









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.0 |
Addons | ZOmnibus Lite 1.7.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Ashes of Urh'Rok 1.7.0Official 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! Embers of Rage 1.7.0Official 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:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Ghoul |
Class | Sun Paladin |
Level / Exp | 21 / 95% |
Size | medium |
Lifes / Deaths | Killed by fire drake at level 21 on the 61st Haze 122nd year of Ascendancy at 12:27 / 1 |
Primary Stats
Strength | 76 (base 47) |
Dexterity | 18 (base 10) |
Constitution | 40 (base 13) |
Magic | 46 (base 39) |
Willpower | 22 (base 16) |
Cunning | 22 (base 10) |
Resources
Mana | 188/308 |
Vim | 180/180 |
Life | -262/646 |
Positive | 53/110 |
Stamina | 180/220 |
Healing Factor | 1.2222297605397 |
Regeneration | 11.683378993358 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +30% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 6 |
Offense: Mainhand
Damage | 114 |
Accuracy | 45 |
Crit Chance | 8% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 35 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Light | +3% |
Cold | +15% |
Blight | +9% |
Physical | +6% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Fire | +10% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 29.551211628464 (73.607947236566%) |
Defense | 9 |
Ranged Defense | 9 |
Fatigue | 26 |
Physical Save | 36 |
Spell Save | 28 |
Mental Save | 32 |
Defense: Resistances
Acid | + 4%( 70%) |
Blight | + 6%( 70%) |
Physical | + 13%( 70%) |
Cold | + 23%( 70%) |
All | + 4%( 70%) |
Darkness | + 32%( 70%) |
Light | + 20%( 70%) |
Temporal | + 18%( 70%) |
Lightning | + 9%( 70%) |
Fire | + 4%( 70%) |
Nature | + 16%( 70%) |
Defense: Immunities
Stun Resistance | 70% |
Confusion Resistance | 28% |
Fear Resistance | 100% |
Poison Resistance | 80% |
Blind Resistance | 25% |
Disarm Resistance | 23% |
Bleed Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 372 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. |
Class Talents
Celestial / Crusader | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Celestial / Combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 5/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Generic Talents
Undead / Ghoul | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Glenne the snow giant boulder thrower. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved talent Curse of Death (+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 Horned Horror. * 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. | 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 needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed green worm. * '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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * '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.' Agrimley the hermit needs your help making an elixir of focus. 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 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 red crystal shard. 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. * You've found the needed pouch of faeros ash. * You've found the needed bear paw. | 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 within5 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 |
Equipment
On feet | ![]() Frost Treads (1 def, 4 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +1 (+1 eff.) (-) Fatigue: +7% (-) Changes stats: +4(-) Str / +4(-) Wil / +4(-) Cun Changes resistances: +10%(-) nature / +20%(-) cold Changes damage: +15%(-) cold Light radius: +1 (-) Movement speed: +20% (-) Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() Satyrraven Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 51% Damage (Melee): 0(-10) item nature slow Changes resistances: +3%(-) nature / +9%(-) darkness Changes resistances penetration: +10%(-) fire Maximum life: +44.00 (-) Light radius: +3 (-) 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 | ![]() Shinefear the rough leather cap (0 def, 9 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +9 (-) Fatigue: +1% (-) Changes resistances: +6%(-) lightning / +15%(-) temporal / +3%(-) blight Changes damage: +3%(-) light Only die when reaching: -20.00 life (-) A cap made of leather. |
Tool | ![]() Bethonor the iron pickaxe (dig speed 30 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) (-) Effects on melee hit: * 20% chance to reduce armor by 29% * 20% chance to reduce strength, dexterity, and constitution by 19 Damage (Melee): 0(-20) item blight disease / 0(-20) item acid corrode Damage when hit (Melee): 2(-) acid Changes stats: +1(-) Cun / +1(-) Str Infravision radius: +2 (-) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() steel ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +20% (-) Life regen: +3.00 (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() Barezilayon the Earthworm Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances penetration: +20% nature Mental save: +22 (+10 eff.) Confusion immunity: +28% Stun/Freeze immunity: +0% (-20%) Life regen: +0.00 (-3.00) Mindpower: +25 (+9 eff.) Rings make your fingers look great! Tap to cycle through comparison choices |
