Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Bugfix Pack 1.7.3An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 Softcore Death 1.6.0Allows you to move to a more forgiving permadeath setting when you die. If you are in Roguelike, you can switch to Adventure and carry on from the Eidolon plane. When you switch to Adventure, you have the same amount of bonus lives you would have had if you had been playing Adventure the whole time (minus the one you just lost). New in 1.2.0 - If you are a donator, you can give yourself more adventure mode lives. You will only earn Exploration achievements from then on, but enemies will recover when you die, letting you retry fights as many times as you want. Every time you use this addon, DarkGod cries a single tear 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: 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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Sun Paladin |
Level / Exp | 25 / 50% |
Size | big |
Lifes / Deaths | Killed by Eilinera the water imp at level 12 on the 3rd Haze 122nd year of Ascendancy at 05:36 0 / 6Killed by Eilinera the water imp at level 12 on the 3rd Haze 122nd year of Ascendancy at 07:00 Killed by Lisiretira the fire drake hatchling at level 16 on the 34th Haze 122nd year of Ascendancy at 02:47 Killed by Gloreyatha the squid at level 16 on the 52nd Haze 122nd year of Ascendancy at 07:55 Killed by The Sun at level 24 on the 70th Regrowth 123rd year of Ascendancy at 02:39 Killed by Salolravena the fire drake hatchling at level 24 on the 76th Regrowth 123rd year of Ascendancy at 18:45 |
Primary Stats
Strength | 85 (base 48) |
Dexterity | 29 (base 20) |
Constitution | 49 (base 30) |
Magic | 59 (base 29) |
Willpower | 23 (base 10) |
Cunning | 32 (base 10) |
Resources
Life | 816/816 |
Positive | 62/62 |
Stamina | 234/234 |
Healing Factor | 1.3732873839943 |
Regeneration | 4.4631839979815 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +2.6645352591004E-13% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Offense: Mainhand
Damage | 105 |
Accuracy | 42 |
Crit Chance | 18% |
APR | 21 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 40 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Physical | +6% |
Fire | +3% |
Cold | +3% |
Arcane | +19% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Blight | +5% |
Lightning | +20% |
Cold | +25% |
Arcane | +10% |
Defense: Base
Armour (hardiness) | 60 (88.568973732692%) |
Defense | 26 |
Ranged Defense | 30 |
Fatigue | 30 |
Physical Save | 54 |
Spell Save | 61 |
Mental Save | 36 |
Defense: Resistances
Acid | + 28%( 70%) |
Blight | + 52%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 25%( 70%) |
All | + 10%( 70%) |
Darkness | + 33%( 70%) |
Physical | + 33%( 70%) |
Mind | + 18%( 70%) |
Fire | + 25%( 70%) |
Lightning | + 39%( 70%) |
Defense: Immunities
Disarm Resistance | 44% |
Stun Resistance | 43% |
Instadeath Resistance | 100% |
Knockback Resistance | 62% |
Inscriptions (5/5)
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 318 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: 17 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 140 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: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 750% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 193 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 262 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 3/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Celestial / Light | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Second Life |
talent | Weapon of Wrath |
talent | Weapon of Light |
talent | Chant of Resistance |
detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | 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 injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Xerunn the copperhead snake. Escort: lost defiler (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by The Sun. Escort: repented thief (level 2 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. 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 fire 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed bloated horror heart. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed ice ant stinger. * '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.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed xorn fragment. You have aided Ungrol of Last Hope in creating an elixir of brawn. 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 snow giant kidney. * '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.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
Equipment
On feet | pair of hardened leather boots 'Mayoldatha' (10 def, 3 armour) pair of hardened leather boots 'Mayoldatha' (10 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +1 Dex +5 Con offense ------ Physical Crit +4.0% Critical power +10.00% Physical Power +20 (+5 eff.) defense ------ Armor +3 Defense +10 (+5 eff.) Fatigue -6% Physical save +10 (+3 eff.) other ------- Encumbrance +31 A pair of boots made of leather. |
Light source | Islimina the alchemist's lamp Islimina the alchemist's lamp0.0 Encumbrance T3 lite [Rare] Arcane While equipped: Stats +5 Mag +4 Cun +2 Con offense ------ Mind Crit +6% Spellpower +13 (+4 eff.) Damage +6% physical defense ------ Resistance +6% mind other ------- Max stamina +30.00 Max hate +4.00 Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Rimefame the hardened leather cap (0 def, 3 armour) Rimefame the hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Wil offense ------ Damage +3% mind +3% cold Ignore resists +5% blight +25% cold On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 21 defense ------ Armor +3 Fatigue +3% Resistance +10% blight +3% mind Mind save +8 (+4 eff.) A cap made of leather. |
