
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Auto-Transmo Gems 1.7.0Adds 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Verbose Crystal Resonance 1.7.0Improves the description of the Crystal Resonance effect triggered by Mindslayers' Matter is Energy talent, adding a description of the actual effects conferred based on the consumed gem. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.7.4Official 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:
Das Blinkenlights 1.6.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Longer Character Names 1.3.0Increase the enforced maximum character name length from 25 to 50 characters. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Curse Levels 1.7.0Adds game options related to equipment curses and cursed auras from the Defiling Touch talent:
Also adds a tooltip to Defiling Touch's Cursed Aura Selection dialog, showing the effect of each curse if you select it. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Plot Disarming 1.7.0Removes the 'plot-item' flag from certain items after their plot function has been served, allowing you to drop them. Currently affected items:
Also available as part of the ZOmnibus Addon Pack. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. "Save" Talent/Stat Points 1.7.0A tweak to the Minimalist UI, allowing you to right-click on the level-up marker to mark your current unspent points as "saved". Saved points use distinct level-up indicators, allowing you to easily visually distinguish between points you want to spend now and points you want to spend later. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Time Shield Tracking 1.3.0Improves the status icon for the Time Shield effect conferred by the Time Shield and Temporal Shield talents, showing both the remaining strength and the remaining duration of the shield. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ghoul |
Class | Sun Paladin (Fallen) |
Level / Exp | 26 / 64% |
Size | medium |
Lifes / Deaths | Killed by Salana the cutpurse at level 26 on the 37th Haze 122nd year of Ascendancy at 23:31 / 1 |
Primary Stats
Strength | 60 (base 17) |
Dexterity | 20 (base 10) |
Constitution | 66 (base 40) |
Magic | 77 (base 57) |
Willpower | 44 (base 13) |
Cunning | 31 (base 10) |
Resources
Life | -137/842 |
Mana | 420/420 |
Hate | 100/100 |
Positive | 4/125 |
Healing Factor | 1.7588369623247 |
Regeneration | 14.510404939179 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 6 |
Offense: Mainhand
Damage | 62 |
Accuracy | 43 |
Crit Chance | 21% |
APR | 19 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 59 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 61 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Blight | +14% |
Arcane | +12% |
Mind | +3% |
All | 0% |
Light | +10% |
Physical | +8% |
Cold | +15% |
Fire | 0% |
Nature | +8% |
Offense: Damage Penetration
Fire | +10% |
Temporal | +5% |
Defense: Base
Armour (hardiness) | 46 (30%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 29 |
Physical Save | 43 |
Spell Save | 37 |
Mental Save | 23 |
Defense: Resistances
Acid | + 21%( 70%) |
Arcane | + 17%( 70%) |
Cold | + 30%( 70%) |
All | + 13%( 70%) |
Darkness | + 18%( 70%) |
Light | + 39%( 70%) |
Temporal | + 30%( 70%) |
Mind | + 25%( 70%) |
Lightning | + 41%( 70%) |
Fire | + 24%( 70%) |
Nature | + 30%( 70%) |
Defense: Immunities
Stun Resistance | 72% |
Bleed Resistance | 100% |
Confusion Resistance | 20% |
Fear Resistance | 100% |
Poison Resistance | 80% |
Instadeath Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 366 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 92 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
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 105 with a minimum range of 15. Its effects scale with your Magic stat. |
Class Talents
Cursed / Bloodstained | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Darkside | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Celestial / Sun | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cursed / Crimson Templar | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cursed / Hatred | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Celestial / Dirges | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 Stone Touch (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Ash Wraith. Escort: lost sun paladin (level 2 of Daikara) | failed |
