Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. Ashes of Urh'Rok 1.7.4Official 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:
Forbidden Cults 1.7.4Official 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.
Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Skeleton |
Class | Sun Paladin |
Level / Exp | 24 / 58% |
Size | medium |
Lifes / Deaths | Killed by Emelyldawyn the sandworm at level 22 on the 79th Dusk 122nd year of Ascendancy at 18:56 / 2Killed by Emuriwe the large white snake at level 24 on the 76th Haze 122nd year of Ascendancy at 06:07 |
Primary Stats
Strength | 75 (base 50) |
Dexterity | 24 (base 10) |
Constitution | 17 (base 10) |
Magic | 64 (base 54) |
Willpower | 25 (base 10) |
Cunning | 31 (base 10) |
Resources
Life | -60/617 |
Positive | 35/119 |
Stamina | 202/206 |
Healing Factor | 1.1629415192739 |
Regeneration | 4.9425014569141 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +45% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Offense: Mainhand
Damage | 110 |
Accuracy | 38 |
Crit Chance | 18% |
APR | 27 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 41 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Light | +27% |
Blight | +5% |
Physical | +10% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Blight | +10% |
Light | +17% |
All | 0% |
Defense: Base
Armour (hardiness) | 55.413408721348 (85.897138898113%) |
Defense | 41 |
Ranged Defense | 45 |
Fatigue | 37 |
Physical Save | 43 |
Spell Save | 39 |
Mental Save | 38 |
Defense: Resistances
Lightning | + 18%( 70%) |
Acid | + 6%( 70%) |
Light | + 70%( 70%) |
Nature | + 16%( 70%) |
Cold | + 20%( 70%) |
Physical | + 7%( 70%) |
Fire | + 3%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 54% |
Disarm Resistance | 35% |
Bleed Resistance | 75% |
Teleport Resistance | 40% |
Instadeath Resistance | 100% |
Pinning Resistance | 20% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 293 damage for 5 turns. Its effects scale with your Dexterity 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 104 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 12 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 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Dexterity stat. |
Class Talents
Celestial / Guardian | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Radiance | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the worried loremaster from death by Salulramina the assassin. Escort: worried loremaster (level 2 of Ruins of Kor'Pul) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * '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 length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * '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.' 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 chunk of ghoul flesh. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' | 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 within4 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 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 | Summertide Phial Summertide Phial1.0 Encumbrance T1 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.(77 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+4 eff.) Spell save +12 (+4 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | brawler's drakeskin leather gloves of the iron hand (0 def, 3 armour) brawler's drakeskin leather gloves of the iron hand (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego++] Master While equipped: Stats +5 Str +2 Dex +2 Wil +3 Cun +2 Con defense ------ Armor +3 Physical save +8 (+3 eff.) Disarm Resist +35% other ------- Cooldown Double Strike -1 Masteries +0.20 Technique/Grappling 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. |
Tool | Velorerin [power 122] (20 cooldown) Velorerin [power 122] (20 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +3 Cun +1 Mag offense ------ Critical power +5.00% defense ------ Crit Resistance 15.00% other ------- Stamina/turn +3.00 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 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Wheel of Fate Wheel of Fate0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: Stats +5 Str offense ------ Damage +14% light +6% lightning When Hit 2 lightning defense ------ Armor +10 Resistance +28% light Physical save +6 (+2 eff.) Spell save +7 (+3 eff.) Mind save +6 (+2 eff.) Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | Dairehad the steel ring Dairehad the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Master While equipped: Stats +5 Cun +5 Dex offense ------ Accuracy +25 (+8 eff.) Ignore Armor +15 On-Hit (Melee): * 10% chance to slow global speed by 42% defense ------ Defense +16 (+6 eff.) Resistance +6% nature +6% acid Spell save +3 (+1 eff.) Disengage: Puts all charms on 10 turn 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 82% 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! |
Around neck | Feathersteel Amulet Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+5 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. |
