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. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Playable Yaech Race 1.3.0Adds Yaech as a playable race, as water breathing psionics with a leaning towards cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.3.0Donators/Buyers bonus! Ghouls Dont Breathe 1.3.1This belt removes breathing because it makes you undead but ghouls still breathe?! Howgash! GHOULS DONT BREATHE!! Deep Dwarf 1.2.3Adds a dwarven subrace of ancestral worshippers. Racial talents center around healing and are helpful in surviving the early stages on higher difficulty modes, but lack an offensive punch. Half Orcs 1.2.5You are the bastard son of an orc invader from the east and a farmer's wife. Introducing Half-Orcs! 0.0.2 Bugfix Release: 0.0.3 0.0.4 0.0.5 0.0.6 "Home sweet home Edition" 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. 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:
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 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! 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! Battlemage 1.2.3A battlemage class. Viking/warlock something something dualwielding elemental magician with Ragnarök and Manacalypse. Conveyance Reward 1.2.5This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 Eternal Darkness 1.3.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Verdant Class Pack 1.3.1Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Infinite |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Homosuperior |
| Class | Sun Paladin |
| Level / Exp | 53 / 95% |
| Size | big |
| Lifes / Deaths | Killed by Heliopalikari's Inner Demon at level 33 on the 13rd Dusk 122nd year of Ascendancy at 10:53 0 / 10Killed by Glith the greater multi-hued wyrm at level 36 on the 19th Dusk 122nd year of Ascendancy at 03:00 Killed by Neridarin the orc warrior at level 38 on the 28th Dusk 122nd year of Ascendancy at 08:55 Killed by Gorbat, Supreme Wyrmic of the Pride at level 42 on the 38th Dusk 122nd year of Ascendancy at 03:59 Killed by rimebark (wild summon) at level 42 on the 38th Dusk 122nd year of Ascendancy at 06:05 Killed by Phor the Invader at level 45 on the 48th Dusk 122nd year of Ascendancy at 04:08 Killed by Phor the Invader at level 45 on the 48th Dusk 122nd year of Ascendancy at 05:21 Killed by Velitira the orc fighter at level 53 on the 64th Dusk 122nd year of Ascendancy at 00:46 Killed by Shadow of Velitira the orc fighter at level 53 on the 64th Dusk 122nd year of Ascendancy at 01:21 Killed by Velitira the orc fighter at level 53 on the 64th Dusk 122nd year of Ascendancy at 01:29 |
Primary Stats
| Strength | 84 (base 63) |
| Dexterity | 37 (base 24) |
| Constitution | 91 (base 63) |
| Magic | 99 (base 63) |
| Willpower | 47 (base 16) |
| Cunning | 34 (base 11) |
Resources
| Equilibrium | 4 |
| Vim | 308/308 |
| Life | -154/2479 |
| Positive | 0/206 |
| Stamina | 364/364 |
| Healing Factor | 0.75999999999992 |
| Regeneration | 2.5839999999997 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +127.27272727273% |
Vision
| Sight | 12 |
| Lite | 6 |
| Infravision | 16 |
| See Stealth | 13 |
| See Invisible | 23 |
Offense: Mainhand
| Damage | 180 |
| Accuracy | 53 |
| Crit Chance | 36% |
| APR | 16 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 60.75 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33.25 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| All | +2% |
Defense: Base
| Armour (hardiness) | 89.55 (93.5%) |
| Defense | 39.725 |
| Ranged Defense | 46.483333333333 |
| Fatigue | 24 |
| Physical Save | 57.25 |
| Spell Save | 56.2 |
| Mental Save | 29.925 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Confusion Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 92% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 187 with a minimum range of 15. Its effects scale with your Strength stat. |
| 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 175 damage for 25 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 or physical effect and reduce all damage taken by 13% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 161.98 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 61. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 714 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Celestial / Guardian | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Celestial / Sun | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Celestial / Glory | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Vile life | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Harmony | 1.80 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| detrimental effect | The target is on fire, taking 116.80 fire damage per turn. Burning |
| detrimental effect | The target is losing faith that it can defeat you, reducing its damage by 42% and slowing it by -10% Overwhelming Fear |
