
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Ashes of Urh'Rok 1.7.3Official 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:
Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.3Donators/Buyers bonus! Embers of Rage 1.7.3Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.0Combines 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: Forbidden Cults 1.7.3Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Sun Paladin |
| Level / Exp | 22 / 72% |
| Size | medium |
| Lifes / Deaths | Killed by Velynn the gigantic sandworm tunneler at level 17 on the 51st Dusk 122nd year of Ascendancy at 19:37 2 / 3Killed by cold drake at level 21 on the 70th Dusk 122nd year of Ascendancy at 15:52 Killed by Yvurewe the snow giant at level 22 on the 71st Dusk 122nd year of Ascendancy at 10:13 |
Primary Stats
| Strength | 72 (base 47) |
| Dexterity | 15 (base 10) |
| Constitution | 32 (base 10) |
| Magic | 57 (base 51) |
| Willpower | 20 (base 10) |
| Cunning | 18 (base 10) |
Resources
| Life | 687/687 |
| Positive | 63/63 |
| Stamina | 188/188 |
| Healing Factor | 1.2724420161895 |
| Regeneration | 2.8629945364264 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -58.333333333333% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 73 |
| Accuracy | 39 |
| Crit Chance | 14% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Light | +24% |
| Physical | +12% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
| Fire | +5% |
| Light | +20% |
Defense: Base
| Armour (hardiness) | 41.413408721348 (80.897138898113%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 21 |
| Physical Save | 48 |
| Spell Save | 27 |
| Mental Save | 27 |
Defense: Resistances
| Lightning | + 42%( 70%) |
| Light | + 70%( 70%) |
| Darkness | + 10%( 70%) |
| Nature | + 21%( 70%) |
| Physical | + 24%( 70%) |
| Fire | + 23%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Silence Resistance | 30% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Stun Resistance | 97% |
| Poison Resistance | 80% |
| Blind Resistance | 25% |
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 221 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 57 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 Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Willpower stat. |
Class Talents
| Celestial / Guardian | 1.30 |
| 2/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Effects
| talent | Shield of Light |
| talent | Chant of Fortress |
| talent | Retribution |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by cold drake. Escort: repented thief (level 2 of Daikara) | failed |
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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed hummerhorn wing. * You've found the needed pouch of bone giant dust. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * '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.' * You've found the needed honey tree root. * You've found the needed electric eel tail. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed giant spider spinneret. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed ice wyrm tooth. * You've found the needed sandworm tooth. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots 'Ebonyveil' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Move Speed +25% Ignore resists +20% light +5% fire When Hit 4 darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 14% defense ------ Armor +1 Resistance +3% darkness A pair of boots made of leather. |
| Light source | Summertide Phial1.0 Encumbrance lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(69 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Ivinn the Noonwhisper (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +4 Str +4 Wil offense ------ Physical Crit +3.0% Physical Power +8 (+3 eff.) Damage +3% light +12% physical defense ------ Armor +4 Fatigue +4% Resistance +8% physical Physical save +11 (+4 eff.) other ------- Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | dwarven-steel gauntlets 'Venomjam' (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 7 lightning Damage +6% lightning +9% mind Ignore resists +10% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 16 * 10% chance to slow global speed by 41% defense ------ Armor +2 Fatigue +3% Resistance +7% lightning +9% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 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. |
| On fingers | savior's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Physical save +7 (+3 eff.) Spell save +7 (+3 eff.) Mind save +8 (+4 eff.) Life Regen +2.00 Stun Resist +27% Rings make your fingers look great! |
| On fingers | rogue's copper ring of light (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun offense ------ Damage +11% light defense ------ Defense +4 (+2 eff.) Resistance +22% light Rings make your fingers look great! |
| Around neck | grounding steel amulet of willpower (+4)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil defense ------ Resistance +14% lightning Stun Resist +20% Amulets make your neck look great! |
