
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Dark Priest 1.4.8Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Additional Randart Properties 1.5.5 Inferno Race Pack 1.4.0Adds a collection of my races. Ignore Race/Class Locks 1.1.0Modifies 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: astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it ZOmnibus Addon Pack 1.5.0Combines 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: Doctornull's Class Pack 1.4.2This 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. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! Blood Knight Class 1.1.5Contains a new melee class - the Blood Knight Details & discussion here: Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Dread Knight Class 1.2.3Dread Knight. More tactically focused than Cursed. Think Gabranth from FFXII meets Hannibal of Carthage. Randboss Rando 1.4.2Massively spikes Rare counts as the game progresses, and even adds in Randbosses in the late game. As of 1.4.2, the player can fully control the spawn rate of Rare and Randboss class enemies to suit their gameplay style. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Better Item Description 1.5.5This 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 Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. ToME Race XP Penalty Tweak 1.5.5Rebalances race xp penalties more in line with their power: Shalore = 30% Thalore = 25% NOTE: Will not work as designed if addons loading after this one change Shalore, Thalore, Skeleton, Ogre or Ghoul XP penalties. ADDON PRIORITY (Load order): 1000 This addon uses a 'ToME:load' HOOK to check for the default 1.5.5 text for certain subraces and changes them if found. Will change the actual XP penalty regardless. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Exploration |
| Sex | Male |
| Race | Ghoul |
| Class | Reaver |
| Level / Exp | 17 / 88% |
| Size | medium |
| Lifes / Deaths | Killed by Gloruvea the assassin at level 13 on the 31st Dusk 122nd year of Ascendancy at 19:23 / 5Killed by Emelatira the bandit lord at level 13 on the 31st Dusk 122nd year of Ascendancy at 21:21 Killed by war hound at level 15 on the 51st Dusk 122nd year of Ascendancy at 14:21 Killed by Coxath the Bringer of Doom at level 15 on the 51st Dusk 122nd year of Ascendancy at 21:50 Killed by Cyrgueod the halfling at level 17 on the 68th Dusk 122nd year of Ascendancy at 14:06 |
Primary Stats
| Strength | 47 (base 22) |
| Dexterity | 14 (base 11) |
| Constitution | 66 (base 26) |
| Magic | 48 (base 44) |
| Willpower | 13 (base 10) |
| Cunning | 24 (base 10) |
Resources
| Life | 739/739 |
| Mana | 147/211 |
| Vim | 99/99 |
| Healing Factor | 1.5959322033897 |
| Regeneration | 3.271661016949 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 4 |
Offense: Mainhand
| Damage | 59 |
| Accuracy | 22 |
| Crit Chance | 9% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 37 |
| Accuracy | 22 |
| Crit Chance | 8% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +14% |
| Blight | +49% |
| Nature | +5% |
| Cold | +6% |
| All | +2% |
Defense: Base
| Armour (hardiness) | 36.511077022655 (88.454810495627%) |
| Defense | 22 |
| Ranged Defense | 26 |
| Fatigue | 20 |
| Physical Save | 40 |
| Spell Save | 20 |
| Mental Save | 36 |
Defense: Resistances
| Lightning | + 22%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 13%( 70%) |
| Nature | + 13%( 70%) |
| Cold | + 15%( 70%) |
| Fire | + 21%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 71% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Silence Resistance | 10% |
| Bleed Resistance | 100% |
| Teleport Resistance | 5% |
| Pinning Resistance | 20% |
| Disarm Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 23% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.80 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| 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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Reaving combat | 1.50 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Staff combat | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Ruin |
| talent | Willful Tormenter |
| talent | Bone Shield |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | The target is surrounded by a magical shield, absorbing 130/130 damage before it crumbles. Damage Shield |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You failed to protect the lost anorithil from death by Poloma the green mold. Escort: lost anorithil (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Dexterity by +2. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed green worm. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | Ce'Nylaith the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Cun +3 Con +3 Lck dps ---------- Mov.spd +10% Melee+ 4 mind ----- def ----- Armour +3 Fatigue +2% Phys.save +12 (+4 eff.) Mind.save +10 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Flamepain2.0 T1 lite [Rare] Nature While equipped: dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +3% lightning +12% fire +3% light Max.HP +43.00 ---------- misc Light +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 | Salanor the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Mind.pwr +4 (+2 eff.) Melee+ 16 blight ----- def ----- Armour +3 Fatigue +3% On Mind Hit: 5% Flamespit 1 A cap made of leather. |