On hands | dwarven-steel gauntlets 'Mayelle' (0 def, 6 armour) dwarven-steel gauntlets 'Mayelle' (0 def, 6 armour)1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +3 Dex offense ------ Damage +9% arcane Accuracy +8 (+2 eff.) defense ------ Armor +6 Fatigue +3% Resistance +5% arcane Physical save +22 (+7 eff.) Mind save +7 (+3 eff.) Unlife -40.00 life Disarm Resist +24% 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 | It Which Writhes It Which Writhes0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
On fingers | Rhodig the Galewhisper Rhodig the Galewhisper0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +3 Cun +5 Str offense ------ Ignore resists +20% lightning On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Physical save +10 (+3 eff.) Spell save +6 (+1 eff.) Mind save +8 (+4 eff.) Rings make your fingers look great! |
On fingers | Uridin the Stormire Uridin the Stormire0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +9 Cun +11 Str offense ------ Damage +6% lightning defense ------ Armor +8 Rings make your fingers look great! |
Around neck | Daneth's Neckguard Daneth's Neckguard2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
In main hand | Drake's Bane (156% power, 21 apr) Drake's Bane (156% power, 21 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Master Weapon Damage 156% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +21 Critical Rate +2.0% Attack Speed 100% Damage Against +25% Dragon While equipped: Stats +6 Str defense ------ Resist Against +25% Dragon Physical save +9 (+3 eff.) Stun Resist +20% Knockbk Resist +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Around waist | Belagorn Belagorn1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +3 Wil offense ------ On-Hit (Melee): * 10% chance to slow global speed by 40% defense ------ Life +32.00 other ------- Equi when Hit +0.04 Hate-on-crit +2.00 A belt that goes around your waist. |
In off hand | Black Mesh (8 def, 2 armour, 150% power, 120 block) Black Mesh (8 def, 2 armour, 150% power, 120 block)7.0 Encumbrance T3 shield armor [Unique] Nature When used to Attack: Weapon Damage 150% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +5.0% Block +120 While equipped: Stats +5 Wil offense ------ On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it defense ------ Armor +2 Defense +8 (+4 eff.) Ranged Defense +8 (+4 eff.) Fatigue +6% Resistance +25% blight +25% darkness other ------- Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Cloak | cashmere cloak 'Eilinuna' (2 def, 0 armour) cashmere cloak 'Eilinuna' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats +3 Dex offense ------ Spell Crit +4% Critical power +16.00% Physical Power +10 (+3 eff.) Spellpower +6 (+2 eff.) Damage +10% arcane Ignore resists +10% arcane defense ------ Defense +2 (+1 eff.) Resistance +6% blight +15% lightning Physical save +6 (+2 eff.) Healmod +10% other ------- Max mana +49.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Brandsin the steel plate armour (0 def, 14 armour) Brandsin the steel plate armour (0 def, 14 armour)17.0 Encumbrance T2 massive armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +5 Wil offense ------ Damage +3% fire On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +14 Fatigue +22% Resistance +9% acid +6% physical +6% blight +6% fire +6% lightning +6% cold Mind save +10 (+4 eff.) Disarm Resist +20% Stun Resist +23% Knockbk Resist +22% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
movement infusion of the wizard (speed 711%; cd 8) movement infusion of the wizard (speed 711%; cd 8)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 711% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 504; 12 cd) regeneration infusion of the warrior (heal 504; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 504 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 23%; magical; dur 4; cd 15) wild infusion of the psychic (res 23%; magical; dur 4; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 29%; physical; dur 2; cd 14) wild infusion of the titan (res 29%; physical; dur 2; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, physical, light, cold, nature, fire) Prismatic Rune (6 turns; acid, physical, light, cold, nature, fire)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 2 physical, 4 light, 5 cold, 5 nature, 3 fire Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the warrior (damage 273; dur 4; cd 22) acid wave rune of the warrior (damage 273; dur 4; cd 22)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 22 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 273.10 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 130; cd 21) shatter afflictions rune of the warrior (absorb 130; cd 21)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 21 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 130 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. 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 |