| In main hand | Layybremira the dwarven-steel mace (26-37 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Rare] Arcane Weapon Damage 26.5 - 37.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 66 damage While equipped: Stats +4 Str +1 Dex +3 Con offense ------ Spellpower/crit +6 defense ------ Defense +10 (+5 eff.) Blunt and deadly. |
| Around waist | Radhondil1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +3 Cun +1 Mag offense ------ Mind Crit +1% defense ------ Life +31.00 other ------- Equi when Hit +0.12 Max hate +2.00 Infravision +1 A belt that goes around your waist. |
| In off hand | flaming dwarven-steel shield of lightning resistance (+17%) (0 def, 6 armour, 35-42 power, 78 block)7.0 Encumbrance T3 shield armor [Ego] Nature/Master When used to Attack: Weapon Damage 35.0 - 42.0 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.5% Block +78 On-Hit, radius 1 +13 fire While equipped: offense ------ On-Hit 7 fire When Hit 7 fire defense ------ Armor +6 Fatigue +8% Resistance +17% lightning other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | Wind's Whisper (4 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex defense ------ Defense +4 (+2 eff.) Deflect Projectile +25% Slow Projectiles +20% Silence Resist +30% Evasion: (Instant) Effective talent level: 2.0 Power cost 50 out of 50/50. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 16% chance to evade melee and ranged attacks and 7 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
| Main armor | steel mail armour 'Guthel' (2 def, 12 armour)14.0 Encumbrance T2 heavy armor [Random Unique] Master/Psionic While equipped: Stats +5 Cun +4 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +6% Resistance +6% nature +17% fire Physical save +6 (+2 eff.) Mind save +13 (+7 eff.) other ------- Hate-on-crit +1.00 Max psi +20.00 A suit of armour made of mail. |
Inventory
healing infusion (heal 40; cd 14)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 40 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the duelist (absorb 35; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 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 35 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Flashpunish the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: offense ------ Physical Power +15 (+5 eff.) Damage +6% physical defense ------ Crit Resistance 5.00% Unlife -20.00 life other ------- Light +1 Masteries +0.14 Celestial/Combat Amulets make your neck look great! |
copper ring of light (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +10% light defense ------ Resistance +20% light Rings make your fingers look great! |
blighted ash vilestaff (15-18 power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +10 (+4 eff.) Damage +15% fire other ------- Vim-on-crit +2.00 Max vim +14.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Rhaldir the iron greatsword (26-42 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Rare] Master Weapon Damage 26.0 - 41.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +12 physical While equipped: offense ------ Damage +12% physical defense ------ Armor +6 Resistance +6% nature +9% fire Massive two-handed swords. |
iron longsword 'Dourbliss' (10-15 power, 7 apr)3.0 Encumbrance T1 longsword 1H weapon [Rare] Arcane Weapon Damage 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +2.5% Attack Speed 100% Phasing +11% On-hit +8 acid While equipped: Stats +4 Dex offense ------ Ignore resists +25% darkness Ignore Armor +3 On-Hit (Melee): * 20% chance to reduce damage dealt by 14% defense ------ Armor +4 Sharp, long, and deadly. |
slime-covered steel waraxe of erosion (15-21 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Nature/Disrupt Weapon Damage 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +7 nature On Hit: * 6% chance to slow global speed by 41% One-handed war axes. |
keeper's elm longbow of dexterity (+5)4.0 Encumbrance T1 longbow 2H weapon Reqs Shoot [Ego+] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 While equipped: Stats +5 Dex offense ------ Damage +14% physical +17% temporal Ignore resists +17% physical +9% temporal other ------- Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
high-capacity pouch of steel shots of accuracy (46/46, 20-23 power, 2 apr)3.0 Encumbrance T2 shot ammo Reqs Dex 16 [Ego] Master Weapon Damage 19.5 - 23.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +9 Ignore Armor +2 Critical Rate +4.5% Capacity 46 While equipped: other ------- Reload +2 Shots are used with slings to pummel your foes to death. |
Wrathroot's Barkwood (9 def, 10 armour, 24-34 power, 60 block)7.0 Encumbrance T2 shield armor [Unique] Nature When used to Attack: Weapon Damage 24.5 - 34.3 Physical Uses 150% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.0% Block +60 While equipped: defense ------ Armor +10 Defense +9 (+4 eff.) Fatigue +14% Resistance +20% cold +20% darkness +20% nature other ------- Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
enlightening steel plate armour of lightning resistance (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +5 Wil defense ------ Armor +9 Fatigue +22% Resistance +15% lightning Mind save +12 (+6 eff.) A suit of armour made of metal plates. |
