










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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. ZOmnibus Addon Pack 1.7.4Combines 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: 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. 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Ogre |
Class | Sun Paladin |
Level / Exp | 9 / 82% |
Size | big |
Lifes / Deaths | Killed by thief at level 9 on the 3rd Summertide 122nd year of Ascendancy at 05:37 / 2Killed by thief at level 9 on the 3rd Summertide 122nd year of Ascendancy at 17:13 |
Primary Stats
Strength | 30 (base 25) |
Dexterity | 11 (base 10) |
Constitution | 12 (base 10) |
Magic | 33 (base 31) |
Willpower | 14 (base 10) |
Cunning | 18 (base 10) |
Resources
Life | -6/328 |
Positive | 44/74 |
Stamina | 145/145 |
Healing Factor | 1.1191526171258 |
Regeneration | 0.27978815428144 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
See Stealth | 6 |
See Invisible | 6 |
Offense: Mainhand
Damage | 50 |
Accuracy | 23 |
Crit Chance | 12% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 26 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 17 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Mind | +12% |
Physical | +14% |
Light | +9% |
All | 0% |
Offense: Damage Penetration
Light | +5% |
Physical | +15% |
Defense: Base
Armour (hardiness) | 24.118138619369 (56.297102139833%) |
Defense | 9 |
Ranged Defense | 9 |
Fatigue | 3 |
Physical Save | 24 |
Spell Save | 22 |
Mental Save | 20 |
Defense: Resistances
Darkness | + 21%( 70%) |
Light | + 23%( 70%) |
Physical | + 13%( 70%) |
Fire | + 18%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Silence Resistance | 20% |
Disarm Resistance | 21% |
Knockback Resistance | 60% |
Confusion Resistance | 20% |
Stun Resistance | 22% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 21% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 158 damage for 4 turns. Its effects scale with your Strength 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 50 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 429% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You abandoned lost warrior, to death. Escort: lost warrior (level 3 of Trollmire) | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Ego+] Arcane/Master While equipped: defense ------ Armor +1 Silence Resist +20% Confus Resist +20% Stun Resist +22% other ------- Stamina/turn +0.40 Max stamina +11.00 A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego] Nature/Psionic While equipped: defense ------ Physical save +5 (+2 eff.) Mind save +5 (+2 eff.) Healmod +10% other ------- Light +3 See Stealth +6 See Invisibility +6 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 | ![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +3% physical Ignore resists +15% physical defense ------ Armor +3 Fatigue +5% Resistance +11% light +11% darkness other ------- Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Damage +9% light +12% mind Ignore resists +5% light defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil defense ------ Mind save +4 (+2 eff.) Life +21.00 Disarm Resist +21% Pinning Resist +20% Knockbk Resist +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con offense ------ Damage +11% physical defense ------ Resistance +11% physical Physical save +4 (+2 eff.) Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego] Master/Psionic Weapon Damage 35.5 - 56.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +7 mind On Hit: * 14% chance to reduce all saves and defense by 12 While equipped: Stats +3 Cun +3 Wil Massive two-handed swords. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +2 Dex +1 Wil +3 Cun offense ------ Mind Crit +3% Accuracy +6 (+3 eff.) Ignore Armor +5 On-Hit (Melee): * 10% chance to reduce damage dealt by 10% defense ------ Armor +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: defense ------ Armor +11 Defense +2 (+2 eff.) Fatigue +12% Resistance +18% fire A suit of armour made of mail. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +1.0% Accuracy +15 (+7 eff.) When Hit 2 physical defense ------ Defense +7 (+7 eff.) Resistance +2% physical Physical save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +12% light +10% darkness Blind Resist +21% Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 133 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 20 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 33 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 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 37 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: offense ------ Damage +11% mind defense ------ Resistance +11% mind Physical save +6 (+3 eff.) Spell save +7 (+4 eff.) Mind save +6 (+3 eff.) Rings make your fingers look great! |
![]() 5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+2 eff.) Damage +10% light other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Arcane Weapon Damage 14.0 - 21.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +4.5% Attack Speed 100% Ignore Shields +16% Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Rare] Arcane Weapon Damage 16.5 - 26.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Str +2 Mag +5 Wil +1 Con offense ------ Spellpower +9 (+5 eff.) defense ------ Crit Resistance 10.00% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Massive two-handed swords. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Ego] Master Weapon Damage 22.5 - 36.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 9.0 - 11.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
