










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! Showing Items Tier in Inventory 1.7.2This 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cloak Reminder 1.7.0Pops up a reminder if your undead character changes zones or uses the Rod of Recall while not wearing the Cloak of Deception. Frequently Asked Questions: 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: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
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:
More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Simplified Prodigy Requirements 1.7.4The requirements fo some prodigies are simplified so you don't have to grind for them. Also removed some requirements which if you don't meet, you won't benefit from that prodigy at all. Any requirements that may involve risks are not touched. It also removes the displayment of some requirements related to plots if they're not needed in your current compaign. Prodigies touched are: This addon no longer uses overload and is now compatible with Zomnibus. 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 | Normal Adventure |
Sex | Male |
Race | Skeleton |
Class | Sun Paladin |
Level / Exp | 19 / 87% |
Size | medium |
Lifes / Deaths | Killed by Yvawyn the great wolf at level 5 on the 6th Mirth 122nd year of Ascendancy at 22:59 0 / 6Killed by skeleton mage at level 10 on the 4th Flare 122nd year of Ascendancy at 14:08 Killed by Chronolith Clone at level 19 on the 45th Dusk 122nd year of Ascendancy at 17:53 Killed by rogue at level 19 on the 63rd Dusk 122nd year of Ascendancy at 19:49 Killed by cutpurse at level 19 on the 63rd Dusk 122nd year of Ascendancy at 20:56 Killed by thief at level 19 on the 63rd Dusk 122nd year of Ascendancy at 22:04 |
Primary Stats
Strength | 70 (base 42) |
Dexterity | 39 (base 10) |
Constitution | 12 (base 10) |
Magic | 64 (base 47) |
Willpower | 22 (base 10) |
Cunning | 24 (base 10) |
Resources
Life | -20/483 |
Positive | 1/104 |
Stamina | 191/209 |
Healing Factor | 1.2691526171258 |
Regeneration | 0.31728815428145 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
See Stealth | 14 |
See Invisible | 12 |
Offense: Mainhand
Damage | 83 |
Accuracy | 39 |
Crit Chance | 16% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 43 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +5% |
Darkness | +10% |
Acid | +3% |
Mind | +9% |
Fire | +10% |
Offense: Damage Penetration
Arcane | +15% |
Defense: Base
Armour (hardiness) | 20.413408721348 (65.897138898113%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 16 |
Physical Save | 27 |
Spell Save | 25 |
Mental Save | 35 |
Defense: Resistances
Acid | + 7%( 70%) |
Blight | + 19%( 70%) |
Physical | + 6%( 70%) |
Cold | + 42%( 70%) |
All | 0%( 70%) |
Lightning | + 26%( 70%) |
Darkness | + 6%( 70%) |
Fire | + 29%( 70%) |
Nature | + 29%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
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. |
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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous 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 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Guardian | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Sun | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
Quests
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Magic by +5. | 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 Shardskin. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 |
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. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * '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.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed honey tree root. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | 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 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 |
Equipment
On feet | ![]() Eden's Guile (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 (-) Defense: +2 (+1 eff.) (-) Fatigue: +2% (-) Changes stats: +3(-) Cun Talent masteries: +0.20(-) Cunning / Survival It can be used to boost speed by 32% (based on Cunning) Activation costs 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | ![]() Areba the alchemist's lamp Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +9%(-) nature / +9%(-) lightning Mental save: +8 (+4 eff.) (-) Cut immunity: +10% (-) Disarm immunity: +20% (-) Light radius: +4 (-) See stealth: +14 (-) See invisible: +12 (-) Healing mod.: +10% (-) Defense after a teleport: +5 (-) Resist all after a teleport: +5% (-) New effects duration reduction after a teleport: +5% (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Stormtreason (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) (-) Armour: +1 (-) Fatigue: +1% (-) Damage when hit (Melee): 8(-) acid / 4(-) light Changes stats: +4(-) Str / +3(-) Wil Changes resistances: +3%(-) lightning / +6%(-) physical Changes damage: +3%(-) acid Physical save: +6 (+3 eff.) (-) A cap made of leather. |
