










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/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. Forbidden Cults 1.5.9Official 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.
Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official 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:
Player GAI 1.4.0This is a fork of PlayerAI by Charidan. The AI will stop at the following low health conditions: Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Embers of Rage 1.5.0Official 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:
Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Sun Paladin |
| Level / Exp | 18 / 72% |
| Size | medium |
| Lifes / Deaths | Killed by Porurelaith the copperhead snake at level 8 on the 2nd Flare 122nd year of Ascendancy at 23:32 0 / 6Killed by Erahell at level 17 on the 5th Haze 122nd year of Ascendancy at 22:34 Killed by Erahell at level 17 on the 6th Haze 122nd year of Ascendancy at 19:33 Killed by Porogada the mad druid at level 18 on the 38th Haze 122nd year of Ascendancy at 05:17 Killed by zombie bunny at level 18 on the 38th Haze 122nd year of Ascendancy at 06:38 Killed by Vorille the fire drake at level 18 on the 45th Haze 122nd year of Ascendancy at 06:39 |
Primary Stats
| Strength | 62 (base 40) |
| Dexterity | 11 (base 10) |
| Constitution | 42 (base 10) |
| Magic | 48 (base 46) |
| Willpower | 16 (base 10) |
| Cunning | 9 (base 10) |
Resources
| Life | -10/812 |
| Positive | 51/51 |
| Healing Factor | 1.6764150943396 |
| Regeneration | 4.107216981132 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | -2.2204460492503E-14% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 6 |
| See Stealth | 13.743678518868 |
| See Invisible | 13.743678518868 |
Offense: Mainhand
| Damage | 42 |
| Accuracy | 5 |
| Crit Chance | 15% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +11% |
| Lightning | +6% |
| Fire | +5% |
| Light | +15% |
Offense: Damage Penetration
| Mind | +20% |
Defense: Base
| Armour (hardiness) | 30.062037804251 (69.102564102564%) |
| Defense | 11 |
| Ranged Defense | 19 |
| Fatigue | 30 |
| Physical Save | 34 |
| Spell Save | 28 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Blight | + 26%( 70%) |
| Physical | + 24%( 70%) |
| Cold | + 52%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 13%( 70%) |
| Light | + 22%( 70%) |
| Mind | + 16%( 70%) |
| Fire | + 38%( 70%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Instadeath Resistance | 100% |
Inscriptions (2/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 42.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Retribution |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+13). Continuum Destabilization |
Quests
You failed to protect the lone alchemist from death by snow giant boulder thrower. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 within4 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 | pair of dwarven-steel boots of uncanny dodging (3 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+3 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | Dairekalthorach (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +3 Fatigue: +5% Changes stats: +2 Str Physical save: +13 (+6 eff.) Life regen: +0.80 Maximum stamina: +5.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Drystir the Nimbusvengeance (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 fire Changes resistances: +9% mind / +7% fire Changes resistances penetration: +20% mind Changes damage: +6% lightning / +5% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Zuberikira the elm totem of cure ailments [power 1] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +1 Cun / +5 Wil Maximum hate: +2.00 Mindpower: +2 (+1 eff.) It can be used to remove up to 1 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 2 equilibrium. Natural totems are made by powerful wilders to store nature power. |
| On fingers | savage's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Spell save: +11 (+5 eff.) Maximum stamina: +15.00 Rings can have magical properties. |
| On fingers | copper ring 'Scumkin'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +21% cold / +3% nature / +11% physical Changes damage: +11% physical Rings can have magical properties. |
| Around neck | steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Amulets can have magical properties. |
| In main hand | Yvulaith the Glintpierce (18-25.2 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Changes resistances: +6% light Changes damage: +15% light Light radius: +1 Blunt and deadly. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | corrosive steel shield of radiance (6 def, 2 armour, 12-14.4 power, 40.5 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 12.0 - 14.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +40 Damage (Melee): +12 acid / +11 light When wielded/worn: Armour: +2 Defense: +6 (+6 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Effects when hit in melee: * 18% chance to blind * 11% chance to corrode armour by 30% Changes stats: +5 Con / +2 Mag Changes resistances: +10% acid / +10% light Talent granted: +2 Block Handheld deflection devices. |