| On hands | Betir (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +5 Cun dps ---------- Melee+ 8 blight 6 cold Dmg.mod +9% blight +4% cold ----- def ----- Armour +1 Resists +6% cold ---------- misc Hate/m.crit +1.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Mardudothel (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Cun +1 Str dps ---------- Crit.mult +3.00% Acc +3 (+1 eff.) ----- def ----- Dmg.red +5 all Silence- +10% Teleport- +5% ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gold ring 'Chamuhek'0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Melee+ 12 acid ----- def ----- Defense +9 (+4 eff.) Rng.Def +9 (+5 eff.) Resists +6% light +3% temporal Phys.save +8 (+2 eff.) Mind.save +20 (+8 eff.) Rings can have magical properties. |
| On fingers | Boltquake0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Melee+ 12 blight Dmg.mod +3% blight +12% lightning Melee Ret 4 blight On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Max.HP +22.00 Disarm- +22% Pinning- +20% Knockbk- +23% Rings can have magical properties. |
| Around neck | grounding copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +10% lightning Stun/Frz- +21% Amulets can have magical properties. |
| In main hand | short yew vilestaff of illumination (20-24 power, 4 apr, blight element)5.0 T3 staff 1H weapon [Ego] Nature/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% blight On Hit (Melee): * 9% chance to blind ----- def ----- Defense +8 (+4 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 84.20 light damage. Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Ivutha the hardened leather belt1.0 T3 belt armor [Rare] Arcane While equipped: Stats +2 Str +2 Mag dps ---------- Melee+ 12 arcane 20 blight Dmg.mod +2% all ----- def ----- Fatigue -9% ---------- misc Max.enc +25 Infravis +1 A belt that goes around your waist. |
| In off hand | Coalknight the ash magestaff (15-18 power, 3 apr, blight element)5.0 T2 staff 1H weapon [Random Unique] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 darkness While equipped: Stats +2 Mag +8 Con dps ---------- Spell.crit +2% Spell.pwr +16 (+5 eff.) S.pwr/crit +8 Dmg.mod +15% blight Melee Ret 8 arcane ----- def ----- HP.reg +1.80 Heal.mod +24% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | Growward (5 def, 15 armour)17.0 T3 massive armor [Rare] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Crit.mult +9.00% Dmg.mod +3% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +15 Defense +5 (+2 eff.) Fatigue +24% Resists +3% nature Mind.save +10 (+5 eff.) A suit of armour made of metal plates. |
Inventory
copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +22% ---------- misc Infravis +4 See.Stealth +6 See.Invis +5 Rings can have magical properties. |
Kilnprophet (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Rare] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) S.pwr/crit +2 Dmg.mod +16% fire ----- def ----- Resists +6% temporal +12% fire Silence- +5% Teleport- +5% ---------- 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)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Acc+ +0.1% dam / acc Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
balanced iron longsword (12-16.8 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Master Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +20% Sharp, long, and deadly. |
arcing steel longsword of massacre (18.5-25.9 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane/Master Power 18.5 - 25.9 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 lightning On Hit: * 25% chance for lightning to arc to a second target Sharp, long, and deadly. |
insidious steel longsword of massacre (22.5-31.5 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Nature/Master Power 22.5 - 31.5 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +17 insidious poison Sharp, long, and deadly. |
insidious voratun longsword (41-57.4 power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Ego] Nature Power 41.0 - 57.4 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +10 insidious poison Sharp, long, and deadly. |
Daytide the dwarven-steel mace (35-49 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Master Power 35.0 - 49.0 Light Uses 100% Str Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Dmg.mod +3% light +3% mind ---------- misc Light +3 Telepathy Dragon Blunt and deadly. |
Pusfist the dwarven-steel mace (25.5-35.7 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Nature Power 25.5 - 35.7 Nature Uses 100% Str Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +13 insidious poison While equipped: Stats +3 Cun dps ---------- Res.pen +20% nature On Nature Hit: 5% Flamespit 1 Blunt and deadly. |
balanced iron waraxe of dampening (12-16.8 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Disrupt/Master Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Resists +8% acid +8% fire +7% lightning +8% cold Spell.save +5 (+3 eff.) Disarm- +20% One-handed war axes. |
flaming iron waraxe of daylight (11.5-16.1 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 light Against +6% Undead On Hit.r1 +5 fire One-handed war axes. |
iron waraxe (11-15.4 power, 2 apr)3.0 T1 waraxe 1H weapon [Normal] Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
iron waraxe (10-14 power, 2 apr)3.0 T1 waraxe 1H weapon [Normal] Power 10.0 - 14.0 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
Dourseam the dwarven-steel waraxe (22.5-31.5 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Nature Power 22.5 - 31.5 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +21 insidious poison +12 darkness On Hit: * 40% chance to inflict 15% damage reduction While equipped: dps ---------- Melee+ 12 arcane Res.pen +5% arcane Melee Ret 4 darkness One-handed war axes. |
