Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
Addons | Go to Landmark 1.7.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.3Donators/Buyers bonus! Better Item Description 1.7.2This 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 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. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Sun Paladin |
Level / Exp | 21 / 79% |
Size | gargantuan |
Lifes / Deaths | Killed by Lisodaba the sandworm at level 21 on the 60th Haze 122nd year of Ascendancy at 06:26 / 1 |
Primary Stats
Strength | 62 (base 50) |
Dexterity | 16 (base 10) |
Constitution | 35 (base 11) |
Magic | 61 (base 44) |
Willpower | 25 (base 10) |
Cunning | 16 (base 10) |
Resources
Life | -133/696 |
Positive | 49/110 |
Stamina | 193/198 |
Healing Factor | 1.4416660017317 |
Regeneration | 7.5687465090914 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Invisible | 21 |
Offense: Mainhand
Damage | 86 |
Accuracy | 37 |
Crit Chance | 13% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 47 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +15% |
Light | +9% |
Mind | +11% |
Darkness | +15% |
Physical | +12% |
Fire | 0% |
All | 0% |
Offense: Damage Penetration
Lightning | +15% |
Nature | +25% |
Temporal | +25% |
Blight | +30% |
Cold | +20% |
Mind | +25% |
All | +10% |
Defense: Base
Armour (hardiness) | 42.551211628464 (73.607947236566%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 28 |
Physical Save | 36 |
Spell Save | 40 |
Mental Save | 27 |
Defense: Resistances
Physical | + 19%( 70%) |
Cold | + 24%( 70%) |
All | + 7%( 70%) |
Lightning | + 49%( 70%) |
Light | + 57%( 70%) |
Temporal | + 39%( 70%) |
Darkness | + 29%( 70%) |
Mind | + 17%( 70%) |
Fire | + 22%( 70%) |
Nature | + 24%( 70%) |
Defense: Immunities
Silence Resistance | 23% |
Disarm Resistance | 20% |
Knockback Resistance | 45% |
Confusion Resistance | 22% |
Stun Resistance | 71% |
Pinning Resistance | 24% |
Instadeath Resistance | 100% |
Blind Resistance | 54% |
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 440 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 153 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. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
Celestial / Crusader | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
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 temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed honey tree root. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * '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.' | 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 within11 lumberjacks have died. | done |
Equipment
On feet | Voidsorrow the pair of iron boots (0 def, 3 armour) Voidsorrow the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +5% lightning +15% mind Melee Ret 2 lightning ----- def ----- Armour +3 Fatigue +2% Resists +3% darkness Silence- +23% Confus- +22% Stun/Frz- +24% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Ce'Nuleba Ce'Nuleba2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str +4 Dex +1 Wil +1 Con ----- def ----- Max.HP +40.00 ---------- misc Light +3 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 | dwarven-steel helm 'Fulyhor' (0 def, 4 armour) dwarven-steel helm 'Fulyhor' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +7% lightning +10% temporal Crit.dmg- 10.00% Phys.save +6 (+3 eff.) Mind.save +15 (+8 eff.) Die.at -40.00 life Knockbk- +20% ---------- misc Max.psi +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Storm Bringer's Gauntlets (0 def, 5 armour) Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+4 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Tool | Arthukor the elven-wood totem of stinging [power 434] (13/15 cooldown) Arthukor the elven-wood totem of stinging [power 434] (13/15 cooldown)2.0 T4 totem charm [Random Unique] Nature While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +12% physical On Hit (Melee): * 20% chance to reduce armor by 34% ----- def ----- Resists +2% physical Sting an enemy dealing 434 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 14% for 2 turns. 100% to increase all damage by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | copper ring 'Dazzlewell' copper ring 'Dazzlewell'0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% light +3% darkness Res.pen +15% nature Melee Ret 6 light ----- def ----- Resists +12% light HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
On fingers | Ragokhad the steel ring Ragokhad the steel ring0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +11% mind Res.pen +15% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +8 (+4 eff.) Resists +11% mind +6% temporal HP.reg +3.00 Stun/Frz- +26% Def/telep +5 Res/telep +5% Dur/telep +5% Rings make your fingers look great! |