grounding rough leather belt of the mystic1.0 Encumbrance T1 belt armor [Ego] Arcane/Nature While equipped: offense ------ Spellpower +3 (+2 eff.) defense ------ Resistance +6% lightning +6% temporal Mind save +6 (+3 eff.) A belt that goes around your waist. |
enveloping linen cloak of Iron Throne (8 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con defense ------ Defense +8 (+4 eff.) Physical save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of Iron Throne (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +2 Str +2 Con defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
rough leather gloves 'Emelotira' (25 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Arcane While equipped: Stats +5 Cun offense ------ Spell Crit +4% Spellpower +6 (+3 eff.) defense ------ Armor +1 Defense +25 (+12 eff.) Unlife -40.00 life other ------- Mana/turn +0.13 Infravision +3 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. |
Hat of Arcane Understanding (2 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: defense ------ Defense +2 (+1 eff.) Resistance +20% arcane other ------- Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Fireedge the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +12% cold +3% fire Ignore resists +5% fire When Hit 4 nature defense ------ Armor +3 Fatigue +5% Resistance +6% cold other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
136 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Nerireda the Phoenixwar2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Critical power +10.00% Accuracy +10 (+4 eff.) Ignore Armor +1 defense ------ Physical save +3 (+1 eff.) Mind save +5 (+3 eff.) other ------- Light +3 See Stealth +5 See Invis +7 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. |
Spiderquake the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Mag +4 Wil +1 Cun offense ------ Physical Crit +4.0% Critical power +11.00% Physical Power +5 (+2 eff.) Damage +3% darkness Ignore resists +20% nature defense ------ Resistance +3% nature other ------- Light +3 Infravision +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. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
extending iron torque of clear mind [power 1] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
piercing elm totem of healing [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm wand of clairvoyance [power 9] (15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 66 based on Magic), and detect the presence of nearby creatures for 10 turns 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. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Ghoulolof the Ghoul Sun Paladin level 15
35th Dusk 122nd year of Ascendancy at 19:02 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Ghoulolof the Ghoul Sun Paladin level 21
68th Dusk 122nd year of Ascendancy at 15:24 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Ghoulolof the Ghoul Sun Paladin level 19
57th Dusk 122nd year of Ascendancy at 20:34 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Ghoulolof the Ghoul Sun Paladin level 10
9th Flare 122nd year of Ascendancy at 05:17 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Ghoulolof the Ghoul Sun Paladin level 20
58th Dusk 122nd year of Ascendancy at 19:27 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Ghoulolof the Ghoul Sun Paladin level 21
70th Dusk 122nd year of Ascendancy at 00:01 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Ghoulolof the Ghoul Sun Paladin level 9
7th Flare 122nd year of Ascendancy at 08:57 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Ghoulolof the Ghoul Sun Paladin level 11
3rd Dusk 122nd year of Ascendancy at 01:20 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Ghoulolof the Ghoul Sun Paladin level 16
47th Dusk 122nd year of Ascendancy at 06:42 see stats
Log
Yvurewe the snow giant hits Ghoulolof for 215 arcane damage.
Ghoulolof is confused and fails to use Ghoulish Leap.
Ghoulolof seems more focused.
Ghoulolof receives 9 healing from Shield of Light.
Arcane Vortex from Yvurewe the snow giant hits Ghoulolof for 95 arcane damage.
Ghoulolof's sun path area effect hits Yvurewe the snow giant for 29 light damage.
Yvurewe the snow giant casts Flame.
Ghoulolof receives 9 healing from Shield of Light.
Yvurewe the snow giant hits Ghoulolof for 97 fire damage.
Ghoulolof the level 22 ghoul sun paladin was toasted to death by Yvurewe the snow giant on level 4 of Daikara.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Yvurewe the snow giant killed Ghoulolof!
Saving game...
Resting starts...
Talent Barrier is ready to use.
Talent Retribution is ready to use.
Talent Healing Light is ready to use.
Ghoulolof activates Retribution.
Talent Shield of Light is ready to use.
Ghoulolof activates Shield of Light.
Talent Path of the Sun is ready to use.
Talent Rune: Shielding is ready to use.
Talent Chant of Fortress is ready to use.
Ghoulolof activates Chant of Fortress.
Talent Providence is ready to use.
Rested for 20 turns (stop reason: all resources and life at maximum).
Saving done.





































































































