











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. ZOmnibus Lite 1.7.4A 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 1.7.4Official 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:
Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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:
Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. 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. 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 | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Sun Paladin |
Level / Exp | 17 / 0% |
Size | medium |
Lifes / Deaths | Killed by vampire at level 1 on the 67th Dusk 122nd year of Ascendancy at 01:23 0 / 6Killed by Islira the deformed wolf at level 14 on the 24th Regrowth 123rd year of Ascendancy at 17:44 Killed by Elara the gloomy great wolf at level 14 on the 25th Regrowth 123rd year of Ascendancy at 03:21 Killed by Ce'Nuvea the deformed grizzly bear at level 15 on the 25th Regrowth 123rd year of Ascendancy at 18:59 Killed by Bethoriwen the multi-hued crystal at level 17 on the 35th Regrowth 123rd year of Ascendancy at 22:45 Killed by Bethoriwen the multi-hued crystal at level 17 on the 36th Regrowth 123rd year of Ascendancy at 00:00 |
Primary Stats
Strength | 37 (base 35) |
Dexterity | 13 (base 10) |
Constitution | 23 (base 10) |
Magic | 42 (base 42) |
Willpower | 15 (base 10) |
Cunning | 21 (base 10) |
Resources
Life | -394/394 |
Positive | 55/98 |
Stamina | 151/172 |
Healing Factor | 1.2299022211821 |
Regeneration | 0.30747555529553 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | -1.1102230246252E-14% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 5 |
See Stealth | 24.208522942576 |
See Invisible | 30.208522942576 |
Offense: Mainhand
Damage | 47 |
Accuracy | 37 |
Crit Chance | 15% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 31 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 18 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Acid | +19% |
Fire | 0% |
All | 0% |
Offense: Damage Penetration
Darkness | +15% |
Physical | +17% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 48.118138619369 (56.297102139833%) |
Defense | 37 |
Ranged Defense | 37 |
Fatigue | 25 |
Physical Save | 28 |
Spell Save | 26 |
Mental Save | 27 |
Defense: Resistances
Acid | + 34%( 70%) |
Blight | + 6%( 70%) |
Physical | + 6%( 70%) |
Cold | + 29%( 70%) |
All | 0%( 70%) |
Darkness | + 6%( 70%) |
Temporal | + 16%( 70%) |
Lightning | + 3%( 70%) |
Mind | + 12%( 70%) |
Fire | + 10%( 70%) |
Nature | + 6%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Pinning Resistance | 21% |
Instadeath Resistance | 100% |
Confusion Resistance | 30% |
Disarm Resistance | 62% |
Stun Resistance | 10% |
Poison Resistance | 12% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 70.21 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 462% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 124 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 4/5 |
| 2/5 |
| 3/5 |
Technique / Shield offense | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Light | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 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. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the worried loremaster from death by copperhead snake. Escort: worried loremaster (level 3 of Trollmire) | 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. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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. | 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: * '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.' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * '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 giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' | 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 |
Equipment
On feet | ![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 30% (based on Cunning). Uses 42 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Dex +4 Cun +1 Con offense ------ Ignore resists +15% darkness defense ------ Resistance +3% darkness Physical save +6 (+3 eff.) Healmod +12% 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. |