![]() 4.0 Encumbrance T1 sling 1H weapon Reqs Shoot [Ego] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 On-ranged-hit +5 lightning While equipped: offense ------ Damage +8% lightning Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 Encumbrance T1 shield armor [Normal] When used to Attack: Weapon Damage 8.5 - 10.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +20 While equipped: defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T1 shield armor [Ego] Master When used to Attack: Weapon Damage 9.5 - 11.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +20 While equipped: defense ------ Armor +2 Fatigue +8% Resistance +15% acid other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T1 shield armor [Ego+] Nature When used to Attack: Weapon Damage 10.0 - 12.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +20 On-hit +11 cold While equipped: Stats +2 Wil offense ------ On shield block: * Deals 43 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) defense ------ Armor +2 Fatigue +8% Resistance +10% cold other ------- Talents +1 Block Handheld deflection devices. |
![]() 9.0 Encumbrance T1 light armor [Rare] Nature While equipped: Stats +4 Str +1 Con defense ------ Armor +2 Defense +3 (+3 eff.) Fatigue +6% Resistance +3% lightning +6% acid Life +20.00 A suit of armour made of leather. |
![]() 9.0 Encumbrance T1 light armor [Rare] Nature While equipped: Stats +2 Dex +1 Mag +4 Wil +1 Cun defense ------ Armor +2 Defense +3 (+3 eff.) Fatigue +6% Life +20.00 A suit of armour made of leather. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Str offense ------ On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 15 defense ------ Defense +19 (+15 eff.) Resistance +3% mind Stealth +5 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +2 Cun +1 Con offense ------ Accuracy +4 (+2 eff.) Ignore Armor +4 defense ------ Defense +1 (+1 eff.) Resistance +2% physical other ------- Max hate +2.00 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 T1 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +2 (+0 eff.) Ignore resists +5% light defense ------ Defense +1 (+1 eff.) Fatigue -2% Resistance +3% blight Unlife -40.00 life Cut Resist +10% Teleport Resist +20% 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 T1 feet armor [Rare] Master While equipped: Stats +1 Dex +2 Mag +2 Cun +2 Con defense ------ Armor +1 Resistance +9% blight Physical save +10 (+5 eff.) Mind save +11 (+5 eff.) A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Spellpower +4 (+2 eff.) Damage +15% fire Ignore resists +5% fire +5% cold When Hit 2 cold defense ------ Armor +1 other ------- Light +2 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Move Speed +25% Damage +3% physical +9% fire Ignore resists +10% physical Accuracy +10 (+5 eff.) defense ------ Armor +3 Defense +10 (+10 eff.) Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% nature Ignore resists +10% physical Accuracy +5 (+2 eff.) Ignore Armor +5 When Hit 2 light defense ------ Defense +1 (+1 eff.) Resistance +16% nature Spell save +12 (+6 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun offense ------ Mindpower +5 (+4 eff.) Damage +6% light defense ------ Defense +1 (+1 eff.) Mind save +14 (+7 eff.) other ------- Light +2 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Cun +1 Dex offense ------ Damage +3% mind When Hit 4 fire defense ------ Armor +3 Fatigue +1% other ------- Hate-on-crit +4.00 Max hate +2.00 Infravision +1 A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Con +1 Mag offense ------ Damage +9% acid defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +6% temporal Crit Resistance 15.00% A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Str +1 Wil offense ------ Ignore resists +15% darkness defense ------ Armor +3 Fatigue +1% Resistance +3% darkness other ------- Infravision +2 A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Cun +2 Dex offense ------ Damage +9% lightning Ignore Armor +4 When Hit 6 lightning On-Hit (Melee): * 10% chance to reduce all saves and defense by 12 defense ------ Armor +3 Fatigue +5% Teleport Resist +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Dex defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 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 T1 totem charm [Ego] Nature Sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Vaionsah the Ogre Sun Paladin level 6
3rd Mirth 122nd year of Ascendancy at 21:18 see stats
By Vaionsah the Ogre Sun Paladin level 9
3rd Summertide 122nd year of Ascendancy at 05:37 see stats
Log
Thief is a martyr.
Thief damages himself through Martyrdom!
Deadly Poison from Thief hits Vaionsah for 34 nature damage.
Weapon of Wrath hits Thief for 60 fire damage.
Vaionsah hits Thief for 74 physical, 3 mind, 8 light, 3 nature (89 total damage).
Thief feels pain again.
Thief performs a melee critical strike against Vaionsah!
Thief damages himself through Martyrdom!
Thief hits Vaionsah for 18 physical, 6 nature, 7 physical (32 total damage).
Melee retaliation hits Thief for 2 physical, 2 physical (5 total damage).
Vaionsah hits Thief for 2 physical, 1 nature, 1 physical (3 total damage).
Vaionsah misses Thief.
Thief damages himself through Martyrdom!
Deadly Poison from Thief hits Vaionsah for 39 nature damage.
Vaionsah hits Thief for 4 nature damage.
Thief damages himself through Martyrdom!
Thief hits Vaionsah for 11 physical, 6 nature, 6 physical (23 total damage).
Melee retaliation hits Thief for 2 physical, 2 physical (5 total damage).
Vaionsah hits Thief for 1 physical, 1 nature, 1 physical (3 total damage).
Deadly Poison from Thief hits Vaionsah for 42 nature damage.
Vaionsah hits Thief for 72 physical damage.
Vaionsah killed Thief!
Vaionsah picks up (f.): elm starstaff (10-12 power, 2 apr, light element).
You pickup 0.75 gold pieces.
You pickup 1.00 gold pieces.
Deadly Poison from Thief hits Vaionsah for 42 nature damage.
Vaionsah the level 9 ogre sun paladin was splurged to death by a thief on level 3 of Ruins of Kor'Pul.