On hands | ![]() Daimynik the hardened leather gloves (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (-) Damage (Melee): 7(-) lightning Changes resistances: +5%(-) lightning Changes resistances penetration: +15%(-) arcane Changes damage: +5%(-) lightning Maximum mana: +40.00 (-) Spell crit. chance: +6% (-) Damage Shield penetration: +30% (-) 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 | ![]() Woestalker [power 1] (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 2(-) mind / 6(-) darkness Mental save: +3 (+2 eff.) (-) Equilibrium when hit: +0.08 (-) It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Nightsong Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) (-) Fatigue: -7% (-) Changes stats: +6(-) Cun Changes damage: +10%(-) darkness Talents cooldown: Shadowstep (-1(-) turn) Mental save: +13 (+7 eff.) (-) Maximum stamina: +25.00 (-) It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 155% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. Tap to cycle through comparison choices |
On fingers | ![]() Khelikhad the Unlightedge Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-6 (-3 eff.)) Fatigue: +0% (+7%) Damage when hit (Melee): 4 mind Changes stats: +0(-6) Cun / +2 Wil Changes resistances: +6% darkness / +20% fire Changes damage: +10% fire / +9% mind / +0%(-10%) darkness Talent cooldown: Shadowstep ((+0(+1) turn) Critical mult.: +15.00% Mental save: +0 (+0 eff.) (-13 (-7 eff.)) Maximum stamina: +0.00 (-25.00) Mindpower: +10 (+5 eff.) Rings make your fingers look great! Tap to cycle through comparison choices |
Around neck | ![]() Blastwilter the gold amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +2 (-) Changes stats: +4(-) Str / +1(-) Dex / +1(-) Con Changes resistances: +9%(-) lightning / +6%(-) fire Critical mult.: +5.00% (-) Amulets make your neck look great! |
In main hand | ![]() Crooked Club (25-35 power, 4 apr) Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 (-) Crit. chance: +10.0% (-) Attack speed: 100% (-) On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14(-) % chance of confusion / +30(-) physical When wielded/worn: Accuracy: +12 (+6 eff.) (-) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Around waist | ![]() Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) blight / +20%(-) cold / +20%(-) nature Healing mod.: +15% (-) A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() Ebonybraid the iron shield (0 def, 2 armour, 10-12 power, 23.5 block) Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.5 - 12.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% (-) Block value: +23 (-) Damage (radius 2) on crit: +12(-) light When wielded/worn: Armour: +2 (-) Fatigue: +8% (-) Effects on melee hit: * 10% chance to reduce damage dealt by 17% Damage (Melee): 0(-10) item darkness numbing Changes stats: +7(-) Dex / +2(-) Mag Changes resistances: +16%(-) cold Talents granted: +1.00(-) Block Handheld deflection devices. |
Cloak | ![]() Cloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) (-) Spellpower: +5 (+2 eff.) (-) Mindpower: +5 (+3 eff.) (-) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | ![]() steel mail armour 'Camydofang' (2 def, 8 armour) Requires: - Heavy armour training - Strength 20 Infused by nature Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +8 (-) Defense: +2 (+1 eff.) (-) Fatigue: +12% (-) Effects on melee hit: * 20% chance to slow global speed by 46% * 10 arcane resource burn Damage (Melee): 0(-20) item nature slow / 0(-10) item manaburn arcane Changes stats: +4(-) Wil / +5(-) Cun / +1(-) Con Changes resistances: +7%(-) acid / +7%(-) cold / +3%(-) fire Allows you to breathe in: water Mental save: +10 (+5 eff.) (-) Maximum life: +22.00 (-) A suit of armour made of mail. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 238.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 2 physical, 4 blight, 4 cold It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +0 (-2) Damage (Melee): 5 mind Damage (Ranged): 5 mind Changes stats: +0(-4) Str / +0(-1) Dex / +0(-1) Con Changes resistances: +0%(-9%) lightning / +0%(-6%) fire Critical mult.: +0.00% (-5.00%) Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() Kor's Fall (10-12 power, 0 apr, fire element) Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-15.0 - -23.0) Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +0 (-4) Crit. chance: +1.5% (-8.5%) Attack speed: 100% (-) On weapon hit: - Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +0(-14) % chance of confusion / +0(-30) physical When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-6 eff.)) Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+2 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 126.03 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (252). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() Bill's Tree Trunk (30-51 power, 7 apr) Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0(+5.0 - +16.0) Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 (+3) Crit. chance: +1.5% (-8.5%) Attack speed: 100% (-) On weapon hit: - Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +0(-14) % chance of confusion / +0(-30) physical When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-6 eff.)) It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 10 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() This item will automatically be transmogrified when you leave the level. steel mace of daylight (12-17 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 12.5 - 17.5(-12.5 - -17.5) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-1) Crit. chance: +1.0% (-9.0%) Attack speed: 100% (-) On weapon hit: - Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +0(-30) physical / +7 light / +0(-14) % chance of confusion Damage against: +7% Undead When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-6 eff.)) Blunt and deadly. |