| detrimental effect | The target is poisoned, taking 3.43 nature damage per turn and decreasing all heals received by 24%. Insidious Poison |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target has recently suffered, and cannot do so again yet. Suffered |
| detrimental effect | This character's flames are feeding the source, healing them for 4 per turn and giving them 3 vim. Devouring flames |
Quests
You successfully escorted the injured seer to the recall portal on level 14 of Infinite Dungeon. Escort: injured seer (level 14 of Infinite Dungeon)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 8 of Infinite Dungeon. Escort: injured seer (level 8 of Infinite Dungeon)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Infinite Dungeon. Escort: lone alchemist (level 7 of Infinite Dungeon)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 22 of Infinite Dungeon. Escort: lost sun paladin (level 22 of Infinite Dungeon)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 16 of Infinite Dungeon. Escort: lost warrior (level 16 of Infinite Dungeon)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 17 of Infinite Dungeon. Escort: repented thief (level 17 of Infinite Dungeon)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Infinite Dungeon. Escort: repented thief (level 4 of Infinite Dungeon)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 26 of Infinite Dungeon. Escort: worried loremaster (level 26 of Infinite Dungeon)As a reward you improved Magic by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 31 of Infinite Dungeon. Escort: worried loremaster (level 31 of Infinite Dungeon)As a reward you improved Strength by +2. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | pair of dwarven-steel boots 'Magmanigh' (2 def, 4 armour) pair of dwarven-steel boots 'Magmanigh' (2 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +3% Damage when hit (Melee): 8 arcane / 8 fire Changes stats: +4 Str / +4 Con Changes resistances: +10% lightning / +16% temporal / +6% mind / +3% blight Changes damage: +6% fire Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +8 (+4 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.2 Power cost: 25 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. |
| Light source | nightwalker's alchemist's lamp of the moons nightwalker's alchemist's lamp of the moonsPowered by arcane forces Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Changes stats: +6 Wil Changes resistances: +10% light Changes damage: +11% darkness Damage affinity(heal): +5% darkness Critical mult.: +16.00% Light radius: +3 Infravision radius: +4 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 217.66 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 10/30) : Effective talent level: 3.0 Power cost: 30 out of 10/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 58.89 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| On hands | stone warden's voratun gauntlets of the starseeker (0 def, 23 armour) stone warden's voratun gauntlets of the starseeker (0 def, 23 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +23 Armour Hardiness: +11% Changes stats: +5 Mag / +5 Cun / +13 Con Changes resistances: +12% physical / +10% light / +9% darkness Infravision radius: +1 It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 91.41 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Emiwen [power 89] (3/20 cooldown) Emiwen [power 89] (3/20 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Fatigue: -6% Changes stats: +2 Str Changes damage: +6% physical Talents granted: +5 Rushing Claws +5 Lay Web Critical mult.: +6.00% Physical save: +6 (+2 eff.) Maximum stamina: +15.00 It can be used to harden the skin for 7 turns increasing armour by 89 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 14 stamina. Natural totems are made by powerful wilders to store nature power. |
| On fingers | conjurer's stralite ring of sensing conjurer's stralite ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Mag Blindness immunity: +37% Spellpower: +12 (+3 eff.) Infravision radius: +5 See stealth: +13 See invisible: +17 Rings can have magical properties. |
| Around neck | wanderer's gold amulet of vision wanderer's gold amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +5 Dex / +6 Cun / +6 Con Blindness immunity: +25% Life regen: +1.00 Stamina each turn: +0.80 Infravision radius: +6 Sight radius: +2 See invisible: +6 Movement speed: +10% Amulets can have magical properties. |
| In main hand | Twilight's Edge (47-65.8 power, 7 apr) Twilight's Edge (47-65.8 power, 7 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Cun / +4 Mag Changes damage: +18% darkness / +18% light Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
| Around waist | Balasin the Shockworth Balasin the ShockworthCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +1 Physical crit. chance: +2.0% Physical power: +12 (+3 eff.) Armour: +15 Defense: +15 (+5 eff.) Damage when hit (Melee): 4 lightning Changes resistances: +9% blight / +3% light / +6% arcane Changes resistances penetration: +5% physical Reduced damage from: +45% Summoned Physical save: +25 (+7 eff.) Spell save: +14 (+4 eff.) Stamina each turn: +0.20 Only die when reaching: -40.00 life Size category: +1 A belt that goes around your waist. |