On head | ![]() 3.0 Encumbrance T1 head armor [Ego++] Master/Psionic While equipped: Stats +2 Str +3 Con offense ------ Physical Power +3 (+1 eff.) defense ------ Armor +3 Fatigue +5% Resistance +12% mind Mind save +10 (+5 eff.) Confus Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 5 acid Damage +3% acid Ignore resists +5% physical Accuracy +10 (+4 eff.) defense ------ Armor +1 Defense +5 (+3 eff.) Resistance +5% acid Unlife -60.00 life 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 wand charm [Rare] Arcane While equipped: Stats +3 Con +1 Wil offense ------ Damage +6% acid Ignore resists +10% nature other ------- Light +1 Infravision +3 Reveal the area around you, dispelling darkness (radius 9, power 58 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 turn cooldown 100% to increase all damage 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 | ![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +1 Con offense ------ Damage +10% acid defense ------ Resistance +6% blight +3% lightning +6% nature +29% acid Spell save +11 (+6 eff.) Poison Resist +12% Disease Resist +12% other ------- Max stamina +12.00 Light +2 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Spell save +3 (+2 eff.) Unlife -20.00 life Teleport Resist +20% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +2 Con offense ------ When Hit 2 fire defense ------ Resistance +16% temporal +6% physical Pinning Resist +21% Knockbk Resist +20% other ------- Stamina/turn +0.40 Light +2 See Invisibility +6 Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Master Weapon Damage 106% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Ignore resists +7% physical Accuracy +23 (+9 eff.) Ignore Armor +7 defense ------ Defense +14 (+6 eff.) Resistance +3% darkness Disarm Resist +42% other ------- Hate-on-crit +3.00 One-handed war axes. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Con offense ------ Damage +3% darkness Ignore resists +5% physical On-Hit (Melee): * 10% chance to reduce damage dealt by 11% defense ------ Armor +8 Defense +21 (+8 eff.) Stealth +6 A belt that goes around your waist. |
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 | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ When Hit 6 mind defense ------ Armor +8 Defense +1 (+1 eff.) Resistance +14% cold Disarm Resist +20% Confus Resist +10% Stun Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 Encumbrance T2 heavy armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Physical Crit +2.0% defense ------ Armor +15 Defense +2 (+1 eff.) Fatigue +6% Physical save +6 (+3 eff.) Mind save +12 (+6 eff.) Unlife -40.00 life Life +25.00 other ------- Stamina/turn +1.00 A suit of armour made of mail. |
Inventory
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 68.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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 [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+2 eff.) defense ------ Blind Resist +24% other ------- Infravision +4 See Stealth +5 See Invisibility +7 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +7 (+3 eff.) Spell save +6 (+3 eff.) Mind save +7 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Dex +2 Mag +5 Cun +2 Con offense ------ Damage +15% temporal Accuracy +6 (+3 eff.) When Hit 2 temporal defense ------ Resistance +5% arcane Spell save +15 (+8 eff.) other ------- Max stamina +12.00 Rings make your fingers look great! |
![]() 5.0 Encumbrance T1 staff 2H weapon [Ego+] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +12 (+6 eff.) Damage +10% fire other ------- Mana/turn +0.11 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 25 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Rare] Disrupt Weapon Damage 106% 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-crit, radius 2 +8 mind On Hit: * 12 arcane resource burn While equipped: offense ------ Mindpower +15 (+8 eff.) When Hit 4 light defense ------ Resistance +6% fire other ------- EQ when Hit +0.04 Psi when Hit +0.04 One-handed war axes. |
![]() 3.0 Encumbrance T1 shot ammo [Rare] Arcane Weapon Damage 114% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 16 On-ranged-hit +20 lightning +8 fire +8 cold On-Hit, radius 1 +4 lightning On-crit, radius 2 +20 lightning Shots are used with slings to pummel your foes to death. |
![]() 9.0 Encumbrance T1 light armor [Rare] Nature While equipped: offense ------ Damage +15% mind defense ------ Armor +6 Defense +8 (+4 eff.) Fatigue +6% Resistance +5% arcane Life Regen +2.40 Pinning Resist +20% other ------- Stamina/turn +0.90 A suit of armour made of leather. |