In main hand | Corpathus (40-56 power, 12 apr) Corpathus (40-56 power, 12 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Master/Unknown Weapon Damage 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +9.0% Attack Speed 100% On-hit +18 draining blight On Critical: * grows in power On Kill: * grows dramatically in power While equipped: offense ------ Critical power +6.00% Damage +5% blight defense ------ Cut Resist -25% other ------- Max vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Around waist | Balonik Balonik1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +4 Mag offense ------ Ignore resists +10% blight defense ------ Resistance +9% lightning +3% fire Poison Resist +20% Pinning Resist +20% Stun Resist +10% Teleport Resist +20% other ------- Mana/turn +0.15 Max mana +24.00 A belt that goes around your waist. |
In off hand | Titanic (20 def, 18 armour, 48-58 power, 320 block) Titanic (20 def, 18 armour, 48-58 power, 320 block)7.0 Encumbrance T3 shield armor [Unique] Master When used to Attack: Weapon Damage 48.0 - 57.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +320 While equipped: defense ------ Armor +18 Hardiness +20% Defense +20 (+7 eff.) Ranged Defense +10 (+3 eff.) Fatigue +30% other ------- Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Cloak | linen cloak 'Eilinetha' (1 def, 0 armour) linen cloak 'Eilinetha' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: defense ------ Defense +1 (+1 eff.) Resistance +9% lightning Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Life +20.00 Life Regen +4.00 Teleport Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | enlightening dwarven-steel mail armour of stability (3 def, 8 armour) enlightening dwarven-steel mail armour of stability (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego+] Master/Psionic While equipped: Stats +6 Cun +5 Wil defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +7% physical Physical save +13 (+5 eff.) Mind save +13 (+5 eff.) A suit of armour made of mail. |
Inventory
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. |
Withering Orbs Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet 'Runublek' copper amulet 'Runublek'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ Spell Crit +2% Critical power +10.00% Spellpower/crit +2 Damage +3% blight Ignore resists +5% blight other ------- Mana-on-crit +2.00 Amulets make your neck look great! |
conjurer's steel ring of light (+24%) conjurer's steel ring of light (+24%)0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +6 (+2 eff.) Damage +12% light defense ------ Resistance +24% light Rings make your fingers look great! |
copper ring of fire (+20%) copper ring of fire (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% fire defense ------ Resistance +20% fire Rings make your fingers look great! |
marksman's copper ring marksman's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) Rings make your fingers look great! |
warbringer's dwarven-steel battleaxe of enduring (32-47 power, 2 apr) =+15 con= warbringer's dwarven-steel battleaxe of enduring (32-47 power, 2 apr) =+15 con=3.0 Encumbrance T3 battleaxe 2H weapon [Ego++] Nature/Master Weapon Damage 31.5 - 47.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% While equipped: Stats +15 Con +10 Wil offense ------ Physical Power +10 (+3 eff.) Ignore resists +12% physical defense ------ Life +56.00 Disarm Resist +18% Massive two-handed battleaxes. |
arcing iron mace (11-15 power, 2 apr) arcing iron mace (11-15 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego] Arcane Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 71 damage Blunt and deadly. |
arcing iron waraxe of massacre (19-27 power, 2 apr) arcing iron waraxe of massacre (19-27 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego] Arcane/Master Weapon Damage 19.0 - 26.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 71 damage One-handed war axes. |
Dazzlewrither Dazzlewrither1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +2 Str offense ------ Critical power +15.00% Physical Power +2 (+0 eff.) Accuracy +5 (+2 eff.) When Hit 4 light defense ------ Resistance +2% physical Spell save +6 (+2 eff.) other ------- Light +1 Size +1 A belt that goes around your waist. |
blurring rough leather belt of the giants blurring rough leather belt of the giants1.0 Encumbrance T1 belt armor [Ego] Master While equipped: offense ------ Physical Power +2 (+0 eff.) defense ------ Defense +8 (+3 eff.) Spell save +5 (+2 eff.) Stealth +5 other ------- Size +1 A belt that goes around your waist. |
Cloak of Deception Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ 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. |