You failed to protect the lost sun paladin from death by Elitira the brown bear. Escort: lost sun paladin (level 2 of Norgos Lair) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed red crystal shard. * You've found the needed chunk of ghoul flesh. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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 naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * '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.' | 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 within12 lumberjacks have died. | 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 | ![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(101 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: offense ------ Critical power +15.00% Damage +9% blight defense ------ Armor +12 Defense +6 (+3 eff.) Fatigue +5% Resistance +21% lightning +17% temporal +5% all Physical save +9 (+3 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Vim-on-crit +1.00 Max vim +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Random Unique] Arcane While equipped: Stats +8 Mag +3 Wil offense ------ Spellpower +5 (+1 eff.) On-Hit 4 arcane Damage +12% arcane Ignore resists +5% temporal defense ------ Armor +2 Fatigue +3% Resistance +4% arcane +9% acid Healmod +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +7 (+2 eff.) defense ------ Life Regen +2.00 Stun Resist +22% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+2 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Lck +1 Cun offense ------ Mind Crit +2% Damage +3% mind Accuracy +7 (+3 eff.) defense ------ Defense +7 (+4 eff.) Resistance +14% mind Resist unseen 11% Confus Resist +20% other ------- EQ when Hit +0.08 Max psi +10.00 Masteries +0.14 Technique/Shield offense Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T3 waraxe 1H weapon [Random Unique] Nature/Psionic Weapon Damage 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +9 darkness +4 cold Damage Against +9% Living On-crit, radius 2 +16 cold On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +3 Str +5 Dex +8 Mag +5 Wil +6 Cun +4 Con defense ------ Resistance +6% darkness +3% temporal One-handed war axes. |
Around waist | ![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil offense ------ Mind Crit +15% Mindpower +15 (+4 eff.) other ------- Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
In off hand | ![]() 7.0 Encumbrance T3 shield armor [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Str offense ------ Ignore resists +10% fire When Hit 6 fire defense ------ Armor +26 Fatigue +8% Resistance +12% fire other ------- Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+1 eff.) Mindpower +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | ![]() 9.0 Encumbrance T1 light armor [Ego++] Arcane/Master While equipped: Stats +7 Str +4 Dex +4 Mag +4 Wil offense ------ Physical Crit +5.0% Spell Crit +5% Mind Crit +4% Physical Power +11 (+4 eff.) Spellpower +11 (+3 eff.) Mindpower +11 (+3 eff.) defense ------ Armor +2 Defense +6 (+3 eff.) Fatigue +6% Resistance +11% lightning Physical save +7 (+2 eff.) A suit of armour made of leather. |
Inventory
![]() 0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Rare] Arcane Weapon Damage 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * 20% chance to reduce all saves and defense by 35 * 25% chance for lightning to strike from the target to a second target dealing 99 damage While equipped: offense ------ Spell Crit +2% Critical power +20.00% Spellpower +15 (+4 eff.) other ------- Mana-on-crit +1.00 Max mana +20.00 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon [Ego+] Arcane Weapon Damage 27.5 - 38.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Hit: * Create an explosion dealing 99 cold damage (1/turn) While equipped: offense ------ Damage +11% cold Ignore resists +11% cold Blunt and deadly. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Rare] Nature Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% acid +24% fire +15% lightning Ignore resists +10% fire defense ------ Defense +7 (+4 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 126.13 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Weapon Damage 20.0 - 24.0 Arcane Uses 150% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spellpower +20 (+5 eff.) Damage +20% arcane other ------- Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Damage +15% light Ignore resists +5% physical Ignore Armor +2 defense ------ Defense +10 (+5 eff.) Resistance +13% fire +22% light +3% physical Stealth +8 other ------- Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Random Unique] Nature/Master While equipped: offense ------ Damage +6% arcane Ignore resists +10% temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +10 (+5 eff.) Resistance +5% arcane +9% temporal Physical save +18 (+6 eff.) Mind save +10 (+5 eff.) Unlife -50.00 life Life +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloth armor [Ego] Arcane While equipped: offense ------ Damage +15% arcane +15% darkness defense ------ Resistance +22% darkness +11% all other ------- Max mana +23.