Around neck | stabilizing gold amulet stabilizing gold amulet0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% temporal Pinning- +24% Knockbk- +25% Amulets make your neck look great! |
In main hand | Gilelathahek (148% power, 2 apr) Gilelathahek (148% power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Nature/Master/Psionic Power 148% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 darkness Against +10% Living While equipped: Stats +12 Con +12 Wil dps ---------- Res.pen +10% all Acc +7 (+3 eff.) Apr +10 ----- def ----- Resists +3% darkness Spell.save +12 (+4 eff.) Mind.save +6 (+3 eff.) Max.HP +30.00 Disarm- +20% Massive two-handed swords. |
Around waist | hardened leather belt 'Frozenwinnow' hardened leather belt 'Frozenwinnow'1.0 T3 belt armor [Random Unique] Nature While equipped: Stats +8 Str +1 Mag +8 Con dps ---------- Phys.pwr +15 (+4 eff.) Spell.pwr +10 (+4 eff.) Res.pen +20% blight +10% cold ----- def ----- Resists +7% lightning +8% temporal Phys.save +14 (+6 eff.) ---------- misc Size +2 A belt that goes around your waist. |
In off hand | windwalling voratun shield of lightning resistance (+16%) (0 def, 10 armour, 178% power, 203.5 block) windwalling voratun shield of lightning resistance (+16%) (0 def, 10 armour, 178% power, 203.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Master/Psionic When used to Attack: Power 178% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +204 Melee+ +14 physical While equipped: Stats +1 Wil ----- def ----- Armour +10 Fatigue +8% Resists +16% lightning +11% physical Shield.near.proj +52 Proj.slow +22% ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | Smoldervile the cashmere cloak (8 def, 0 armour) Smoldervile the cashmere cloak (8 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +3 Mag dps ---------- Phys.crit +2.0% Melee Ret 6 fire 8 physical ----- def ----- Defense +8 (+4 eff.) Resists +11% light +16% fire Stealth +8 Die.at -80.00 life ---------- misc See.Invis +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Thalore-Wood Cuirass (4 def, 12 armour) Thalore-Wood Cuirass (4 def, 12 armour)12.0 T2 massive armor Reqs Massive armour training [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+2 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Inventory
healing infusion of the wizard (heal 200; cd 14) healing infusion of the wizard (heal 200; cd 14)0.1 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 instantly heal yourself for 200 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
gladiator's steel ring gladiator's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +6 (+1 eff.) Rings make your fingers look great! |
dwarven-steel battleaxe of shearing (135% power, 2 apr) dwarven-steel battleaxe of shearing (135% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Master Power 136% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Res.pen +12% all Acc +10 (+4 eff.) Apr +12 Massive two-handed battleaxes. |
truestriking dwarven-steel greatsword of erosion (148% power, 2 apr) truestriking dwarven-steel greatsword of erosion (148% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Nature/Master Power 149% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +16 nature While equipped: dps ---------- Res.pen +10% physical Acc +10 (+4 eff.) Apr +12 Massive two-handed swords. |
truestriking dwarven-steel longsword of crippling (128% power, 4 apr) truestriking dwarven-steel longsword of crippling (128% power, 4 apr)3.0 T3 longsword 1H weapon [Ego++] Master Power 128% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Res.pen +6% physical Acc +10 (+4 eff.) Apr +7 Sharp, long, and deadly. |
mighty cured leather sling of fire mighty cured leather sling of fire4.0 T2 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +5 fire While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +10% fire Slings are used to hurl stones or metal shots at your foes. |
cruel yew vilestaff of fate (120% power, 4 apr, darkness element) cruel yew vilestaff of fate (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego] Arcane/Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Crit.mult +12.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% darkness ----- def ----- Phys.save +7 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +5 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff (120% power, 4 apr, temporal element) yew starstaff (120% power, 4 apr, temporal element)5.0 T3 staff 2H weapon [Normal] Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced dwarven-steel waraxe of persecution (123% power, 4 apr) balanced dwarven-steel waraxe of persecution (123% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Disrupt/Master Power 123% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Against +17% Unnatural While equipped: Stats +3 Wil dps ---------- Acc +8 (+3 eff.) ----- def ----- Defense +9 (+4 eff.) Disarm- +31% One-handed war axes. |