shielding rune of the sneak (absorb 219; dur 3; cd 14) shielding rune of the sneak (absorb 219; dur 3; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 219 damage for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the warrior (absorb 394; dur 3; cd 15) shielding rune of the warrior (absorb 394; dur 3; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 394 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Belarach the Hellslace Belarach the Hellslace0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +6 Lck offense ------ Damage +3% fire Ignore resists +20% fire +5% mind +10% temporal Accuracy +6 (+1 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 15 * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +8 (+4 eff.) Resistance +6% temporal Resist unseen 12% Amulets make your neck look great! |
Feathersteel Amulet Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+8 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Lightninggasher Lightninggasher0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Critical power +5.00% Spellpower +15 (+4 eff.) Damage +9% lightning defense ------ Resistance +6% lightning +6% physical Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Stamina/turn +0.40 Amulets make your neck look great! |
steel amulet 'Belasenne' =stats= steel amulet 'Belasenne' =stats=0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +2 Wil +3 Cun offense ------ Mindpower +20 (+8 eff.) Damage +9% mind When Hit 2 mind Amulets make your neck look great! |
Gloomimmortal the gold ring =detection= Gloomimmortal the gold ring =detection=0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: defense ------ Armor +12 Resistance +9% acid +6% darkness +3% lightning +5% arcane +6% light Blind Resist +26% Silence Resist +20% other ------- Infravision +5 See Stealth +10 See Invis +11 Rings make your fingers look great! |
Hailsquall Hailsquall0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +3 Str +1 Dex +3 Mag offense ------ Damage +3% cold defense ------ Fatigue -6% Resistance +9% cold other ------- Encumbrance +23 Light +2 Rings make your fingers look great! |
gold lapis lazuli ring gold lapis lazuli ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +11 (+3 eff.) Ignore Armor +9 defense ------ Defense +16 (+8 eff.) Physical save +6 (+2 eff.) Spell save +6 (+1 eff.) Mind save +6 (+3 eff.) Disengage: Puts all charms on 10 cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 89% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel greatmaul 'Ce'Notira' (134% power, 2 apr) steel greatmaul 'Ce'Notira' (134% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Nature/Psionic Weapon Damage 134% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +13 darkness Damage Against +13% Living On-crit, radius 2 +21 lightning +30 cold +8 arcane On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: offense ------ Move Speed +36% Ignore resists +10% lightning +13% cold +10% arcane other ------- Max mana +60.00 Massive two-handed mauls. |
Colaryem (159% power, 12 apr) Colaryem (159% power, 12 apr)3.0 Encumbrance T3 greatsword 2H weapon [Unique] Arcane Weapon Damage 160% Range: 1.0x-1.6x Uses 130% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +11.0% Attack Speed 50% While equipped: Stats +7 Dex offense ------ Move Speed +10% Damage +7% lightning defense ------ Fatigue -12% Resistance +7% lightning other ------- Encumbrance +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
dwarven-steel greatsword 'Yaruregodas' (142% power, 2 apr) dwarven-steel greatsword 'Yaruregodas' (142% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Rare] Psionic Weapon Damage 142% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ Physical Crit +2.0% Physical Power +15 (+4 eff.) defense ------ Resistance +1% physical Physical save +3 (+1 eff.) Unlife -60.00 life Massive two-handed swords. |
Moon (100% power, 0 apr) Moon (100% power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Weapon Damage 100% Range: 1.0x-1.3x Uses 20% Str, 20% Dex Damage Darkness Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Darkness damage. While equipped: other ------- Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Coral Spray (8 def, 8 armour, 117% power, 48 block) Coral Spray (8 def, 8 armour, 117% power, 48 block)7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 117% Range: 1.0x-1.4x Uses 140% Str Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
swashbuckler's stralite shield (0 def, 8 armour, 158% power, 139 block) swashbuckler's stralite shield (0 def, 8 armour, 158% power, 139 block)7.0 Encumbrance T4 shield armor [Ego+] Master When used to Attack: Weapon Damage 159% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +139 While equipped: Stats +9 Str +7 Dex offense ------ Accuracy +17 (+4 eff.) defense ------ Armor +8 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
hardened leather belt 'Halygas' =breathing= hardened leather belt 'Halygas' =breathing=1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Psionic While equipped: offense ------ Mind Crit +2% Critical power +20.00% Mindpower +6 (+2 eff.) defense ------ Resistance +9% blight +8% light +7% darkness Physical save +8 (+3 eff.) other ------- Psi when Hit +0.04 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
thick linen cloak of battle (1 def, 6 armour) thick linen cloak of battle (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +1 (+0 eff.) defense ------ Armor +6 Defense +1 (+1 eff.) Fatigue -2% Resistance +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