![]() Taintquick (34-48 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 34.5 - 48.3(+9.5 - +13.3) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 (-) Crit. chance: +1.5% (-8.5%) Attack speed: 100% (-) On weapon hit: - Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +0(-14) % chance of confusion / +0(-30) physical When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-6 eff.)) Changes stats: +4 Dex / +2 Mag / +3 Wil / +1 Cun / +3 Con Changes damage: +3% nature See invisible: +9 Blunt and deadly. |
![]() Skullcleaver (20-28 power, 4 apr) Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0(-5.0 - -7.0) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 (-) Crit. chance: +12.0% (+2.0%) Attack speed: 100% (-) On weapon hit: - Reduce targets accuracy and powers by 5 (stacks 5 times) Lifesteal (this weapon only): +10% Damage (Melee): +0(-14) % chance of confusion / +0(-30) physical Damage conversion: 25% blight When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-6 eff.)) Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() Unerring Scalpel (15-19 power, 25 apr) Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5(-10.0 - -15.5) Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 (+21) Crit. chance: +0.0% (-10.0%) Attack speed: 100% (-) On weapon hit: - Reduce targets accuracy and powers by 5 (stacks 5 times) Damage Shield penetration (this weapon only): +50% Damage (Melee): +0(-14) % chance of confusion / +0(-30) physical When wielded/worn: Accuracy: +20 (+8 eff.) (+8 (+2 eff.)) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. Tap to cycle through comparison choices |
![]() Spellblaze Shard (20-26 power, 10 apr) Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0(-5.0 - -9.0) Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 (+6) Crit. chance: +12.0% (+2.0%) Attack speed: 100% (-) On weapon hit: - Reduce targets accuracy and powers by 5 (stacks 5 times) Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire / +0(-14) % chance of confusion / +0(-30) physical When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-6 eff.)) Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. steel dagger of amnesia (13-16 power, 6 apr) Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9(-12.0 - -18.1) Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (+2) Crit. chance: +5.0% (-5.0%) Attack speed: 100% (-) On weapon hit: + 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) - Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +0(-14) % chance of confusion / +0(-30) physical When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-6 eff.)) Sharp, short and deadly. Tap to cycle through comparison choices |
![]() Serpent's Glare (7-7 power, 15 apr, nature damage) Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7(-18.0 - -27.3) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 (+11) Crit. chance: +7.0% (-3.0%) Attack speed: 100% (-) On weapon hit: - Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +0(-14) % chance of confusion / +0(-30) physical Damage conversion: 30% poison When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-6 eff.)) Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 231.66 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. Tap to cycle through comparison choices |
![]() Surefire Requires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-4) Crit. chance: +0.0% (-10.0%) Attack speed: 105% (+5%) Firing range: +9 On weapon hit: - Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +0(-14) % chance of confusion / +0(-30) physical When wielded/worn: Accuracy: +12 (+6 eff.) (-) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
![]() Eldoral Last Resort Requires: - Dexterity 26 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 (-4) Crit. chance: +0.0% (-10.0%) Attack speed: 118% (+18%) Firing range: +10 On weapon hit: - Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +0(-14) % chance of confusion / +0(-30) physical When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-6 eff.)) Changes stats: +3 Cun / +4 Dex Changes damage: +15% physical Talents cooldown: Swift Shot (-1 turn) Hurricane Shot (-2 turns) When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
![]() Eel-skin armour (16 def, 0 armour) Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +0 (-8) Defense: +16 (+8 eff.) (+14 (+7 eff.)) Fatigue: +2% (-10%) Damage (Melee): 0(-20) item nature slow / 0(-10) item manaburn arcane Changes stats: +2 Dex / +0(-4) Wil / +3(-2) Cun / +0(-1) Con Changes resistances: +15% lightning / +0%(-7%) cold / +0%(-3%) fire / +0%(-7%) acid Allows you to breathe in: water Mental save: +0 (+0 eff.) (-10 (-5 eff.)) Poison immunity: +50% Pinning immunity: +50% Maximum life: +0.00 (-22.00) Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 41.04 to 123.12 lightning damage (82.08 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +0 (-2) Damage (Melee): 0(-7) lightning Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature / +0%(-5%) lightning Changes resistances penetration: +0%(-15%) arcane Changes damage: +5% nature / +0%(-5%) lightning Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Maximum mana: +0.00 (-40.00) Spell crit. chance: +0% (-6%) Mindpower: +2 (+1 eff.) Damage Shield penetration: +0% (-30%) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() aquamarine 0.00 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. |