| Cloak | Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | Yarulathadur the steel mail armour (2 def, 12 armour)Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +12 Defense: +2 (+2 eff.) Fatigue: +14% Changes resistances: +7% acid / +7% physical / +26% fire / +7% cold / +6% lightning Spell save: +3 (+1 eff.) Life regen: +1.40 Vim when firing critical spell: +5.00 Maximum life: +54.00 Spellpower: +10 (+3 eff.) Healing mod.: +15% A suit of armour made of mail. |
Inventory
phase door rune (range 10; power 15; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.stabilizing steel amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% temporal Pinning immunity: +24% Knockback immunity: +21% Amulets can have magical properties. |
starlit copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% light / +11% darkness Blindness immunity: +21% Amulets can have magical properties. |
titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.plaguebringer's steel dagger (11-14.3 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 5% chance to disease Damage (Melee): +6 blight When wielded/worn: Disease immunity: +12% Sharp, short and deadly. |
iron greatsword (14.5-23.2 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 14.5 - 23.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.acidic steel mace (13.5-18.9 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid Blunt and deadly. |
iron mace (14-19.6 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.steel waraxe (12.5-17.5 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.slimy woollen robe of nature (+16%) (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects when hit in melee: * Slows global speed by 4% * 4 arcane resource burn Changes resistances: +16% nature Changes damage: +11% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
8 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
burglar's brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Cun Light radius: -8 Infravision radius: +5 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. |
scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +5% fire Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Rod of Annulment (1/1)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 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. |
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. |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+8 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Erahell the Ghoul Sun Paladin level 18
23rd Haze 122nd year of Ascendancy at 09:40 see stats
Exterminator
Killed 1000 creatures.By Erahell the Ghoul Sun Paladin level 15
29th Dusk 122nd year of Ascendancy at 11:22 see stats
Level 10
Got a character to level 10.By Erahell the Ghoul Sun Paladin level 10
5th Flare 122nd year of Ascendancy at 12:36 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Erahell the Ghoul Sun Paladin level 16
53rd Dusk 122nd year of Ascendancy at 13:58 see stats
The Arena
Unlocked Arena mode.By Erahell the Ghoul Sun Paladin level 10
8th Flare 122nd year of Ascendancy at 20:34 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Erahell the Ghoul Sun Paladin level 16
2nd Haze 122nd year of Ascendancy at 02:47 see stats
Log
Erahell is confused and fails to use Attack.
Snow giant misses Erahell.
Adyvea the bloated horror casts Channel Staff.
Erahell seems more focused.
Talent Healing Light is ready to use.
Talent Retribution is ready to use.
Adyvea the bloated horror's Channel Staff hits Erahell for 30 physical damage.
Adyvea the bloated horror uses Mind Sear.
Vorille the fire drake casts Manathrust.
Adyvea the bloated horror hits Erahell for 72 mind damage.
Vorille the fire drake hits Adyvea the bloated horror for 93 arcane damage.
Vorille the fire drake hits Erahell for 132 arcane damage.
Erahell activates Chant of Fortitude.
Erahell activates Weapon of Light.
Snow giant recovers sight.
Adyvea the bloated horror uses Telekinetic Blast.
Erahell resists the punch!
Vorille the fire drake casts Lightning.
Vorille the fire drake hits Adyvea the bloated horror for 104 lightning damage.
Vorille the fire drake hits Erahell for 153 lightning damage.
Snow giant hits Erahell for 13 physical, 6 cold (19 total damage).
Erahell hits Snow giant for 25 light damage.
Adyvea the bloated horror hits Erahell for 42 physical damage.
Erahell activates Retribution.
Snow giant's armor corrodes!
Adyvea the bloated horror casts Rune: Shielding.
A shield forms around Adyvea the bloated horror.
Vorille the fire drake casts Flame.
Adyvea the bloated horror is on fire!
Saving game...



















































































