraiths. Wraiths are incorporeal creatures born of evil and darkness. Features custom racial talents. Shadow Race 1.0.1Adds shadow race with bugfix. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.3.0Donators/Buyers bonus! Firmamancer Class 1.3.1Adds the Firmamancer class, a celestial character who wields the weather; including sunlight, rainfall, storms and gales. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Steamtech UI 1.1.4 Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Archreaver 1.2.3Adds a new class-the Archreaver-that is a combination of Archmage and Reaver. The archreaver has 4 unique talent trees as well as a couple vanilla talent trees. More info at the forum thread. Dark Elves 1.2.5Adds a new race for the elves: Dark Elves also known as "Drow". The dark elves hail from far beneath the planet's surface somewhere within the "Deep Bellow." Features custom racial talents. Half-Finished Bone Giant Nerf 1.2.3Modifies the Half-Finished Bone Giant undead starting dungeon boss to be less overpowered: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Mauler 1.2.3A Mauler is a warrior that wields dual one handed weapons. Allow Respec Anywhere 1.2.3Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Illim race 1.2.3This addon adds an Illim race, an otherworldly explorers whose native world died from old age before their kind did. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Ogre |
Class | Sun Paladin |
Level / Exp | 16 / 95% |
Size | big |
Lifes / Deaths | Killed by worm that walks at level 15 on the 52nd Haze 122nd year of Ascendancy at 04:33 2 / 3Killed by worm that walks at level 15 on the 52nd Haze 122nd year of Ascendancy at 07:42 Killed by green jelly at level 16 on the 4th Decay 122nd year of Ascendancy at 14:58 |
Primary Stats
Strength | 64 (base 36) |
Dexterity | 17 (base 10) |
Constitution | 54 (base 20) |
Magic | 44 (base 34) |
Willpower | 28 (base 10) |
Cunning | 26 (base 10) |
Resources
Life | 808/808 |
Positive | 0/45 |
Stamina | 190/190 |
Healing Factor | 1 |
Regeneration | 4.7922739800088 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 9 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 104 |
Accuracy | 38 |
Crit Chance | 10% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 30 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 28.8 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 33 (50%) |
Defense | 33.625 |
Ranged Defense | 38.625 |
Fatigue | 21 |
Physical Save | 42.661516123686 |
Spell Save | 40.29484945702 |
Mental Save | 31.0625 |
Defense: Resistances
All | + 7%( 70%) |
Defense: Immunities
Stun Resistance | 32% |
Instadeath Resistance | 100% |
Disarm Resistance | 41% |
Poison Resistance | 53% |
Silence Resistance | 30% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 55 with a minimum range of 15. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 420 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Guardian | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Light | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 2/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Effects
talent | Shield of Light |
talent | Weapon of Wrath |
talent | Weapon of Light |
talent | Chant of Fortitude |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Charm Mastery (+1 level(s)). | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 18. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * '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.' | 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 within1 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Shimmerkarma the pair of hardened leather boots (0 def, 3 armour) Shimmerkarma the pair of hardened leather boots (0 def, 3 armour)Requires: - Level 15 Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 12 arcane Changes stats: +3 Dex / +4 Wil / +3 Cun / +4 Con Changes resistances: +13% lightning / +8% temporal Changes resistances penetration: +7% physical Changes damage: +9% lightning Mindpower: +5 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 22 cooldown : Effective talent level: 1.0 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. This item has been sent to the Item's Vault. |
Light source | Bethyyamina the Cloudbraid Bethyyamina the CloudbraidInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to daze Changes damage: +6% nature / +3% lightning Maximum life: +40.00 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. |
On head | miner's rough leather cap of constitution (+2) (0 def, 3 armour) miner's rough leather cap of constitution (+2) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +2 Con Infravision radius: +1 A cap made of leather. |
On hands | alchemist's voratun gauntlets of the iron hand (0 def, 3 armour) alchemist's voratun gauntlets of the iron hand (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 9 acid / 8 fire / 8 lightning / 9 cold Changes stats: +4 Str / +4 Mag / +7 Wil / +4 Con Talent mastery: +0.20 Technique / Grappling Disarm immunity: +41% When used to modify unarmed attacks: Base power: 30.0 - 42.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 5). Damage (Melee): +17 ice / +18 fire / +29 lightning / +27 acid Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. This item has been sent to the Item's Vault. |
Tool | defiled ash wand of conjuration [power 151] (9 cooldown) defiled ash wand of conjuration [power 151] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Maximum vim: +7.00 It can be used to fire a bolt of a random element (dam 76-151), putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | gladiator's steel ring of pilfering gladiator's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +7 Physical power: +6 (+2 eff.) Defense: +9 (+4 eff.) Changes stats: +5 Str / +5 Con It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
