











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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. 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:
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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Sun Paladin |
| Level / Exp | 20 / 67% |
| Size | big |
| Lifes / Deaths | Killed by Betakira the cold drake at level 20 on the 37th Haze 122nd year of Ascendancy at 23:36 / 1 |
Primary Stats
| Strength | 52 (base 45) |
| Dexterity | 9 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 52 (base 41) |
| Willpower | 12 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | -167/538 |
| Positive | 1/107 |
| Stamina | 33/192 |
| Healing Factor | 1.2283363011316 |
| Regeneration | 10.133774484336 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 86 |
| Accuracy | 33 |
| Crit Chance | 20% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Physical | +8% |
| Arcane | +5% |
| All | 0% |
| Nature | +8% |
Offense: Damage Penetration
| Cold | +10% |
| Lightning | +25% |
Defense: Base
| Armour (hardiness) | 46.551211628464 (78.607947236566%) |
| Defense | 13 |
| Ranged Defense | 13 |
| Fatigue | 39 |
| Physical Save | 40 |
| Spell Save | 33 |
| Mental Save | 20 |
Defense: Resistances
| Mind | + 6%( 70%) |
| Lightning | + 10%( 70%) |
| Light | + 9%( 70%) |
| Nature | + 13%( 70%) |
| Cold | + 58%( 70%) |
| Physical | + 3%( 70%) |
| Fire | + 47%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 38% |
| Bleed Resistance | 20% |
| Stun Resistance | 83% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 455% 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. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 98 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 Strength stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 15%, your defense is increased by 15 and all your resistances by 15%. |
| 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 317 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Technique / Shield offense | 1.15 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
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 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 have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by BigSun. Escort: lost sun paladin (level 3 of Scintillating Caves) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+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. | active |
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 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. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of 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 minotaur nose. * You've found the needed ice ant stinger. * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed green worm. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed vial of wight ectoplasm. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed warg claw. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | Gunedunarach the pair of hardened leather boots (5 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: defense ------ Armor +3 Defense +5 (+5 eff.) Resistance +2% physical +7% cold +13% fire Cut Resist +20% Stun Resist +10% A pair of boots made of leather. |
| Light source | bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +42.00 other ------- Light +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. |
| On head | Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+4 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | steady hardened leather gloves of magic (+2) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag offense ------ Damage +5% arcane Accuracy +5 (+3 eff.) defense ------ Armor +2 Physical save +8 (+3 eff.) Mind save +6 (+3 eff.) Disarm Resist +28% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | powerful elm wand of shielding [power 110] (20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | copper ring 'Ashtyphoon'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: defense ------ Resistance +9% fire +6% mind +12% cold Unlife -40.00 life Life Regen +5.00 Stun Resist +23% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
| On fingers | Ring of Growth0.1 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 (+3 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 | grounding steel amulet of mastery (0.15 Technique / Shield offense)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +10% lightning Stun Resist +20% other ------- Masteries +0.15 Technique/Shield offense Amulets make your neck look great! |
| In main hand | Lustrenigh (30-46 power, 12 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Random Unique] Arcane Weapon Damage 30.5 - 45.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +6.5% Attack Speed 100% Ignore Shields +17% On-hit +28 blight On Hit: 40% Epidemic level 3 On Hit: * 28% chance to reduce strength, dexterity, and constitution by 20 While equipped: offense ------ Ignore resists +25% lightning When Hit 4 light defense ------ Resistance +3% light Disease Resist +41% other ------- Light +1 Massive two-handed battleaxes. |
