










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Sun Paladin |
| Level / Exp | 21 / 23% |
| Size | big |
| Lifes / Deaths | Killed by Poladheda the ghoul at level 21 on the 12nd Haze 122nd year of Ascendancy at 14:32 / 1 |
Primary Stats
| Strength | 40 (base 32) |
| Dexterity | 13 (base 11) |
| Constitution | 38 (base 32) |
| Magic | 48 (base 40) |
| Willpower | 15 (base 10) |
| Cunning | 20 (base 10) |
Resources
| Life | -9/757 |
| Positive | 1/60 |
| Stamina | 172/172 |
| Healing Factor | 1.2019230769231 |
| Regeneration | 13.572444687511 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 3 |
| Infravision | 3 |
| See Invisible | 16 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 58 |
| Accuracy | 22 |
| Crit Chance | 10% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 31 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 14 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +8% |
| Nature | +3% |
| Fire | +8% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Mind | +20% |
Defense: Base
| Armour (hardiness) | 43.416050405667 (76.629213483146%) |
| Defense | 23 |
| Ranged Defense | 26 |
| Fatigue | 32 |
| Physical Save | 39 |
| Spell Save | 44 |
| Mental Save | 21 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Blight | + 17%( 70%) |
| Cold | + 36%( 70%) |
| All | + 14%( 70%) |
| Darkness | + 19%( 70%) |
| Temporal | + 22%( 70%) |
| Lightning | + 34%( 70%) |
| Mind | + 19%( 70%) |
| Fire | + 29%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Stun Resistance | 40% |
| Confusion Resistance | 55% |
| Teleport Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 83 with a minimum range of 15. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 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 291 damage for 3 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 387 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Crusader | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 3/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Weapon of Wrath |
| talent | Weapon of Light |
| talent | Shield of Light |
| talent | Chant of Resistance |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| detrimental effect | The target is poisoned, taking 65.54 nature damage per turn. Deadly Poison |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The target is infected by a disease, reducing its constitution by 8 and doing 20.37 blight damage per turn. Rotting Disease |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
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 |
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 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 lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You failed to protect the lost anorithil from death by black crystal. Escort: lost anorithil (level 3 of Scintillating Caves) | failed |
You failed to protect the lost sun paladin from death by giant red ant. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You failed to protect the lost warrior from death by cold drake. Escort: lost warrior (level 2 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed vial of squid ink. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Galestalker (0 def, 3 armour)3.0 T1 feet armor [Rare] Psionic While equipped: Stats +8 Con +2 Wil dps ---------- On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +3 Fatigue +2% Phys.save +5 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +5 (+3 eff.) ---------- misc Telepathy Demon/Minor Demon/Major Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Belira the Boltwoe2.0 T1 lite [Rare] Nature While equipped: Stats +1 Dex +2 Mag dps ---------- Melee Ret 4 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +3% lightning Max.HP +42.00 ---------- misc Light +2 See.Invis +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. |
| On head | Fulogorn the dwarven-steel helm (6 def, 9 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +3 Cun dps ---------- Mind.crit +2% ----- def ----- Armour +9 Defense +6 (+3 eff.) Fatigue +4% Resists +15% acid +6% darkness +12% lightning +6% nature +4% all Phys.save +10 (+3 eff.) ---------- misc Psi/ret +0.08 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | naturalist's iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 5 nature Dmg.mod +3% nature ----- def ----- Armour +1 Resists +5% nature Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Lisuvena the iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% mind Res.pen +20% mind On Hit (Melee): * Slows global speed by 30% ----- def ----- Fatigue -5% Resists +3% blight +3% temporal +3% cold Spell.save +6 (+2 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | titan's copper ring of clarity0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Confus- +20% Rings can have magical properties. |
| On fingers | Veligalaith0.1 T2 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +6% mind +6% temporal Crit.dmg- 15.00% HP.reg +2.00 Confus- +20% Stun/Frz- +25% Rings can have magical properties. |
| Around neck | vitalizing steel amulet of vision0.1 T2 amulet jewelry [Ego++] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +7 (+2 eff.) Max.HP +34.00 HP.reg +0.90 Blind- +10% ---------- misc Infravis +3 Sight +2 See.Invis +7 Amulets can have magical properties. |