On fingers | Islimiba the steel ring Islimiba the steel ringRequires: - Level 15 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +17 (+5 eff.) Effects on melee hit: * 45% chance to corrode armour Damage when hit (Melee): 16 acid Changes stats: +13 Str / +6 Wil / +6 Cun / +14 Con Changes resistances: +25% blight / +28% fire / +26% nature / +6% acid Changes damage: +12% mind / +14% fire Grants telepathy: Humanoid/Orc Critical mult.: +10.00% Poison immunity: +53% Disease immunity: +53% Silence immunity: +30% Stun/Freeze immunity: +32% Life regen: +1.40 Mana each turn: +0.20 Maximum hate: +2.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +3% Rings can have magical properties. This item has been sent to the Item's Vault. |
Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
In main hand | Emeluranne (79.5-119.25 power, 4 apr) Emeluranne (79.5-119.25 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatclub ; tier 5 It must be held with both hands. Base power: 79.5 - 119.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 23% chance to bind * 25% chance to put talents on cooldown Damage (Melee): +11 fire / +39 nature Burst (radius 1) on hit: +8 arcane Burst (radius 2) on crit: +4 blight When wielded/worn: Damage when hit (Melee): 11 mind / 10 darkness Changes resistances: +14% temporal / +11% cold / +5% arcane / +9% darkness Changes damage: +9% darkness / +3% blight / +3% fire / +9% mind / +10% light Light radius: +5 Massive two-handed clubs. This item has been sent to the Item's Vault. |
Around waist | Lavahack the hardened leather belt Lavahack the hardened leather beltRequires: - Level 15 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +5 Dex / +4 Mag / +3 Wil / +5 Cun / +7 Lck Changes resistances: +15% mind / +6% fire Changes resistances penetration: +5% fire Changes damage: +15% fire Trap disarming bonus: +16 Stealth bonus: +7 Physical save: +11 (+4 eff.) Mental save: +22 (+10 eff.) Mana each turn: +0.34 Maximum life: +66.00 Maximum mana: +38.00 Spellpower: +6 (+2 eff.) Mindpower: +4 (+2 eff.) Infravision radius: +5 A belt that goes around your waist. This item has been sent to the Item's Vault. |
In off hand | Titanic (20 def, 18 armour, 48-57.6 power, 320 block) Titanic (20 def, 18 armour, 48-57.6 power, 320 block)Requires: - Strength 37 - Talent Armour Training (level 2) Alternately Requires: - Talent Shield Mastery (level 1) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+9 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. This item has been sent to the Item's Vault. |
Cloak | resilient linen cloak of Iron Throne (1 def, 0 armour) resilient linen cloak of Iron Throne (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +1 Con Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+6 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Inventory
wild infusion of the warrior (resist 28%; cure mental) wild infusion of the warrior (resist 28%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 cure yourself of one random mental effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
copper ring of darkness (+20%) copper ring of darkness (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% darkness Changes damage: +10% darkness Rings can have magical properties. |
Telekinetic Sledge (40-60 power, 20 apr) Telekinetic Sledge (40-60 power, 20 apr)Requires: - Strength 20 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 40.0 - 60.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * knocks the target away Damage Shield penetration (this weapon only): +20% This large steel greatmaul has more inertia than it should have. |
grounding rough leather belt of transcendence grounding rough leather belt of transcendenceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +5% temporal Physical save: +5 (+2 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
cashmere cloak 'Relgabers' (2 def, 0 armour) cashmere cloak 'Relgabers' (2 def, 0 armour)Requires: - Level 15 Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +2 (+1 eff.) Defense: +2 (+1 eff.) Changes stats: +1 Str / +4 Dex / +3 Mag / +3 Wil / +5 Con Changes resistances: +7% acid / +7% fire / +6% cold / +7% lightning Reduces incoming crit damage: 5.00% Spell save: +10 (+3 eff.) Maximum life: +10.00 Maximum mana: +58.00 Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
insulating pair of dwarven-steel boots of evasion (11 def, 4 armour) insulating pair of dwarven-steel boots of evasion (11 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +11 (+6 eff.) Fatigue: +3% Changes resistances: +5% fire / +7% cold It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 2.2 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 21% chance to completely evade them and granting you 9 defense for 8 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of iron boots of rushing (0 def, 3 armour) undeterred pair of iron boots of rushing (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Str / +2 Con Silence immunity: +21% Confusion immunity: +23% Stun/Freeze immunity: +23% It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 2.2 Power cost: 22 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
