










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
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:
Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: 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:
Vox Eyal 1.7.6[Not compatible with Verbose Enemies] A total rework of the "Verbose Enemies" mod. Supports blacklist filtering to prevent non-humanoids from taunting if you don't want them to, taunt rate tuning, etc. Includes UI config panel (under Misc Tab) for real-time adjustments. Originally based on Death by a Thousand Taunts by Deeborm and Verbose Enemies by stuntofthelitter. While some people may be ok with Gen-Z nonsense, brainrot, and non-sequiturs, I felt the need to curate and split the list and in the process, ended up adding a ton of new features. [Not compatible with Verbose Enemies] 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.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Skeleton |
Class | Sun Paladin |
Level / Exp | 19 / 29% |
Size | medium |
Lifes / Deaths | Killed by minotaur at level 19 on the 7th Regrowth 123rd year of Ascendancy at 15:40 / 1 |
Primary Stats
Strength | 54 (base 43) |
Dexterity | 21 (base 10) |
Constitution | 14 (base 10) |
Magic | 45 (base 43) |
Willpower | 17 (base 10) |
Cunning | 15 (base 10) |
Resources
Life | 277/587 |
Positive | 103/104 |
Stamina | 164/186 |
Healing Factor | 1.0372895330004 |
Regeneration | 15.598004746105 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 49 |
Accuracy | 38 |
Crit Chance | 13% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 28 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 9 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Acid | +18% |
Light | +6% |
Temporal | +12% |
Darkness | +3% |
Lightning | +29% |
Cold | +3% |
All | 0% |
Offense: Damage Penetration
Lightning | +5% |
Light | +10% |
Cold | +15% |
Fire | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 32.118138619369 (56.297102139833%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 21 |
Physical Save | 21 |
Spell Save | 20 |
Mental Save | 24 |
Defense: Resistances
Lightning | + 70%( 70%) |
Nature | + 3%( 70%) |
Temporal | + 8%( 70%) |
Cold | + 24%( 70%) |
Fire | + 17%( 70%) |
Mind | + 10%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 22% |
Bleed Resistance | 100% |
Confusion Resistance | 20% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
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 35 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 75 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: 11 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 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Guardian | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Shield offense | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Sun | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
beneficial effect | The target has 12 increased life regeneration. Recovery |
detrimental effect | The target is being driven mad by the void, taking 25.68 darkness damage per turn and reducing all powers by 13. Dark Whispers |
detrimental effect | The full force of entropy has been brought to bear on the target, inflicting 0.49 darkness and 0.49 temporal damage each turn. Entropic Gift |
detrimental effect | The target is engulfed in entropy, reducing the duration of new beneficial effects and increasing the duration of new negative effects by 4%. NihilThis effect will fade in 2 turns if the source is not in line of sight. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved talent Disarm (+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 Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * '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.' * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Mag +2 offense ------ Ignore resists +15% cold On-Hit (Melee): * 10% chance to slow global speed by 28% defense ------ Armor +3 Fatigue +2% Resistance +7% fire, +3% nature, +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +6% lightning, +3% cold +3% darkness Ignore resists +5% lightning defense ------ Resistance +12% lightning, +3% cold Life +45.00 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. |
On head | ![]() 3.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats Str +3 defense ------ Armor +3 Fatigue +5% Resistance +5% lightning, +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Damage +6% light, +18% acid Ignore resists +10% light defense ------ Armor +2 Resistance +18% lightning Life Regen +3.00 other ------- Stamina/turn +0.80 Max stamina +15.00 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 | ![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats Dex +4 offense ------ Damage +12% lightning Accuracy +8 (+3 eff.) defense ------ Resistance +24% lightning Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats Wil +2 offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Mind save +4 (+2 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% mind Confus Resist +20% Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T1 waraxe 1H weapon [Ego+] Master/Psionic Weapon Damage 104% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) While equipped: offense ------ Accuracy +6 (+3 eff.) defense ------ Defense +6 (+3 eff.) Disarm Resist +22% One-handed war axes. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() 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 +2.0% proc damage (max 200%) 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. |