dwarven-steel waraxe 'Porasedamina' (154% power, 6 apr) dwarven-steel waraxe 'Porasedamina' (154% power, 6 apr)3.0 T3 waraxe 1H weapon [Random Unique] Arcane/Master Power 154% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +4.5% Atk.spd 100% Melee+ +8 blight On Hit: 20% Epidemic 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 24 While equipped: ----- def ----- Resists +3% lightning Heal.mod +20% Disease- +15% ---------- misc Max.stam +10.00 One-handed war axes. |
flaming steel waraxe of massacre (123% power, 3 apr) flaming steel waraxe of massacre (123% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 123% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +7 fire One-handed war axes. |
plaguebringer's dwarven-steel waraxe of corruption (122% power, 4 apr) plaguebringer's dwarven-steel waraxe of corruption (122% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego++] Arcane Power 122% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +5 blight On Hit: 20% Curse of Vulnerability 3 On Hit: 20% Epidemic 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 24 While equipped: ----- def ----- Disease- +11% One-handed war axes. |
warbringer's dwarven-steel waraxe of crippling (123% power, 4 apr) warbringer's dwarven-steel waraxe of crippling (123% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego++] Master Power 123% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Con dps ---------- Phys.crit +8.0% Phys.pwr +5 (+1 eff.) Res.pen +7% physical ----- def ----- Disarm- +16% One-handed war axes. |
blurring hardened leather belt of resilience blurring hardened leather belt of resilience1.0 T3 belt armor [Ego] Nature/Master While equipped: ----- def ----- Defense +13 (+6 eff.) Stealth +5 Max.HP +34.00 A belt that goes around your waist. |
Lightningpierce (2 def, 0 armour) Lightningpierce (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +9% cold Res.pen +15% lightning On Hit (Melee): * 10% chance to reduce armor by 34% ----- def ----- Defense +2 (+1 eff.) Resists +18% acid +6% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Adysevea the Blazejeer (0 def, 4 armour) Adysevea the Blazejeer (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +4 Cun +3 Con dps ---------- Dmg.mod +6% lightning Res.pen +15% lightning ----- def ----- Armour +4 Fatigue -3% Phys.save +8 (+4 eff.) ---------- misc Max.enc +28 See.Invis +18 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
bladed dwarven-steel helm of trickery (0 def, 4 armour) bladed dwarven-steel helm of trickery (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +4 Str +3 Dex +3 Cun dps ---------- Apr +5 ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 201.8 Physical damage. If the attack hits, the target is confused (28% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
eldritch cashmere wizard hat of decomposition (2 def, 0 armour) eldritch cashmere wizard hat of decomposition (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane While equipped: dps ---------- Spell.pwr +6 (+2 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +5% lightning +5% temporal +5% light +4% fire +4% nature +3% acid +4% blight +4% cold +4% darkness ---------- misc Mana/turn +1.30 Mana/ret +1.30 Max.mana +59.00 Manaflow: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 12 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
cleansing dwarven-steel mail armour of implacability (3 def, 14 armour) cleansing dwarven-steel mail armour of implacability (3 def, 14 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Disrupt/Master While equipped: ----- def ----- Armour +14 Defense +3 (+1 eff.) Fatigue +6% Resists +13% nature +10% blight Phys.save +7 (+4 eff.) A suit of armour made of mail. |
enlightening dwarven-steel mail armour (3 def, 8 armour) enlightening dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Mind.save +13 (+7 eff.) A suit of armour made of mail. |
enlightening iron plate armour of the deep (0 def, 9 armour) enlightening iron plate armour of the deep (0 def, 9 armour)17.0 T1 massive armor Reqs Massive armour training [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +9 Fatigue +22% Resists +6% acid +5% cold Mind.save +12 (+6 eff.) ---------- misc Breathe water A suit of armour made of metal plates. |
dwarven-steel shield of purity (0 def, 6 armour, 137% power, 87.5 block) dwarven-steel shield of purity (0 def, 6 armour, 137% power, 87.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 137% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +88 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +12% nature +12% blight ---------- misc Talents +1 Block Handheld deflection devices. |