| In off hand | Xanyba the Ashpulverizer (18 def, 3 armour, 65-78 power, 194.5 block) Xanyba the Ashpulverizer (18 def, 3 armour, 65-78 power, 194.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 65.0 - 78.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +194 On weapon hit: * 27% chance to corrode armour Damage (Melee): +24 cold / +8 fire When wielded/worn: Armour: +3 Defense: +18 (+6 eff.) Ranged Defense: +18 (+6 eff.) Fatigue: +14% Damage (Melee): 9 acid Damage when hit (Melee): 20 ice / 35 acid Changes stats: +6 Wil Changes resistances: +13% acid / +30% cold / +13% fire / +12% lightning Changes resistances penetration: +20% temporal Changes damage: +3% fire Talent granted: +5 Block Physical save: +6 (+2 eff.) Spell save: +30 (+8 eff.) Handheld deflection devices. |
| Cloak | murderer's cashmere cloak of sorcery (2 def, 0 armour) murderer's cashmere cloak of sorcery (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +7 Defense: +2 (+1 eff.) Changes stats: +3 Dex / +4 Mag / +4 Wil / +3 Cun Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Aerariabeth (5 def, 27 armour) Aerariabeth (5 def, 27 armour)Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour penetration: +1 Physical crit. chance: +2.0% Armour: +27 Defense: +5 (+2 eff.) Fatigue: +16% Critical mult.: +6.00% Life regen: +0.40 Only die when reaching: -60.00 life A suit of armour made of mail. |
Inventory
heroism infusion of the warrior (+18 for 9 turns, die at -860) heroism infusion of the warrior (+18 for 9 turns, die at -860)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 9 turns. While Heroism is active, you will only die when reaching -860 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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. |
sun infusion of the psychic (rad 10; power 47; turns 5; dispells darkness) sun infusion of the psychic (rad 10; power 47; turns 5; dispells darkness)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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 24). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 47) for 5 turns. Its effects scale with your Willpower 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. |
wild infusion of the wizard (resist 22%; cure mental, magical) wild infusion of the wizard (resist 22%; cure mental, magical)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: 15 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 or magical effect and reduce all damage taken by 22% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
gladiator's stralite ring of warding gladiator's stralite ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +8 Str / +8 Con Changes resistances: +26% acid / +22% fire / +26% cold / +26% lightning Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. mighty elven-wood longbow of powermighty elven-wood longbow of power Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +6 Str Changes resistances penetration: +15% physical Changes damage: +20% physical Longbows are used to shoot arrows at your foes. |
Anmalice (47-65.8 power, 20 apr) Anmalice (47-65.8 power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 10% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-20 eff.) Mindpower: +9 (+4 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Sword of Potential Futures (28-39.2 power, 10 apr) Sword of Potential Futures (28-39.2 power, 10 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. In the past there was a dagger with it. Base power: 28.0 - 39.2 Uses stats: 70% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) Mindpower: +6 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 36 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Tuledotir the Airreeve (2 def, 0 armour) Tuledotir the Airreeve (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 15% chance to daze Changes stats: +1 Str / +3 Mag / +3 Wil / +1 Con Changes resistances: +12% lightning Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cursed / Endless hunt +0.20 Cunning / Trapping +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for 4 turns (does not use a turn), costing 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 169.47 and knocking it back 5 tiles. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
alchemist's dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) alchemist's dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +2 Damage (Melee): 6 acid / 5 fire / 5 lightning / 6 cold Changes stats: +4 Dex / +3 Mag / +3 Wil Metal gloves protecting the hands up to the middle of the lower arm. |