| In main hand | thought-forged dwarven-steel greatmaul of massacre (52-78 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Master/Psionic Power 52.0 - 78.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +16 mind On Hit: * 17% chance to cause random gloom While equipped: Stats +5 Cun +2 Wil Massive two-handed mauls. |
| Around waist | rough leather belt 'Emevena'1.0 T1 belt armor [Rare] Arcane While equipped: Stats +3 Wil dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Phasing +20% ----- def ----- Fatigue -5% ---------- misc Max.enc +22 Mana/s.crit +2.00 A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)7.0 T1 shield armor [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.5% procs dam / acc Crit +2.0% Block +48 Melee+ +10 cold While equipped: ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +10% fire +15% cold ---------- misc Max.Air +20.00 Talents +2 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 | linen cloak 'Arurelera' (7 def, 2 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Armour +2 Defense +7 (+4 eff.) Rng.Def +6 (+3 eff.) Phys.save +3 (+1 eff.) Max.HP +43.00 ---------- misc Stam/turn +0.80 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Vorera the dwarven-steel plate armour (5 def, 11 armour)17.0 T3 massive armor [Rare] Nature While equipped: dps ---------- Crit.mult +12.00% ----- def ----- Armour +11 Defense +5 (+3 eff.) Fatigue +24% Spell.save +6 (+2 eff.) HP.reg +5.00 Confus- +15% Stun/Frz- +15% Teleport- +10% ---------- misc Stam/turn +1.20 A suit of armour made of metal plates. |
Inventory
insidious poison infusion of the sneak (7 nature damage, 30% healing reduction)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 22 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 7.18 nature damage per turn for 7 turns, and reducing the target's healing received by 30%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (549% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 549% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. |
regeneration infusion of the wizard (heal 283 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 283 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 333 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 333 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (210.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 84.00 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune (21 cold damage; freeze 3 turns with power 20)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 20.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 20 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+4 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed 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... |
grounding steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +23% Amulets can have magical properties. |
steel amulet of mastery (0.12 Celestial / Guardian)0.1 T2 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.12 Celestial/Guardian Amulets can have magical properties. |
steel ring 'Xowyn'0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +9.00% S.pwr/crit +4 Dmg.mod +6% arcane +12% physical Apr +3 ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +12% physical ---------- misc Mana/s.crit +3.00 Max.vim +10.00 Rings can have magical properties. |
Zubitha (33.5-50.25 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Master Power 33.5 - 50.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Acc +10 (+4 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +9% blight +6% temporal +9% acid +12% lightning Disarm- +41% Knockbk- +15% Teleport- +10% Massive two-handed battleaxes. |
arcing steel battleaxe (23-34.5 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 23.0 - 34.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 lightning On Hit: * 25% chance for lightning to arc to a second target Massive two-handed battleaxes. |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 17 [Unique] Arcane Power 20.0 - 26.0 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +10 blight +10 fire burn On Crit.r2 +20 infective blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
steel dagger (10.5-13.65 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Normal] Power 10.5 - 13.7 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. 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! |
Genocide (42-67.2 power, 4 apr)3.0 T3 greatsword 2H weapon Reqs Wil 20 [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
ash magestaff of fate (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +6 (+3 eff.) Dmg.mod +15% arcane ----- def ----- Phys.save +7 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +8 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing steel waraxe of paradox (13.5-18.9 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 lightning +7 temporal On Hit: * 25% chance for lightning to arc to a second target While equipped: dps ---------- Melee Ret 8 temporal ----- def ----- Resists +7% temporal One-handed war axes. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Dmg.mod +10% arcane An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