Cloak | ![]() 1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+5 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | ![]() 14.0 Encumbrance T3 heavy armor [Random Unique] Nature/Master/Psionic While equipped: Stats Str +2, Wil +5, Cun +5, Con +4 offense ------ Damage +12% temporal Ignore resists +25% fire When Hit 4 fire, 6 temporal defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +3% temporal Mind save +14 (+7 eff.) Life +93.00 A suit of armour made of mail. |
Inventory
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 11 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 21%, your defense is increased by 21 and all your resistances by 21%. 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. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 12 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 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Psionic While equipped: Stats Wil +2 offense ------ Mindpower +6 (+6 eff.) Damage +3% darkness Ignore resists +25% arcane When Hit 2 blight On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 16 * 20% chance to reduce damage dealt by 5% defense ------ Mind save +6 (+3 eff.) Confus Resist +11% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats Str +3 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% fire, +13% cold Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats Str +3 defense ------ Resistance +12% fire, +12% cold Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats Cun +3 defense ------ Resistance +10% light, +12% darkness Blind Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Nature While equipped: defense ------ Blind Resist +14% other ------- Infravision +4 Sight +2 See Invisibility +7 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats Cun +3 defense ------ Resistance +5% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +10% darkness defense ------ Resistance +20% darkness Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% cold defense ------ Resistance +20% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Damage +12% darkness defense ------ Fatigue -4% Resistance +24% darkness other ------- Encumbrance +20 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats Wil +3 offense ------ Damage +11% blight defense ------ Resistance +11% blight Mind save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats Cun +3 defense ------ Defense +6 (+3 eff.) Blind Resist +21% other ------- Infravision +4 See Stealth +5 See Invisibility +5 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Psionic While equipped: defense ------ Mind save +6 (+3 eff.) Confus Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats Con +3 defense ------ Physical save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats Con +3 defense ------ Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Confus Resist +25% Rings make your fingers look great! |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 111% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
![]() 3.0 Encumbrance T1 mace 1H weapon [Ego] Arcane Weapon Damage 107% Range: 1.0x-1.4x Uses 100% Str Damage Physical 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 47 damage Blunt and deadly. |
![]() 3.0 Encumbrance T1 mace 1H weapon [Normal] Weapon Damage 106% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% Blunt and deadly. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Rare] Master Weapon Damage 102% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +12 lightning On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +6.0% defense ------ Resistance +3% nature, +6% temporal Mind save +6 (+3 eff.) Silence Resist +20% Teleport Resist +10% One-handed war axes. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +3% light, +9% mind When Hit 2 light defense ------ Life +34.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: Stats Mag +2, Wil +2 defense ------ Armor +6 Defense +1 (+0 eff.) 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. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +5 Defense +5 (+2 eff.) Resistance +6% darkness Healmod +10% Disarm Resist +10% other ------- Infravision +1 A pair of boots made of leather. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 acid Damage +4% acid, +3% light On-Hit (Melee): * 10% chance to reduce all saves and defense by 5 defense ------ Armor +1 Fatigue +1% Resistance +6% acid, +12% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats Cun +4, Wil +4 offense ------ Mindpower +2 (+2 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Arcane While equipped: Stats Mag +3 offense ------ On-Hit 7 darkness Damage +3% arcane, +5% darkness defense ------ Armor +2 Resistance +7% darkness 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. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Wil +3 offense ------ Spell Crit +8% Spellpower/crit +6 Damage +6% mind Ignore resists +10% mind defense ------ Armor +1 Fatigue +1% Resistance +6% blight Mind save +6 (+3 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Str +2 offense ------ Damage +6% arcane, +3% temporal Ignore resists +5% arcane On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +1 Fatigue +1% Resistance +3% acid Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: offense ------ Damage +5% darkness, +5% temporal +4% light, +5% physical Ignore resists +5% cold When Hit 6 fire defense ------ Defense +1 (+0 eff.) Resistance +12% blight, +9% fire A pointy cloth hat, very wizardly... |