quiver of yew arrows of crippling (14/14, 140% power, 10 apr) quiver of yew arrows of crippling (14/14, 140% power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego+] Master Power 141% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +13.0% Capacity 14 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
Neredassra the dwarven-steel pickaxe (dig speed 16 turns) Neredassra the dwarven-steel pickaxe (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Dex +6 Mag +2 Wil +3 Con dps ---------- Res.pen +20% mind +17% physical ----- def ----- Crit.dmg- 15.00% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of wreckage (dig speed 24 turns) dwarven-steel pickaxe of wreckage (dig speed 24 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +5 Str dps ---------- Apr +7 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) 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 Chest 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. |
pouch of dwarven-steel shots of accuracy (21/21, 140% power, 3 apr) pouch of dwarven-steel shots of accuracy (21/21, 140% power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Master Power 140% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +12 Apr +3 Crit +5.0% Capacity 21 Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of dwarven-steel shots of persecution (22/22, 138% power, 3 apr) psychokinetic pouch of dwarven-steel shots of persecution (22/22, 138% power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego+] Disrupt/Psionic Power 139% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 22 Ranged+ +7 physical Against +12% Unnatural +11% Unliving On Hit: * 20% chance to knock the target back 3 spaces and deal 73 physical damage Shots are used with slings to pummel your foes to death. |
Achievements
By Dim the Ogre Sun Paladin level 20
47th Haze 122nd year of Ascendancy at 06:44 see stats
By Dim the Ogre Sun Paladin level 10
6th Dusk 122nd year of Ascendancy at 15:49 see stats
By Dim the Ogre Sun Paladin level 20
27th Haze 122nd year of Ascendancy at 17:39 see stats
By Dim the Ogre Sun Paladin level 16
68th Dusk 122nd year of Ascendancy at 12:14 see stats
By Dim the Ogre Sun Paladin level 9
1st Flare 122nd year of Ascendancy at 17:23 see stats
By Dim the Ogre Sun Paladin level 5
5th Mirth 122nd year of Ascendancy at 01:23 see stats
By Dim the Ogre Sun Paladin level 19
5th Haze 122nd year of Ascendancy at 02:48 see stats
By Dim the Ogre Sun Paladin level 14
30th Dusk 122nd year of Ascendancy at 05:19 see stats
Log
Dim shrugs off the effect 'Shocked'!
Dim resists!
Lisodaba the sandworm hits Dim for (132 blocked), 0 lightning, (68 blocked), 0 lightning (0 total damage).
Xytha the gigantic corrosive tunneler hits Dim for , (77 blocked), 0 nature (0 total damage).
Melee retaliation hits Lisodaba the sandworm for 1 lightning, 13 light, 3 fire, (2 to psi shield), 3 physical (20 total damage).
Lisodaba the sandworm slows down.
Lisodaba the sandworm's Beyond the Flesh hits Dim for (71 blocked), 0 physical (0 total damage).
Melee retaliation hits Lisodaba the sandworm for 1 lightning, 11 light, 2 fire, (2 to psi shield), 3 physical (17 total damage).
Xytha the gigantic corrosive tunneler's acid area effect hits Lisodaba the sandworm for (13 to psi shield), 20 acid (20 total damage).
Xytha the gigantic corrosive tunneler's acid area effect hits Dim for (33 blocked), 0 acid (0 total damage).
Xytha the gigantic corrosive tunneler's acid area effect hits Sandworm burrower for 0 acid damage.
Your shield crumbles under the damage!
The shield around Dim crumbles.
Dim is free from the acid.
Burning from Lisodaba the sandworm hits Dim for (30 absorbed), 31 fire (31 total damage).
Xytha the gigantic corrosive tunneler receives 23 healing from Deadly Poison from Xytha the gigantic corrosive tunneler.
Deadly Poison from Xytha the gigantic corrosive tunneler hits Dim for 61 nature damage.
Searing Sight hits Lisodaba the sandworm for 6 light damage.
Dim resists!
Xytha the gigantic corrosive tunneler hits Dim for , 77 nature (77 total damage).
Xytha the gigantic corrosive tunneler's acid area effect hits Dim for 33 acid damage.
Dim stops burning.
Xytha the gigantic corrosive tunneler receives 23 healing from Deadly Poison from Xytha the gigantic corrosive tunneler.
Deadly Poison from Xytha the gigantic corrosive tunneler hits Dim for 61 nature damage.
Dim is surrounded by a thick smoke.
Xytha the gigantic corrosive tunneler hits Dim for , 77 nature (77 total damage).
Lisodaba the sandworm's Beyond the Flesh hits Dim for 35 physical damage.
Melee retaliation hits Lisodaba the sandworm for 1 lightning, 11 light, 2 fire, (2 to psi shield), 2 physical (17 total damage).
Dim the level 21 ogre sun paladin was swiped to death by Lisodaba the sandworm on level 4 of Sandworm lair.