iron helm 'Lisusenne' (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +3% blight +6% fire +6% darkness +3% cold Phys.save +10 (+3 eff.) ---------- misc Light +2 Telepathy Demon/Minor Demon/Major A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +0.50 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Bloodcasting: (Instant) Level 2.0 Pwr.cost 60 out of 60/60. Range 10 Travel.spd instantaneous Is a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Zadur (20 def, 22 armour)17.0 T5 massive armor Reqs Str 60 [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Str +4 Cun +5 Con dps ---------- Res.pen +10% mind Melee Ret 4 mind On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +22 Defense +20 (+10 eff.) Fatigue +26% Resists +6% acid +10% darkness +3% mind +16% light Mind.save +25 (+13 eff.) Max.HP +69.00 A suit of armour made of metal plates. |
flaming steel shield of lightning resistance (+18%) (6 def, 2 armour, 14-16.8 power, 44 block)7.0 T2 shield armor [Ego] Nature/Master When used to Attack: Power 14.0 - 16.8 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.0% Block +44 On Hit.r1 +12 fire While equipped: dps ---------- Melee+ 6 fire Melee Ret 11 fire ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +18% lightning ---------- misc Talents +2 Block Handheld deflection devices. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 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. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 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. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Furnacerot2.0 T1 lite [Rare] Nature While equipped: dps ---------- Crit.mult +3.00% Dmg.mod +6% fire Res.pen +15% fire ----- def ----- Defense +3 (+2 eff.) Rng.Def +3 (+2 eff.) Max.HP +41.00 ---------- misc Light +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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 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. |
Transmogrification Chest2.0 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. |
7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Glorolaith [power 38] (15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +2 Cun +2 Wil dps ---------- Res.pen +25% temporal Melee Ret 12 mind ---------- misc Max.hate +10.00 Disarm traps (38 bonus disarm power, based on Magic) along a range 3 line Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Thunderoath [power 223] (10 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% mind +6% lightning Res.pen +25% mind Melee Ret 8 mind ----- def ----- Resists +6% mind +9% lightning Fire a bolt of a random element with (base) damage 112 to 223 Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Ogre Jack the Ogre Sun Paladin level 16
71st Dusk 122nd year of Ascendancy at 02:24 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Ogre Jack the Ogre Sun Paladin level 10
3rd Summertide 122nd year of Ascendancy at 00:20 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Ogre Jack the Ogre Sun Paladin level 20
5th Haze 122nd year of Ascendancy at 09:32 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Ogre Jack the Ogre Sun Paladin level 13
18th Dusk 122nd year of Ascendancy at 16:04 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Ogre Jack the Ogre Sun Paladin level 8
7th Mirth 122nd year of Ascendancy at 15:43 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Ogre Jack the Ogre Sun Paladin level 12
5th Dusk 122nd year of Ascendancy at 18:43 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ogre Jack the Ogre Sun Paladin level 16
70th Dusk 122nd year of Ascendancy at 15:07 see stats
Log
Poladheda the ghoul's attacks are less focused.
Poladheda the ghoul is no longer influenced by martyrdom.
Shield of Light hits Ogre Jack for 5 healing, 5 healing, 5 healing (0 total damage) [16 healing].
Ogre Jack hits Poladheda the ghoul for 4 light, 1 lightning, 4 light, 1 lightning (11 total damage).
Poladheda the ghoul hits Ogre Jack for 36 physical, 11 fire, 37 physical (84 total damage).
Ogre Jack misses Poladheda the ghoul.
Ogre Jack's spell attains critical power!
Ogre Jack receives 9 healing from Shield of Light.
Rotting Disease from Poladheda the ghoul hits Ogre Jack for 18 blight damage.
Deadly Poison from Poladheda the ghoul hits Ogre Jack for 55 nature damage.
Ogre Jack deactivates Second Life.
Ogre Jack has been healed by a blast of positive energy!
Poladheda the ghoul hits Ogre Jack for 35 physical, 13 acid, 0 physical (48 total damage).
Ogre Jack hits Poladheda the ghoul for 5 light, 1 lightning, 5 light, 1 lightning (12 total damage).
Ogre Jack receives 108 healing.
Poladheda the ghoul resists the mind attack!
Poladheda the ghoul slows down.
Shield of Light misses Poladheda the ghoul.
Poladheda the ghoul is a martyr.
You collect a new ingredient: chunk of ghoul flesh (1).
Poladheda the ghoul damages himself through Martyrdom!
Ogre Jack hits Poladheda the ghoul for (21 parried), 13 physical, 2 mind, 2 light, 1 nature (18 total damage).
Weapon of Wrath hits Poladheda the ghoul for 52 fire damage.
Rotting Disease from Poladheda the ghoul hits Ogre Jack for 18 blight damage.
Deadly Poison from Poladheda the ghoul hits Ogre Jack for 55 nature damage.
Weapon of Wrath killed Poladheda the ghoul!
Saving game...

























































