![]() 14.0 Encumbrance T1 heavy armor [Rare] Master While equipped: offense ------ Damage +3% acid, +6% mind Ignore resists +15% light When Hit 6 mind defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +5% physical Physical save +12 (+6 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T2 heavy armor [Unique] Arcane While equipped: Stats Str +2, Con +2 defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +10% acid, +10% fire +10% darkness, +10% blight Life Regen +3.00 Healmod +30% other ------- Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
![]() 14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 Encumbrance T1 heavy armor [Ego+] Nature/Psionic While equipped: Stats Wil +1 defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +11% blight, +10% darkness +5% mind Mind save +10 (+5 eff.) other ------- Light +1 A suit of armour made of mail. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats Str +1 offense ------ Damage +3% nature When Hit 4 acid, 6 fire defense ------ Resistance +3% acid, +9% fire other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Arcane While equipped: Stats Str +1, Dex +1 offense ------ Critical power +5.00% Ignore resists +10% arcane, +5% physical defense ------ Unlife -80.00 life other ------- Spell cooldown 10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats Str +1 other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats Str +1 offense ------ Damage +6% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 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. |
![]() 0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 1.0 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.(64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 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. |
![]() 2.0 Encumbrance T1 lite [Ego] Psionic While equipped: defense ------ Mind save +5 (+3 eff.) other ------- Light +3 See Stealth +6 See Invisibility +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. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5 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. |
![]() 0.0 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. |
![]() 2.0 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. |
![]() 2.0 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. |
![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Damage +12% lightning Ignore resists +15% lightning, +10% physical defense ------ Defense +20 (+10 eff.) other ------- Stamina/turn +3.00 Light +2 Blast the opponent's mind dealing 240 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats Cun +2 offense ------ Mind Crit +3% When Hit 8 mind other ------- Light +3 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats Mag +3 offense ------ Spellpower +25 (+12 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 5 defense ------ Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Max mana +40.00 Harden the skin for 7 turns increasing armour by 30 and armour hardiness by 40% Puts all charms on 20 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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 Skeleton Sun Paladin the Skeleton Sun Paladin level 15
3rd Decay 122nd year of Ascendancy at 15:13 see stats
By Skeleton Sun Paladin the Skeleton Sun Paladin level 17
7th Allure 123rd year of Ascendancy at 18:52 see stats
By Skeleton Sun Paladin the Skeleton Sun Paladin level 10
24th Haze 122nd year of Ascendancy at 17:13 see stats
By Skeleton Sun Paladin the Skeleton Sun Paladin level 19
7th Regrowth 123rd year of Ascendancy at 15:39 see stats
By Skeleton Sun Paladin the Skeleton Sun Paladin level 8
21st Haze 122nd year of Ascendancy at 05:45 see stats
By Skeleton Sun Paladin the Skeleton Sun Paladin level 11
27th Haze 122nd year of Ascendancy at 09:18 see stats
By Skeleton Sun Paladin the Skeleton Sun Paladin level 17
1st Allure 123rd year of Ascendancy at 14:06 see stats
By Skeleton Sun Paladin the Skeleton Sun Paladin level 19
7th Regrowth 123rd year of Ascendancy at 15:40 see stats
Log
Giant netherworm leeches life from Skeleton Sun Paladin!
Dark Whispers from Fearful symmetry hits Skeleton Sun Paladin for 33 darkness damage.
Entropic Gift from Giant netherworm hits Skeleton Sun Paladin for 0 temporal, 0 darkness (1 total damage).
Giant netherworm loses 0 health to the entropy.
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LOW HEALTH WARNING!
Giant netherworm leeches life from Skeleton Sun Paladin!
Entropic Gift from Giant netherworm hits Skeleton Sun Paladin for 1 temporal, 0 darkness (1 total damage).
Dark Whispers from Fearful symmetry hits Skeleton Sun Paladin for 19 darkness damage.
Giant netherworm loses 0 health to the entropy.
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