Around waist | ![]() rough leather belt 'Unrirondur' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4(-) Dex / +4(-) Wil / +4(-) Cun / +6(-) Lck Changes damage: +6%(-) physical Trap disarming bonus: +6 (-) Stealth bonus: +6 (-) Physical save: +6 (+3 eff.) (-) Only die when reaching: -20.00 life (-) Maximum stamina: +30.00 (-) Infravision radius: +4 (-) A belt that goes around your waist. |
In main hand | ![]() Unstoppable Mauler (48-72 power, 15 apr) Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 48.0 - 72.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) When this weapon hits: Sunder Armour (15% chance level 3). When wielded/worn: Accuracy: +20 (+7 eff.) (-) Pinning immunity: +100% (-) Knockback immunity: +100% (-) It can be used to activate talent Fearless Cleave (costing 18 power out of 6/18) : Effective talent level: 3.0 Power cost: 18 out of 6/18. Range: melee/personal Travel Speed: instantaneous Description: Take a step toward your foes then use the momentum to cleave all creatures adjacent to you for 130% weapon damage. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
On hands | ![]() Aerita the iron gauntlets (0 def, 1 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) (-) Armour: +1 (-) Fatigue: +1% (-) Damage when hit (Melee): 4(-) mind Changes stats: +1(-) Cun Changes damage: +3%(-) mind / +9%(-) blight Critical mult.: +20.00% (-) Physical save: +6 (+3 eff.) (-) Mental save: +6 (+3 eff.) (-) Disarm immunity: +23% (-) Hate when firing a critical mind attack: +4.00 (-) 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. |
Main armor | ![]() Mayurinne the Darkstreak (0 def, 7 armour) Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) (-) Armour penetration: +3 (-) Physical power: +15 (+4 eff.) (-) Armour: +7 (-) Fatigue: +22% (-) Changes stats: +4(-) Str Changes resistances: +21%(-) darkness / +10%(-) physical Light radius: +1 (-) It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 4 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Cloak | ![]() Cloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) (-) Spellpower: +5 (+2 eff.) (-) Mindpower: +5 (+3 eff.) (-) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around neck | ![]() wanderer's steel amulet of manastreaming Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% (-) Changes stats: +3(-) Dex / +2(-) Mag / +4(-) Cun / +5(-) Con Life regen: +2.00 (-) Stamina each turn: +0.70 (-) Mana each turn: +0.20 (-) Spellpower on spell critical (stacks up to 3 times): +2 (-) Maximum mana: +28.00 (-) Movement speed: +10% (-) Amulets make your neck look great! |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 232.20 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 24% all resistance, you move 36% faster, and you are invisible (power 22). Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() shielding rune of the warrior (absorb 346; dur 3; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15(-) 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 346(-26) damage for 3(-1) turns. Its effects scale with your -Magic, +Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() This item will automatically be transmogrified when you leave the level. Spellblaze Shard (20-26 power, 10 apr) Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0(-28.0 - -46.0) Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 (-5) Crit. chance: +12.0% (+9.0%) Attack speed: 100% (-) When this weapon hits: Sunder Armour (15% chance level 3). Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-7 eff.)) Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease Pinning immunity: +0% (-100%) Knockback immunity: +0% (-100%) This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() This item will automatically be transmogrified when you leave the level. Windhacker the iron gauntlets (10 def, 1 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-2 eff.)) Armour: +1 (-) Defense: +10 (+10 eff.) Fatigue: +1% (-) Effects on melee hit: * 20% chance to slow global speed by 51% Damage (Melee): 6 cold Damage when hit (Melee): 0(-4) mind Changes stats: +0(-1) Cun Changes resistances: +3% physical / +6% cold / +3% nature / +9% fire Changes resistances penetration: +10% physical Changes damage: +0%(-9%) blight / +4% cold / +0%(-3%) mind Critical mult.: +0.00% (-20.00%) Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Disarm immunity: +0% (-23%) Stamina each turn: +1.00 Hate when firing a critical mind attack: +0.00 (-4.00) 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. |