heroic dwarven-steel gauntlets of the iron hand (0 def, 7 armour) heroic dwarven-steel gauntlets of the iron hand (0 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Changes stats: +4 Str / +4 Wil / +3 Con Talent mastery: +0.20 Technique / Grappling Mental save: +11 (+6 eff.) Disarm immunity: +32% Maximum life: +45.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +10 Wil / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+2 eff.) It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This talent takes no time to use. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Crown of Eternal Night (0 def, 3 armour) Crown of Eternal Night (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
The Black Crown (0 def, 15 armour) The Black Crown (0 def, 15 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Con / +10 Wil Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demon seeds +0.20 Corruption / Demonic pact Physical save: +0 (+0 eff.) Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
defender's hardened leather cap of ire (6 def, 10 armour) defender's hardened leather cap of ire (6 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +6 (+2 eff.) Fatigue: +3% Changes stats: +3 Str / +4 Con Changes resistances: +4% all Physical save: +18 (+5 eff.) Mental save: +11 (+6 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Inferno (costing 50 power out of 80/80) : Effective talent level: 3.0 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 54.15 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
tempestuous drakeskin leather armour of the deep (18 def, 12 armour) tempestuous drakeskin leather armour of the deep (18 def, 12 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +12 Defense: +18 (+6 eff.) Ranged Defense: +15 (+5 eff.) Fatigue: +8% Damage (Melee): 8 lightning Damage (Ranged): 9 lightning Changes resistances: +19% lightning / +32% cold / +15% acid Allows you to breathe in: water A suit of armour made of leather. |
Bindings of Eternal Night (12 def, 12 armour) Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. When wielded/worn: Armour: +12 Defense: +12 (+4 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Mag / +5 Wil Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
warded stralite shield of crushing (10 def, 2 armour, 61.5-73.8 power, 145.5 block) warded stralite shield of crushing (10 def, 2 armour, 61.5-73.8 power, 145.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 61.5 - 73.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +146 On weapon hit: * reduce the cooldown of your ward talent by 1 On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+2 eff.) Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Maximum wards: +4 lightning / +4 temporal / +5 blight / +3 fire / +4 cold Talents granted: +4 Block +1 Ward Handheld deflection devices. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
bloodhexed dwarven-steel pickaxe (dig speed 23 turns) bloodhexed dwarven-steel pickaxe (dig speed 23 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Changes stats: +9 Str / +6 Wil Mental crit. chance: +11% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (104 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp of the sun alchemist's lamp of the sunPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +9% darkness Changes damage: +7% light Damage affinity(heal): +5% light Light radius: +5 It can be used to activate talent Sun Flare, 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 Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 58.89 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (0/1) Rod of Annulment (0/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 4/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
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. |
Skull of the Rat Lich Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+2 eff.) Spell crit. chance: +4% It can be used to raise undead rats, costing 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eyes. |
supercharged elm wand of clairvoyance [power 9] (3/9 cooldown) supercharged elm wand of clairvoyance [power 9] (3/9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 9), 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. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Heliopalikari the Homosuperior Sun Paladin level 36
20th Dusk 122nd year of Ascendancy at 03:02 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Heliopalikari the Homosuperior Sun Paladin level 39
30th Dusk 122nd year of Ascendancy at 08:26 see stats
Demonic Invasion
Stopped a demonic invasion by closing their portal.By Heliopalikari the Homosuperior Sun Paladin level 33
12nd Dusk 122nd year of Ascendancy at 20:51 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Heliopalikari the Homosuperior Sun Paladin level 28
2nd Dusk 122nd year of Ascendancy at 11:50 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Heliopalikari the Homosuperior Sun Paladin level 48
53rd Dusk 122nd year of Ascendancy at 15:44 see stats
Exterminator
Killed 1000 creatures.By Heliopalikari the Homosuperior Sun Paladin level 25
9th Flare 122nd year of Ascendancy at 16:25 see stats
Fear me not!
Survived the Fearscape!By Heliopalikari the Homosuperior Sun Paladin level 24
8th Flare 122nd year of Ascendancy at 18:12 see stats
Guiding Hand