rough leather armour (1 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% A suit of armour made of leather. |
spiked iron plate armour of acid resistance (3 def, 7 armour)17.0 T1 massive armor [Ego] Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% Resists +16% acid A suit of armour made of metal plates. |
Armufast the Flameclash1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Crit.mult +10.00% Phys.pwr +2 (+1 eff.) Melee+ 8 fire ----- def ----- Spell.save +5 (+3 eff.) ---------- misc Size +1 Telepathy Demon/Minor Demon/Major A belt that goes around your waist. |
traveler's pair of iron boots of uncanny dodging (2 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +2 (+1 eff.) Rng.Def +3 (+2 eff.) Fatigue -2% Phys.save +5 (+1 eff.) ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron gauntlets 'Belaranor' (0 def, 1 armour)1.5 T1 hands armor [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +1 HP.reg +1.40 ---------- misc Stam/turn +0.60 Max.stam +11.00 Metal gloves protecting the hands up to the middle of the lower arm. |
sand iron gauntlets (0 def, 6 armour)1.5 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +3% physical ----- def ----- Armour +6 Metal gloves protecting the hands up to the middle of the lower arm. |
Glintbreak (0 def, 3 armour)3.0 T1 head armor [Rare] Disrupt While equipped: dps ---------- Melee+ 8 light Res.pen +15% light Melee Ret 8 lightning ----- def ----- Armour +3 Fatigue +5% Resists +6% blight +5% nature +12% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ziruiruithad (3 def, 5 armour)3.0 T1 head armor [Rare] Nature While equipped: dps ---------- Melee+ 4 physical Apr +3 ----- def ----- Armour +5 Defense +3 (+1 eff.) Rng.Def +3 (+2 eff.) Fatigue +5% Resists +5% lightning +6% temporal +1% physical Heal.mod +20% ---------- misc Stam/turn +0.20 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of dexterity (+2) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +4 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. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (56 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
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. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By Mortarion the Ghoul Reaver level 15
51st Dusk 122nd year of Ascendancy at 22:49 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Mortarion the Ghoul Reaver level 10
10th Dusk 122nd year of Ascendancy at 20:04 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Mortarion the Ghoul Reaver level 15
44th Dusk 122nd year of Ascendancy at 07:50 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Mortarion the Ghoul Reaver level 11
18th Dusk 122nd year of Ascendancy at 15:14 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Mortarion the Ghoul Reaver level 17
55th Dusk 122nd year of Ascendancy at 01:42 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Mortarion the Ghoul Reaver level 13
32nd Dusk 122nd year of Ascendancy at 00:20 see stats
Log
You gain 9.78 gold from the transmogrification of Amokor the Carrionwake (24.5-36.75 power, 1 apr).
You gain 3.29 gold from the transmogrification of surging ash magestaff of projection (15-18 power, 3 apr, cold element).
You gain 2.61 gold from the transmogrification of potent ash starstaff of power (18-21.6 power, 3 apr, physical element).
You gain 3.72 gold from the transmogrification of earthen ash vilestaff of illumination (15-18 power, 3 apr, acid element).
You gain 9.10 gold from the transmogrification of Runerain the elm starstaff (10-12 power, 2 apr, light element).
You gain 4.06 gold from the transmogrification of rogue's steel ring of tenacity.
You gain 1.65 gold from the transmogrification of shielding rune of the duelist (absorb 92 for 4 turns).
You gain 1.65 gold from the transmogrification of phase door rune (range 5; power 18; dur 4).
You gain 1.09 gold from the transmogrification of manasurge rune of the sneak (696% regen over 10 turns; 35 instant mana).
You gain 1.09 gold from the transmogrification of manasurge rune of the duelist (692% regen over 10 turns; 35 instant mana).
You gain 0.59 gold from the transmogrification of manasurge rune (648% regen over 10 turns; 32 instant mana).
You gain 1.50 gold from the transmogrification of wild infusion of the warrior (resist 23%; cure physical).
You gain 1.00 gold from the transmogrification of wild infusion (resist 10%; cure mental).
You gain 1.12 gold from the transmogrification of sun infusion of the duelist (rad 5; power 28; turns 4; dispels darkness).
You gain 0.62 gold from the transmogrification of sun infusion (rad 5; power 20; turns 4; dispels darkness).
There is a previous level here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Belywyn the elven guard casts Sun Ray.
You feel a surge of power as a powerful creature falls nearby.
Belywyn the elven guard hits Something for 70 light damage.
Mortarion casts Rune: Shielding.
A shield forms around Mortarion.
Mortarion deactivates Ruin.
Mortarion's Ruin has been deactivated!
The shield around Mortarion crumbles.
Mortarion deactivates Willful Tormenter.
Mortarion's Willful Tormenter has been deactivated!
Mortarion deactivates Bone Shield.
Mortarion's Bone Shield has been deactivated!









































