![]() This item will automatically be transmogrified when you leave the level. blighted dwarven-steel gauntlets of magic (+2) (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-2 eff.)) Armour: +2 (+1) Fatigue: +3% (+2%) Damage (Melee): 8 blight Damage when hit (Melee): 0(-4) mind Changes stats: +0(-1) Cun / +2 Mag Changes resistances: +7% blight Changes damage: +3%(-6%) blight / +3% arcane / +0%(-3%) mind Critical mult.: +0.00% (-20.00%) Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Disarm immunity: +0% (-23%) Hate when firing a critical mind attack: +0.00 (-4.00) 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. |
![]() This item will automatically be transmogrified when you leave the level. restful dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-2 eff.)) Armour: +2 (+1) Fatigue: +3% (+2%) Damage when hit (Melee): 0(-4) mind Changes stats: +0(-1) Cun Changes damage: +0%(-3%) mind / +0%(-9%) blight Critical mult.: +0.00% (-20.00%) Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Disarm immunity: +0% (-23%) Life regen: +1.00 Stamina each turn: +1.20 Hate when firing a critical mind attack: +0.00 (-4.00) Maximum stamina: +23.00 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. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-3 (-1 eff.)) Armour penetration: +15 Damage (Melee): 0(-20) item blight disease / 0(-20) item acid corrode Damage when hit (Melee): 0(-2) acid / 10 draining blight Changes stats: +0(-1) Cun / +0(-1) Str Changes damage: +5% blight Infravision radius: +0 (-2) When carried: Talents granted: +1.00(-) Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() This item will automatically be transmogrified when you leave the level. crystalomancer's iron pickaxe (dig speed 38 turns) Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-3 (-1 eff.)) Damage (Melee): 0(-20) item blight disease / 0(-20) item acid corrode Damage when hit (Melee): 0(-2) acid Changes stats: +1(-) Str / +1 Mag / +0(-1) Cun Maximum mana: +22.00 Spell crit. chance: +5% Infravision radius: +0 (-2) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
![]() This item will automatically be transmogrified when you leave the level. iron pickaxe 'Splendourtrencher' (dig speed 19 turns) Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-3 (-1 eff.)) Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +10 (+3 eff.) Damage (Melee): 0(-20) item blight disease / 0(-20) item acid corrode Damage when hit (Melee): 0(-2) acid Changes stats: +1(-) Str / +0(-1) Cun Changes resistances penetration: +25% light Changes damage: +6% fire / +7% mind / +6% nature Mental save: +6 (+3 eff.) Infravision radius: +0 (-2) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Rhulin the Ghoul Sun Paladin level 8
1st Summertide 122nd year of Ascendancy at 06:35 see stats
By Rhulin the Ghoul Sun Paladin level 19
45th Haze 122nd year of Ascendancy at 09:26 see stats
By Rhulin the Ghoul Sun Paladin level 10
8th Flare 122nd year of Ascendancy at 08:33 see stats
By Rhulin the Ghoul Sun Paladin level 20
45th Haze 122nd year of Ascendancy at 12:08 see stats
By Rhulin the Ghoul Sun Paladin level 18
36th Haze 122nd year of Ascendancy at 17:53 see stats
By Rhulin the Ghoul Sun Paladin level 8
4th Flare 122nd year of Ascendancy at 14:42 see stats
By Rhulin the Ghoul Sun Paladin level 12
7th Dusk 122nd year of Ascendancy at 14:19 see stats
By Rhulin the Ghoul Sun Paladin level 17
71st Dusk 122nd year of Ascendancy at 02:15 see stats
Log
Velylaith the faeros's Shoot hits Rhulin for 53 physical, 3 nature (58 total damage).
Rhulin regains balance.
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Rhulin uses Death Dance.
Rhulin misses Velylaith the faeros.
Evasive Shots fires a retaliatory shot at Rhulin!
Velylaith the faeros's Evasive Shots hits Rhulin for 60 physical, 3 nature (65 total damage).
Velylaith the faeros's Evasive Shots hits Rhulin for 62 physical, 3 nature (66 total damage).
Velylaith the faeros uses Double Shots.
Rhulin resists!
Rhulin resists!
Rhulin resists!
Rhulin resists!
Velylaith the faeros's Double Shots hits Rhulin for 33 physical, 3 nature (37 total damage).
Velylaith the faeros's Double Shots hits Rhulin for 34 physical, 3 nature (38 total damage).
Velylaith the faeros's Double Shots hits Rhulin for 32 physical, 3 nature (36 total damage).
Velylaith the faeros's Double Shots hits Rhulin for 32 physical, 3 nature (36 total damage).
Rhulin stops shining.
Rhulin casts Rune: Teleportation.
Rhulin slows down.
Master vampire casts Chill of the Tomb.
Snow giant boulder thrower uses Throw Boulder.
Snow giant boulder thrower hurls a huge boulder at Rhulin!
Rhulin resists the knockback!
Fire drake breathes fire!
Fire drake hits Rhulin for 112 fire damage.
Snow giant boulder thrower hits Rhulin for 153 physical damage.
Rhulin the level 21 ghoul sun paladin was combusted to death by a fire drake on level 4 of Daikara.