naturalist's iron gauntlets of strength (+3) (0 def, 1 armour) naturalist's iron gauntlets of strength (+3) (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Damage (Melee): 6 nature Changes stats: +3 Str Changes resistances: +5% nature Changes damage: +4% nature When used to modify unarmed attacks: Base power: 12.5 - 17.5 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% When this weapon hits: Poison Breath (10% chance level 1). Burst (radius 2) on crit: +5 nature Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel plate armour of the deep (5 def, 13 armour) dwarven-steel plate armour of the deep (5 def, 13 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +13 Defense: +5 (+2 eff.) Fatigue: +24% Changes resistances: +6% acid / +7% cold Allows you to breathe in: water A suit of armour made of metal plates. |
Skeletal Parry (10 def, 4 armour, 20-28 power, 40 block) Skeletal Parry (10 def, 4 armour, 20-28 power, 40 block)Requires: - Strength 25 - Talent Armour Training (level 2) Alternately Requires: - Talent Shield Mastery (level 1) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 It is part of a set of items. When used to attack (with talents): Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +40 When wielded/worn: Armour: +4 Defense: +10 (+5 eff.) Fatigue: +6% Damage when hit (Melee): 10 physical bleed Talent granted: +2 Block It can be used to activate talent Bone Armour (costing 27 power out of 50/50) : Effective talent level: 2.0 Power cost: 27 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Creates a shield of bones, absorbing 294 damage. Lasts for 10 turns. The total damage the shield can absorb increases with your Dexterity. A shield made from various sharpened bones. It feels icky. |
deflecting dwarven-steel shield of acid resistance (+18%) (12 def, 2 armour, 29.5-35.4 power, 75.5 block) deflecting dwarven-steel shield of acid resistance (+18%) (12 def, 2 armour, 29.5-35.4 power, 75.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Alternately Requires: - Strength 24 - Talent Shield Mastery (level 1) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.5 - 35.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +76 When wielded/worn: Armour: +2 Defense: +12 (+6 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Changes resistances: +18% acid Talent granted: +3 Block Deflect projectiles away: +7% Handheld deflection devices. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) It can be used to combine with a weapon (makes a non enchanted into an artifact) , costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 178 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. |
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. |
Siloleganne [power 181] (6 cooldown) Siloleganne [power 181] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +3% fire Maximum wards: +2 lightning / +3 temporal / +3 blight / +2 fire / +2 cold Talent granted: +1 Ward Physical save: +15 (+5 eff.) Only die when reaching: -40.00 life It can be used to creates a wall of flames lasting for 4 turns (dam 181 overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged elm wand of conjuration [power 121] (13 cooldown) supercharged elm wand of conjuration [power 121] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a bolt of a random element (dam 60-121), putting all charms on cooldown for 13 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Rusor the Ogre Sun Paladin level 16
2nd Wintertide 123rd year of Ascendancy at 15:19 see stats
By Rusor the Ogre Sun Paladin level 16
4th Decay 122nd year of Ascendancy at 04:47 see stats
By Rusor the Ogre Sun Paladin level 16
53rd Haze 122nd year of Ascendancy at 05:06 see stats
By Rusor the Ogre Sun Paladin level 10
32nd Dusk 122nd year of Ascendancy at 01:31 see stats
By Rusor the Ogre Sun Paladin level 10
32nd Dusk 122nd year of Ascendancy at 02:18 see stats
By Rusor the Ogre Sun Paladin level 9
2nd Dusk 122nd year of Ascendancy at 20:59 see stats
By Rusor the Ogre Sun Paladin level 9
25th Dusk 122nd year of Ascendancy at 17:30 see stats
Log
Umekatoath the shalore damages himself through Martyrdom!
Umekatoath the shalore hits Rusor for 46 physical, 0 arcane (46 total damage).
Rusor hits Umekatoath the shalore for 7 physical, 15 acid, 5 light, 10 darkness, 11 arcane, 17 mind (65 total damage).
Rusor uses Shield Pummel.
Rusor hits Umekatoath the shalore for 91 physical damage.
Rusor killed Umekatoath the shalore!
Resting starts...
Talent Block is ready to use.
Talent Shield Pummel is ready to use.
Talent Sheer Badassery is ready to use.
Rested for 13 turns (stop reason: all resources and life at maximum).
Rusor picks up (g.): insidious steel longsword of projection (14-19.6 power, 3 apr).
Rusor picks up (o.): spiked steel mail armour of command (8 def, 10 armour).
Rusor picks up (f.): inquisitor's steel greatsword (22.5-36 power, 2 apr).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 12 turns (stop reason: at exit).
You gain 3.29 gold from the transmogrification of spiked steel mail armour of command (8 def, 10 armour).
You gain 2.77 gold from the transmogrification of focusing woollen robe of nature (+21%) (0 def, 0 armour).
You gain 1.99 gold from the transmogrification of insidious steel longsword of projection (14-19.6 power, 3 apr).
You gain 1.45 gold from the transmogrification of piercing iron greatsword of phasing (14.5-23.2 power, 10 apr).
You gain 2.17 gold from the transmogrification of inquisitor's steel greatsword (22.5-36 power, 2 apr).
You gain 0.85 gold from the transmogrification of acidic steel dagger (13-16.9 power, 6 apr).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Rusor deactivates Weapon of Light.
Rusor deactivates Shield of Light.
Rusor deactivates Weapon of Wrath.
Rusor deactivates Chant of Fortitude.