| Around waist | Ivibeth the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Critical power +10.00% Mindpower +5 (+3 eff.) defense ------ Resistance +1% physical Physical save +12 (+4 eff.) Life +32.00 Disarm Resist +10% other ------- Max psi +10.00 A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 140% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+7 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | Zanirain the linen cloak (1 def, 2 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: offense ------ Damage +3% acid defense ------ Armor +2 Defense +1 (+1 eff.) Resistance +3% nature Spell save +5 (+3 eff.) Mind save +6 (+3 eff.) other ------- Max stamina +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dwarven-steel plate armour 'Hailoblivion' (0 def, 11 armour)17.0 Encumbrance T3 massive armor [Rare] Master While equipped: Stats +2 Mag offense ------ Ignore resists +10% cold defense ------ Armor +11 Fatigue +22% Resistance +15% fire +6% light +24% cold A suit of armour made of metal plates. |
Inventory
movement infusion of the duelist (speed 435%; cd 8)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 435% 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. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 290; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 290 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 384; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 384 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 21%; mental; dur 2; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the warrior (range 5; phase 18; cd 11)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Strength 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 |
manasurge rune of the sneak (regen 897% over 10 turns; mana 45; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 897% for 10 turns (0 total) and instantly restoring 45 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
mindweaver's copper amulet of strength (+2)0.1 Encumbrance T1 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +2 Str +2 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +6 (+3 eff.) Disease Resist +15% Confus Resist +10% Amulets make your neck look great! It was changed by the digestive sack. |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+11 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Anuratar the Bloomkin0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ When Hit 2 nature defense ------ Resistance +3% cold +3% physical +3% nature +5% arcane Physical save +6 (+2 eff.) Rings make your fingers look great! |
Harorab0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+3 eff.) defense ------ Crit Resistance 15.00% other ------- Light +3 Rings make your fingers look great! |
titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+2 eff.) Rings make your fingers look great! |
psionicist's steel ring of clarity0.1 Encumbrance T2 ring jewelry [Ego] Psionic While equipped: Stats +4 Wil defense ------ Mind save +15 (+7 eff.) Confus Resist +23% Rings make your fingers look great! |
steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +3.00 Stun Resist +26% Rings make your fingers look great! |
Murkwolf0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +5 Mag offense ------ Ignore resists +20% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 11% defense ------ Resistance +5% blight +10% nature +6% darkness Poison Resist +15% Disease Resist +19% other ------- Light +3 Rings make your fingers look great! |
Chamekor (29-44 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Rare] Master Weapon Damage 29.0 - 43.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-Hit, radius 1 +16 mind While equipped: Stats +3 Cun +6 Wil offense ------ Accuracy +10 (+5 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 12 defense ------ Defense +12 (+9 eff.) Resistance +6% mind Disarm Resist +38% other ------- Infravision +3 Massive two-handed mauls. |
Freezebrace the steel dagger (13-17 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Rare] Nature Weapon Damage 13.0 - 16.9 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +8 nature +12 mind On-Hit, radius 1 +8 cold While equipped: offense ------ Damage +12% mind +12% cold defense ------ Crit Resistance 10.00% other ------- See Invisibility +15 Sharp, short and deadly. |
horrifying vined mindstar of clarity (5-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Weapon Damage 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+3 eff.) On-Hit 6 mind 7 darkness Damage +3% mind +3% darkness defense ------ Mind save +3 (+1 eff.) other ------- Max psi +13.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
grounding rough leather belt of life1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Resistance +6% lightning +5% temporal Life Regen +1.10 Healmod +10% A belt that goes around your waist. |
heroic dwarven-steel gauntlets of spellstriking (0 def, 6 armour)1.5 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +3 Wil offense ------ Spellpower +4 (+2 eff.) On-Hit 10 arcane Damage +5% arcane defense ------ Armor +6 Fatigue +3% Resistance +5% arcane Mind save +6 (+3 eff.) Life +53.00 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. |
iron helm 'Glowsmasher' (0 def, 5 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Damage +9% light +3% acid Ignore resists +15% temporal When Hit 2 light defense ------ Armor +5 Fatigue +5% other ------- Infravision +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of strength (+2) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Str defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Haledoneg the dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Str +4 Dex +6 Wil +2 Cun +3 Con offense ------ Physical Power +4 (+1 eff.) defense ------ Armor +4 Fatigue +4% Crit Resistance 15.00% other ------- See Invisibility +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate0.0 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. |