Saved all escorted adventurers.By Heliopalikari the Homosuperior Sun Paladin level 43
39th Dusk 122nd year of Ascendancy at 17:05 see stats
Infinite x10
Got to level 10 of the infinite dungeon.By Heliopalikari the Homosuperior Sun Paladin level 18
3rd Summertide 122nd year of Ascendancy at 02:22 see stats
Infinite x20
Got to level 20 of the infinite dungeon.By Heliopalikari the Homosuperior Sun Paladin level 33
13rd Dusk 122nd year of Ascendancy at 08:18 see stats
Infinite x30
Got to level 30 of the infinite dungeon.By Heliopalikari the Homosuperior Sun Paladin level 42
37th Dusk 122nd year of Ascendancy at 00:59 see stats
Invasion from the Depths
Stopped a naga invasion by closing their portal.By Heliopalikari the Homosuperior Sun Paladin level 38
27th Dusk 122nd year of Ascendancy at 03:31 see stats
Level 10
Got a character to level 10.By Heliopalikari the Homosuperior Sun Paladin level 10
1st Mirth 122nd year of Ascendancy at 22:49 see stats
Level 20
Got a character to level 20.By Heliopalikari the Homosuperior Sun Paladin level 20
2nd Flare 122nd year of Ascendancy at 07:31 see stats
Level 30
Got a character to level 30.By Heliopalikari the Homosuperior Sun Paladin level 30
5th Dusk 122nd year of Ascendancy at 04:56 see stats
Level 40
Got a character to level 40.By Heliopalikari the Homosuperior Sun Paladin level 40
31st Dusk 122nd year of Ascendancy at 02:56 see stats
Level 50
Got a character to level 50.By Heliopalikari the Homosuperior Sun Paladin level 50
56th Dusk 122nd year of Ascendancy at 14:21 see stats
Size is everything
Did over 1500 damage in one attack.By Heliopalikari the Homosuperior Sun Paladin level 38
27th Dusk 122nd year of Ascendancy at 01:18 see stats
Size matters
Did over 600 damage in one attack.By Heliopalikari the Homosuperior Sun Paladin level 23
7th Flare 122nd year of Ascendancy at 09:00 see stats
The Rat Lich
Killed the terrible Rat Lich.By Heliopalikari the Homosuperior Sun Paladin level 29
3rd Dusk 122nd year of Ascendancy at 23:01 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Heliopalikari the Homosuperior Sun Paladin level 35
16th Dusk 122nd year of Ascendancy at 17:54 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Heliopalikari the Homosuperior Sun Paladin level 28
2nd Dusk 122nd year of Ascendancy at 15:42 see stats
Unstoppable
Returned from the dead.By Heliopalikari the Homosuperior Sun Paladin level 53
64th Dusk 122nd year of Ascendancy at 00:46 see stats
Log
Velitira the orc fighter performs a melee critical strike against Heliopalikari!
Velitira the orc fighter's spell attains critical power!
Velitira the orc fighter misses Heliopalikari.
Something misses Heliopalikari.
Something misses Heliopalikari.
Heliopalikari HEALS from darkness damage!
Velitira the orc fighter hits Heliopalikari for 192 darkness, 9 healing, 13 darkness, (14 blocked), 0 fire, 95 darkness, 4 healing, 1 nature, 13 darkness, (14 blocked), 0 fire, 46 darkness, 2 healing, 1 nature, 13 darkness, (7 blocked), 0 fire (375 total damage) [16 healing].
Heliopalikari hits Velitira the orc fighter for 7 acid, 1 lightning, 4 cold, 1 fire, 2 arcane, 7 acid, 1 lightning, 4 cold, 1 fire, 2 arcane, 7 acid, 1 lightning, 4 cold, 1 fire, 2 arcane (46 total damage).
Heliopalikari seems to search the ground...
Velitira the orc fighter receives 4 healing from Devouring flames from Velitira the orc fighter.
Insidious Poison from Velitira the orc fighter hits Heliopalikari for 1 nature damage.
Burning from Velitira the orc fighter hits Heliopalikari for (41 blocked), 0 fire (0 total damage).
Velitira the orc fighter performs a melee critical strike against Heliopalikari!
Velitira the orc fighter performs a melee critical strike against Heliopalikari!
Velitira the orc fighter performs a melee critical strike against Heliopalikari!
Velitira the orc fighter aims less carefully.
Something misses Heliopalikari.
Something performs a melee critical strike against Heliopalikari!
Heliopalikari HEALS from darkness damage!
Something hits Heliopalikari for 259 darkness, 22 healing, 1 nature, 44 fire (305 total damage) [22 healing].
Velitira the orc fighter hits Heliopalikari for 181 darkness, 9 healing, 13 darkness, 6 fire, 43 darkness, 2 healing, 1 nature, 13 darkness, 6 fire, 212 darkness, 10 healing, 13 darkness, 6 fire, 89 darkness, 4 healing, 1 nature, 13 darkness, 6 fire (603 total damage) [25 healing].
Heliopalikari hits Velitira the orc fighter for 7 acid, 1 lightning, 4 cold, 1 fire, 2 arcane, 7 acid, 1 lightning, 4 cold, 1 fire, 2 arcane, 7 acid, 1 lightning, 4 cold, 1 fire, 2 arcane, 7 acid, 1 lightning, 4 cold, 1 fire, 2 arcane (61 total damage).
Heliopalikari hits Something for 21 acid, 2 lightning, 12 cold, 5 fire, 5 arcane (45 total damage).
Insidious Poison from Velitira the orc fighter hits Heliopalikari for 1 nature damage.
Burning from Velitira the orc fighter hits Heliopalikari for 35 fire damage.
Something performs a melee critical strike against Heliopalikari!
Something performs a melee critical strike against Heliopalikari!
Saving game...