resilient linen cloak of the Shaloren (1 def, 0 armour) resilient linen cloak of the Shaloren (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane/Nature While equipped: Stats +1 Mag +2 Wil defense ------ Defense +1 (+1 eff.) Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Salera the pair of rough leather boots (0 def, 1 armour) =+4 con= Salera the pair of rough leather boots (0 def, 1 armour) =+4 con=2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +3 Wil +6 Cun +4 Con defense ------ Armor +1 Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of rough leather boots 'Galuyon' (0 def, 1 armour) pair of rough leather boots 'Galuyon' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: defense ------ Armor +1 Resistance +6% lightning +6% temporal +5% arcane Life +20.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Infravision +2 A pair of boots made of leather. |
Charwreck the iron helm (0 def, 3 armour) Charwreck the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ Damage +3% darkness On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +3 Fatigue +5% Resistance +6% fire Spell save +12 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Growthrend the dwarven-steel helm (0 def, 4 armour) =+6 con= Growthrend the dwarven-steel helm (0 def, 4 armour) =+6 con=3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +4 Str +4 Dex +3 Cun +6 Con offense ------ Damage +9% lightning +6% nature defense ------ Armor +4 Fatigue +4% Mind save +6 (+2 eff.) other ------- Psi when Hit +0.44 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Kularomidin the Demonfury (0 def, 3 armour) Kularomidin the Demonfury (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ On-Hit (Melee): * 10% chance to reduce damage dealt by 14% defense ------ Armor +3 Fatigue +5% Resistance +5% arcane +3% light Life Regen +2.00 Teleport Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Xanewyn' (30 def, 4 armour) dwarven-steel helm 'Xanewyn' (30 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +6 Str offense ------ Critical power +10.00% defense ------ Armor +4 Defense +30 (+10 eff.) Fatigue +4% Unlife -40.00 life other ------- Max stamina +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of dexterity (+2) (0 def, 1 armour) rough leather cap of dexterity (+2) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Dex defense ------ Armor +1 Fatigue +1% A cap made of leather. |
rejuvenating iron mail armour of lightning resistance (2 def, 4 armour) rejuvenating iron mail armour of lightning resistance (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Ego] Nature/Master While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +16% lightning Life Regen +2.10 other ------- Stamina/turn +0.60 A suit of armour made of mail. |
Gloraldara the Tundravault (3 def, 2 armour) =+4 con= Gloraldara the Tundravault (3 def, 2 armour) =+4 con=9.0 Encumbrance T1 light armor [Rare] Psionic While equipped: Stats +3 Mag +1 Wil +4 Con offense ------ Damage +6% cold defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +6% mind +3% fire Mind save +10 (+4 eff.) A suit of armour made of leather. |
Wrathroot's Barkwood (9 def, 10 armour, 25-35 power, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 25-35 power, 60 block)7.0 Encumbrance T2 shield armor [Unique] Nature When used to Attack: Weapon Damage 25.0 - 35.0 Physical Uses 150% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +60 While equipped: defense ------ Armor +10 Defense +9 (+3 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. |
reinforced steel shield of fire resistance (+15%) (0 def, 5 armour, 18-22 power, 62 block) reinforced steel shield of fire resistance (+15%) (0 def, 5 armour, 18-22 power, 62 block)7.0 Encumbrance T2 shield armor [Ego] Master When used to Attack: Weapon Damage 18.0 - 21.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +62 While equipped: defense ------ Armor +5 Fatigue +8% Resistance +15% fire other ------- Talents +1 Block Handheld deflection devices. |
9 agate 9 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. |
478 alchemist agate 478 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. |
onyx onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 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. |
lapis lazuli lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 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. |
7 topaz 7 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. |
Moldquencher the iron pickaxe (dig speed 38 turns) Moldquencher the iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Cun +1 Str offense ------ Damage +6% nature Ignore resists +20% nature When Hit 2 mind defense ------ Resistance +10% nature +3% darkness While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald 3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
15 spinel 15 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. |
Betheba the brass lantern Betheba the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Physical Power +15 (+5 eff.) defense ------ Resistance +3% lightning Crit Resistance 5.00% Unlife -40.00 life Life +43.00 other ------- Stamina/turn +1.00 Light +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. |
Unlightvice the brass lantern Unlightvice the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +4 Str offense ------ Damage +3% darkness defense ------ Armor +2 Resistance +1% physical other ------- Max stamina +30.00 Light +5 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. |
brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +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. |
brass lantern 'Gliriamina' brass lantern 'Gliriamina'2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ When Hit 6 blight On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +6% temporal other ------- Light +5 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. |
brass lantern of health brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +40.00 other ------- Light +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. |
Imp Claw Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 9 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 123.36 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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. |
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. |
Rod of Annulment (1/1) 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) 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. |
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. |
3 amethyst 3 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. |
overpowered elm wand of shielding [power 158] (28 cooldown) overpowered elm wand of shielding [power 158] (28 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 158 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 28 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
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. |
6 citrine 6 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. |
10 zircon 10 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. |
Achievements
By Skele Paladin the Skeleton Sun Paladin level 13
27th Dusk 122nd year of Ascendancy at 22:29 see stats
By Skele Paladin the Skeleton Sun Paladin level 22
79th Dusk 122nd year of Ascendancy at 17:50 see stats
By Skele Paladin the Skeleton Sun Paladin level 10
13rd Dusk 122nd year of Ascendancy at 11:07 see stats
By Skele Paladin the Skeleton Sun Paladin level 20
72nd Dusk 122nd year of Ascendancy at 17:11 see stats
By Skele Paladin the Skeleton Sun Paladin level 24
70th Haze 122nd year of Ascendancy at 19:37 see stats
By Skele Paladin the Skeleton Sun Paladin level 21
75th Dusk 122nd year of Ascendancy at 04:37 see stats
By Skele Paladin the Skeleton Sun Paladin level 10
14th Dusk 122nd year of Ascendancy at 02:47 see stats
By Skele Paladin the Skeleton Sun Paladin level 23
45th Haze 122nd year of Ascendancy at 06:30 see stats
By Skele Paladin the Skeleton Sun Paladin level 10
15th Dusk 122nd year of Ascendancy at 15:19 see stats
By Skele Paladin the Skeleton Sun Paladin level 23
44th Haze 122nd year of Ascendancy at 14:05 see stats
By Skele Paladin the Skeleton Sun Paladin level 22
79th Dusk 122nd year of Ascendancy at 16:17 see stats
By Skele Paladin the Skeleton Sun Paladin level 14
44th Dusk 122nd year of Ascendancy at 02:31 see stats
By Skele Paladin the Skeleton Sun Paladin level 22
79th Dusk 122nd year of Ascendancy at 18:56 see stats
Log
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Skele Paladin casts Rune: Shatter Afflictions.
Skele Paladin speeds up.
Skele Paladin is free from the hex.
A shield forms around Skele Paladin.
Skele Paladin fails to use Rune: Blink.
Siloleda the giant black ant's Throwing Knife performs a melee critical strike against Skele Paladin!
Skele Paladin resists the vile poison!
Siloleda the giant black ant's Throwing Knife hits Skele Paladin for (138 absorbed), 0 physical, (5 absorbed), 0 fire (0 total damage).
Emuriwe the large white snake fails to use Flurry of Fists.
Searing Sight hits Islith the bloated horror for (5 absorbed), 0 light (0 total damage).
Searing Sight hits Emuriwe the large white snake for (6 flat reduction), 0 light (0 total damage).
Weakness Disease from Islith the bloated horror hits Emuriwe the large white snake for (14 flat reduction), 17 blight (17 total damage).
Skele Paladin fails to use Rune: Blink.
Siloleda the giant black ant uses Throwing Knives.
Your shield crumbles under the damage!
The shield around Skele Paladin crumbles.
Skele Paladin resists the vile poison!
Shield of Light hits Skele Paladin for 11 healing, 11 healing (0 total damage) [22 healing].
Melee retaliation hits Siloleda the giant black ant for 9 light, 1 lightning (10 total damage).
Siloleda the giant black ant's Throwing Knife hits Skele Paladin for (65 absorbed), 9 physical, 5 fire (14 total damage).
Emuriwe the large white snake lashes out with a flurry of fists.
Emuriwe the large white snake breathes venom!
Shield of Light hits Skele Paladin for 11 healing, 11 healing, 11 healing (0 total damage) [33 healing].
Melee retaliation hits Emuriwe the large white snake for (9 flat reduction), 0 light, (1 flat reduction), 0 lightning, (9 flat reduction), 0 light, (1 flat reduction), 0 lightning, (9 flat reduction), 0 light, (1 flat reduction), 0 lightning (0 total damage).
Emuriwe the large white snake hits Skele Paladin for 98 physical, 6 nature, 95 physical (200 total damage).
Skele Paladin the level 24 skeleton sun paladin was sliced to death by Emuriwe the large white snake on level 3 of Old Forest.