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +6 Str +3 Dex +4 Con offense ------ Critical power +10.00% Mindpower +20 (+5 eff.) Damage +7% physical defense ------ Armor +4 Fatigue +3% Crit Resistance 10.00% other ------- Psi when Hit +0.08 Light +2 Infravision +3 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 17.0 Encumbrance T3 massive armor [Normal] While equipped: defense ------ Armor +11 Fatigue +22% A suit of armour made of metal plates. |
![]() 3.0 Encumbrance T3 arrow ammo Reqs Dex 24 [Ego+] Nature/Psionic Weapon Damage 32.0 - 44.8 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 18 On-ranged-hit +15 cold On-crit, radius 2 +9 cold On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
![]() 0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 2.0 Encumbrance 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. |
![]() 2.0 Encumbrance 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. |
Achievements
By Ash Wraith the Ghoul Sun Paladin level 21
50th Dusk 122nd year of Ascendancy at 01:32 see stats
By Ash Wraith the Ghoul Sun Paladin level 26
30th Haze 122nd year of Ascendancy at 10:29 see stats
By Ash Wraith the Ghoul Sun Paladin level 21
62nd Dusk 122nd year of Ascendancy at 11:22 see stats
By Ash Wraith the Ghoul Sun Paladin level 10
2nd Summertide 122nd year of Ascendancy at 12:03 see stats
By Ash Wraith the Ghoul Sun Paladin level 20
25th Dusk 122nd year of Ascendancy at 21:26 see stats
By Ash Wraith the Ghoul Sun Paladin level 23
14th Haze 122nd year of Ascendancy at 14:41 see stats
By Ash Wraith the Ghoul Sun Paladin level 20
30th Dusk 122nd year of Ascendancy at 11:27 see stats
By Ash Wraith the Ghoul Sun Paladin level 21
31st Dusk 122nd year of Ascendancy at 23:18 see stats
By Ash Wraith the Ghoul Sun Paladin level 9
9th Mirth 122nd year of Ascendancy at 04:09 see stats
By Ash Wraith the Ghoul Sun Paladin level 18
19th Dusk 122nd year of Ascendancy at 17:55 see stats
By Ash Wraith the Ghoul Sun Paladin level 20
26th Dusk 122nd year of Ascendancy at 07:20 see stats
By Ash Wraith the Ghoul Sun Paladin level 13
10th Flare 122nd year of Ascendancy at 09:22 see stats
Log
Salana the cutpurse resists Ash Wraith's 'Blinding Light'!
Ghast hits Ash Wraith for 67 cold, 79 darkness (146 total damage).
Ash Wraith hits Ash Wraith for 1 healing, 2 healing, 2 healing (0 total damage) [5 healing].
Ash Wraith's solar blood area effect hits Salana the cutpurse for 17 light damage.
Ash Wraith's purging blight area effect hits Salana the cutpurse for 16 blight damage.
Ash Wraith receives 70 healing from Ash Wraith's purging blight area effect.
Lord of Skulls (archer) receives 41 healing from Ash Wraith's purging blight area effect.
Skeleton mage receives 40 healing from Ash Wraith's purging blight area effect.
Talent Blood Rush is ready to use.
Decrepitude Disease from Salana the cutpurse hits Ash Wraith for 20 physical, 17 blight (38 total damage).
Burning from Skeleton mage hits Ash Wraith for 49 fire damage.
Lord of Skulls (archer) uses Bone Armour.
A shield forms around Lord of Skulls (archer).
Ash Wraith uses Blood Rush.
Ash Wraith misses Lord of Skulls (archer).
Salana the cutpurse is a martyr.
The shield around skeleton mage crumbles.
Skeleton mage hits Ash Wraith for 56 physical, 8 healing (56 total damage) [8 healing].
Ash Wraith hits Salana the cutpurse for 46 physical, 8 darkness, 4 cold, 61 light, 17 light, 3 arcane (139 total damage).
Ash Wraith hits Ash Wraith for 4 healing, 5 healing, 2 healing, 18 healing, 3 healing (0 total damage) [32 healing].
Melee retaliation hits Skeleton mage for (25 absorbed), 8 light, 11 blight, 7 fire, 34 mind (61 total damage).
Weapon of Wrath hits Salana the cutpurse for 208 fire damage.
Salana the cutpurse unleashes a blast of frostdusk as he crosses the veil!
Salana the cutpurse casts Invoke Darkness.
Salana the cutpurse damages himself through Martyrdom!
Ash Wraith hits Salana the cutpurse for 12 physical, 8 cold, 12 physical, 9 darkness, 15 physical, 31 physical (87 total damage).
Ash Wraith hits Ash Wraith for 1 healing, 1 healing, 1 healing, 3 healing (0 total damage) [6 healing].
Salana the cutpurse hits Ash Wraith for 77 physical, 52 cold, 77 physical, 62 darkness, 122 physical (390 total damage).
Ash Wraith the level 26 ghoul sun paladin was dissected to death by Salana the cutpurse on level 1 of Ruined Dungeon.