iron helm 'Taintglean' (0 def, 3 armour) iron helm 'Taintglean' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +11% temporal +6% light +3% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Lisanor the Gloombile (0 def, 4 armour) Lisanor the Gloombile (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Dex +2 Wil offense ------ Critical power +5.00% defense ------ Armor +4 Fatigue +4% Resistance +3% darkness other ------- Equi when Hit +0.04 Max psi +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 agate 3 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. |
5 spinel 5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 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. |
2 citrine 2 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. |
2 zircon 2 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. |
4 aquamarine 4 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. |
4 opal 4 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. |
5 topaz 5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst 6 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. |
garnet 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. |
2 quartz 2 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. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
663 alchemist agate 663 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. |
brass lantern 'Flashstalker' =detection= brass lantern 'Flashstalker' =detection=2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Damage +6% light defense ------ Resistance +3% acid +6% temporal +9% cold +6% lightning Spell save +3 (+0 eff.) Mind save +5 (+2 eff.) other ------- Light +3 See Stealth +7 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. |
Wintertide Phial Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +1 Infravision +6 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Summertide Phial 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.(74 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Carrionpower (dig speed 36 turns) Carrionpower (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature On-Hit (Melee): * 20% chance to slow global speed by 40% defense ------ Resistance +10% nature Poison Resist +20% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Plaguestoker the dwarven-steel pickaxe (dig speed 32 turns) Plaguestoker the dwarven-steel pickaxe (dig speed 32 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +5 Str offense ------ Damage +6% lightning +6% nature +6% acid Ignore resists +25% acid On-Hit (Melee): * 20% chance to slow global speed by 40% defense ------ Fatigue -7% Resistance +3% acid While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 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. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest 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 Recall (1/1) 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. |
Cyrogarin the elm wand of shielding [power 122] (20 cooldown) Cyrogarin the elm wand of shielding [power 122] (20 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +1 Wil offense ------ Damage +3% blight defense ------ Resistance +3% blight other ------- Psi when Hit +0.08 Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By The Sun the Ogre Sun Paladin level 19
14th Regrowth 123rd year of Ascendancy at 11:27 see stats
By The Sun the Ogre Sun Paladin level 24
76th Regrowth 123rd year of Ascendancy at 05:57 see stats
By The Sun the Ogre Sun Paladin level 10
76th Dusk 122nd year of Ascendancy at 07:33 see stats
By The Sun the Ogre Sun Paladin level 20
23rd Regrowth 123rd year of Ascendancy at 19:35 see stats
By The Sun the Ogre Sun Paladin level 18
2nd Allure 123rd year of Ascendancy at 05:55 see stats
By The Sun the Ogre Sun Paladin level 16
55th Haze 122nd year of Ascendancy at 23:49 see stats
By The Sun the Ogre Sun Paladin level 21
44th Regrowth 123rd year of Ascendancy at 03:11 see stats
By The Sun the Ogre Sun Paladin level 14
10th Haze 122nd year of Ascendancy at 13:10 see stats
Log
Weapon of Wrath hits Master vampire for 117 fire damage.
Phantasmal Shield hits The Sun for 99 light damage.
Talent Wave of Power is ready to use.
Talent Healing Light is ready to use.
Master vampire misses The Sun.
The Sun uses Stunning Blow.
Master vampire starts to bleed.
Master vampire is stunned!
The Sun hits Master vampire for 88 physical, 8 light, 6 arcane, 96 physical (198 total damage).
Weapon of Wrath hits Master vampire for 117 fire damage.
Weapon of Wrath killed Master vampire!
Talent Infusion: Healing is ready to use.
Resting starts...
The Sun speeds up.
Talent Stunning Blow is ready to use.
Rested for 9 turns (stop reason: hostile spotted to the east (shadow)).
The Sun picks up (o.): enraging gold amulet of dexterity (+4).
Talent Irresistible Sun is ready to use.
You gain 20.72 gold from the transmogrification of vined mindstar 'Hazerace' (88% power, 18 apr, nature damage).
You gain 15.81 gold from the transmogrification of Murkkiss the steel greatmaul (132% power, 2 apr).
You gain 20.78 gold from the transmogrification of Eclipseprophet (120% power, 4 apr, darkness element).
You gain 23.21 gold from the transmogrification of Tundrabright the ash magestaff (111% power, 3 apr, arcane element).
You gain 5.88 gold from the transmogrification of enraging gold amulet of dexterity (+4).
Resting starts...
Rested for 19 turns (stop reason: all resources and life at maximum).