![]() 3 amethyst 0.00 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +0%(-9%) lightning / +30% light / +0%(-9%) nature Changes damage: +10% light Mental save: +0 (+0 eff.) (-8 (-4 eff.)) Cut immunity: +0% (-10%) Disarm immunity: +0% (-20%) Light radius: +5 (+1) See stealth: +0 (-14) See invisible: +0 (-12) Healing mod.: +10% (-) Defense after a teleport: +0 (-5) Resist all after a teleport: +0% (-5%) New effects duration reduction after a teleport: +0% (-5%) When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(72 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Wintertide Phial Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes resistances: +0%(-9%) nature / +0%(-9%) lightning Mental save: +0 (+0 eff.) (-8 (-4 eff.)) Cut immunity: +0% (-10%) Disarm immunity: +0% (-20%) Light radius: +2 (-2) Infravision radius: +7 See stealth: +0 (-14) See invisible: +0 (-12) Healing mod.: +0% (-10%) Defense after a teleport: +0 (-5) Resist all after a teleport: +0% (-5%) New effects duration reduction after a teleport: +0% (-5%) It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() Planar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +0%(-9%) nature / +0%(-9%) lightning Mental save: +0 (+0 eff.) (-8 (-4 eff.)) Cut immunity: +0% (-10%) Disarm immunity: +0% (-20%) Light radius: +3 (-1) See stealth: +0 (-14) See invisible: +0 (-12) Healing mod.: +0% (-10%) Defense after a teleport: +0 (-5) Resist all after a teleport: +0% (-5%) New effects duration reduction after a teleport: +0% (-5%) It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 105.99 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 105.99 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() Prox's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Damage when hit (Melee): 0(-2) mind / 0(-6) darkness Changes stats: +5 Lck Trap disarming bonus: +5 Mental save: +0 (+0 eff.) (-3 (-2 eff.)) Equilibrium when hit: +0.00 (-0.08) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() Powered 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) Activation costs 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. |
![]() 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 Activation costs 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. |
Achievements
By sun paladin the Skeleton Sun Paladin level 16
28th Dusk 122nd year of Ascendancy at 17:09 see stats
By sun paladin the Skeleton Sun Paladin level 10
2nd Summertide 122nd year of Ascendancy at 16:28 see stats
By sun paladin the Skeleton Sun Paladin level 8
9th Mirth 122nd year of Ascendancy at 00:59 see stats
By sun paladin the Skeleton Sun Paladin level 15
18th Dusk 122nd year of Ascendancy at 19:26 see stats
Log
Sun paladin is stunned!
Melee retaliation hits Giletira the rogue for 8 acid, 6 darkness, 6 mind, 4 light, 8 acid, 6 darkness, 6 mind, 4 light (51 total damage).
Giletira the rogue hits sun paladin for 50 physical, 17 lightning, 54 physical, 17 lightning (139 total damage).
Sun paladin uses Re-assemble.
Sun paladin resists the vile poison!
Sun paladin deactivates Second Life.
Sun paladin has been healed by a blast of positive energy!
Sun paladin resists the vile poison!
Bandit misses sun paladin.
Sun paladin resists the vile poison!
Sun paladin resists the vile poison!
Thief uses Disarm.
Sun paladin resists the vile poison!
Sun paladin resists the blow!
Rogue hits sun paladin for 29 physical, 17 physical, 7 blight, 2 mind (57 total damage).
Thief hits sun paladin for 30 physical, 6 darkness, 0 physical, 3 cold (40 total damage).
Bandit hits sun paladin for 33 physical damage.
Melee retaliation hits Rogue for 3 acid, 2 darkness, 2 mind, 1 light, 3 acid, 2 darkness, 1 mind, 1 light (19 total damage).
Melee retaliation hits Thief for 3 acid, 2 darkness, 1 mind, 1 light, 3 acid (12 total damage).
Melee retaliation hits Bandit for 3 acid, 2 darkness, 1 mind, 1 light (9 total damage).
Melee retaliation hits Thief for 2 acid, 2 darkness, 2 mind, 1 light, 2 acid, 2 darkness, 1 mind, 1 light (18 total damage).
Melee retaliation hits Rogue for 3 acid, 2 darkness, 1 mind, 1 light, 3 acid, 2 darkness, 2 mind, 1 light (20 total damage).
Melee retaliation hits Thief for 3 acid, 2 darkness, 2 mind, 1 light, 3 acid, 2 darkness, 1 mind, 1 light (20 total damage).
sun paladin receives 122 healing.
Thief hits sun paladin for 40 physical damage.
Rogue hits sun paladin for 31 physical, 7 nature, 17 physical (57 total damage).
Thief hits sun paladin for 33 physical, 9 mind, 5 temporal, 13 physical, 4 nature (66 total damage).
sun paladin receives 153 healing from Re-assemble.
sun paladin the level 19 skeleton sun paladin was torn limb from limb to death by a thief on level 1 of Damp Cave.