![]() 9.0 Encumbrance T1 light armor [Rare] Master While equipped: Stats +4 Cun +4 Dex offense ------ Accuracy +15 (+6 eff.) defense ------ Armor +4 Defense +5 (+3 eff.) Fatigue +6% Resistance +3% lightning Unlife -40.00 life A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+6 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 21 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 29.38 to 88.14 lightning damage (58.76 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 9.0 Encumbrance T2 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Cun defense ------ Armor +8 Defense +13 (+5 eff.) Fatigue +7% Resistance +38% cold Mind save +14 (+7 eff.) Life +36.00 Life Regen +1.00 Healmod +10% A suit of armour made of leather. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil 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. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +4 Str offense ------ Damage +12% lightning +3% nature Ignore resists +5% nature defense ------ Defense +1 (+1 eff.) Resistance +18% lightning other ------- Light +2 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Str +2 Wil +3 Cun offense ------ Mindpower +3 (+2 eff.) Ignore resists +10% lightning defense ------ Armor +7 Defense +10 (+4 eff.) Fatigue +1% Physical save +3 (+1 eff.) A cap made of leather. |
![]() 0.0 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. |
![]() 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 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. |
![]() 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: defense ------ Resistance +6% cold +6% mind +3% temporal Crit Resistance 15.00% Physical save +3 (+1 eff.) Poison Resist +10% 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. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 168 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 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +3 (+1 eff.) Mindpower +3 (+2 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+6 eff.) Psionic Pull: Effective talent level: 3.0 Power cost 15 out of 35/35. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 35 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Puts all charms on 17 turn cooldown 100% to reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By me the Cornac Sun Paladin level 10
14th Regrowth 123rd year of Ascendancy at 09:16 see stats
By me the Cornac Sun Paladin level 4
72nd Dusk 122nd year of Ascendancy at 06:31 see stats
By me the Cornac Sun Paladin level 15
25th Regrowth 123rd year of Ascendancy at 18:59 see stats
By me the Cornac Sun Paladin level 11
16th Regrowth 123rd year of Ascendancy at 07:20 see stats
By me the Cornac Sun Paladin level 9
12nd Regrowth 123rd year of Ascendancy at 21:08 see stats
By me the Cornac Sun Paladin level 16
26th Regrowth 123rd year of Ascendancy at 12:19 see stats
Log
Talent Assault is ready to use.
Bethoriwen the multi-hued crystal damages himself through Martyrdom!
me hits Bethoriwen the multi-hued crystal for 1 blight damage.
Epidemic from Bethoriwen the multi-hued crystal hits me for 16 blight damage.
Me casts Suncloak.
Me is energized and protected by the Sun!
Bethoriwen the multi-hued crystal damages himself through Martyrdom!
me hits Bethoriwen the multi-hued crystal for 8 arcane damage.
Bethoriwen the multi-hued crystal's arcane area effect hits me for 135 arcane damage.
Bethoriwen the multi-hued crystal casts Elemental Bolt!
Talent Wave of Power is ready to use.
Bethoriwen the multi-hued crystal damages himself through Martyrdom!
me hits Bethoriwen the multi-hued crystal for 7 arcane damage.
Bethoriwen the multi-hued crystal's arcane area effect hits me for 113 arcane damage.
Talent Shield Slam is ready to use.
Bethoriwen the multi-hued crystal casts Manathrust.
Bethoriwen the multi-hued crystal damages himself through Martyrdom!
me hits Bethoriwen the multi-hued crystal for 3 arcane, 6 arcane (9 total damage).
Bethoriwen the multi-hued crystal's arcane area effect hits me for 103 arcane damage.
Bethoriwen the multi-hued crystal hits me for 50 arcane damage.
Bethoriwen the multi-hued crystal is not stunned anymore.
Today is the 36th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Bethoriwen the multi-hued crystal damages himself through Martyrdom!
me hits Bethoriwen the multi-hued crystal for (12 ignored), 0 arcane (0 total damage).
Bethoriwen the multi-hued crystal's arcane area effect hits me for (11 resilience), 197 arcane (197 total damage).
me the level 17 cornac sun paladin was mana-torn to death by Bethoriwen the multi-hued crystal on level 2 of Scintillating Caves.