7 spinel0.0 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. |
5 ametrine0.0 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. |
7 citrine0.0 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. |
8 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 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. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst0.0 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. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
40 alchemist agate0.0 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. |
Lustreransom the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +3 Dex offense ------ Accuracy +10 (+5 eff.) defense ------ Defense +5 (+5 eff.) other ------- Light +9 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial1.0 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.(54 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Hanikan'2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +3 Str +2 Con offense ------ Damage +9% arcane When Hit 11 fire defense ------ Resistance +5% fire Crit Resistance 10.00% other ------- Light +3 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. |
Porimira the iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str defense ------ Defense +5 (+5 eff.) Fatigue -5% Resistance +5% arcane +1% physical Life +60.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 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. |
Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 102% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)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. |
Heart of the Sandworm Queen0.0 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. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By BigSun the Ogre Sun Paladin level 14
47th Dusk 122nd year of Ascendancy at 19:50 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By BigSun the Ogre Sun Paladin level 19
34th Haze 122nd year of Ascendancy at 15:57 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By BigSun the Ogre Sun Paladin level 10
5th Flare 122nd year of Ascendancy at 08:14 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By BigSun the Ogre Sun Paladin level 20
37th Haze 122nd year of Ascendancy at 12:26 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By BigSun the Ogre Sun Paladin level 8
1st Summertide 122nd year of Ascendancy at 21:40 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By BigSun the Ogre Sun Paladin level 10
6th Flare 122nd year of Ascendancy at 01:24 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By BigSun the Ogre Sun Paladin level 10
7th Flare 122nd year of Ascendancy at 17:29 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By BigSun the Ogre Sun Paladin level 19
36th Haze 122nd year of Ascendancy at 04:45 see stats
Log
BigSun uses Execution.
BigSun misses Betakira the cold drake.
Betakira the cold drake uses Ice Claw.
Betakira the cold drake performs a melee critical strike against BigSun!
Betakira the cold drake's spell attains critical power!
BigSun is crippled.
BigSun deactivates Second Life.
BigSun has been healed by a blast of positive energy!
Betakira the cold drake damages himself through Martyrdom!
Betakira the cold drake hits BigSun for 25 cold, 47 darkness, 75 fire, 9 cold, 5 temporal, 0 darkness, 62 lightning (223 total damage).
Shield of Light hits BigSun for 5 healing, 5 healing, 5 healing, 5 healing, 5 healing, 5 healing, 5 healing (0 total damage) [33 healing].
BigSun hits Betakira the cold drake for 1 cold, 5 darkness, 7 fire, 0 cold, 1 temporal, 6 lightning (20 total damage).
BigSun receives 247 healing.
Melee retaliation hits Betakira the cold drake for 4 light, 4 light (9 total damage).
BigSun misses Betakira the cold drake.
Betakira the cold drake performs a melee critical strike against BigSun!
Betakira the cold drake damages himself through Martyrdom!
Betakira the cold drake hits BigSun for 19 physical, 47 darkness, 43 fire, 14 physical, 5 temporal, 47 darkness (175 total damage).
BigSun receives 5 healing from Shield of Light.
BigSun hits Betakira the cold drake for 2 physical, 5 darkness, 4 fire, 2 physical, 1 temporal, 5 darkness (18 total damage).
Melee retaliation hits Betakira the cold drake for 4 light, 4 light (9 total damage).
Betakira the cold drake's spell attains critical power!
Betakira the cold drake performs a melee critical strike against BigSun!
Betakira the cold drake damages himself through Martyrdom!
Betakira the cold drake hits BigSun for 8 physical, 47 darkness, 75 fire, 24 physical, 5 temporal, 47 darkness (205 total damage).
BigSun hits Betakira the cold drake for 1 physical, 5 darkness, 7 fire, 3 physical, 1 temporal, 5 darkness (20 total damage).
Melee retaliation hits Betakira the cold drake for 4 light, 4 light (9 total damage).
BigSun the level 20 ogre sun paladin was shadowed to death by Betakira the cold drake on level 4 of Daikara.


























































































