











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.
No Escort Quests 1.3.0Prevents escort quests from being generated. Frequently Asked Questions: Items Vault 1.7.6Donators/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. 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: 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 Enemy UI 1.7.41. improve the default shockbolt of enemy, making them brighter and easier to find. 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.
Nekarcos's Quality of Life 09: Automation 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Provides the player various settings that control which objects will automatically be excluded from transmogrification.
Adds two bindable keys to [Key Bindings] that lets you wait for either 100 or X many turns.
Adds a bindable key to [Key Bindings] that causes your currently-controlled character to perform a single, AI-controlled action during combat.
When replacing a usable object with another usable object, all of the old object's talent hotkeys will be replaced with the new object's hotkey as well. Stability: High 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Sun Paladin |
Level / Exp | 22 / 75% |
Size | medium |
Lifes / Deaths | Killed by Spellblaze Crystal at level 11 on the 7th Dusk 122nd year of Ascendancy at 20:14 0 / 6Killed by Sandworm Queen at level 19 on the 60th Dusk 122nd year of Ascendancy at 02:54 Killed by Assassin Lord at level 21 on the 11st Haze 122nd year of Ascendancy at 16:16 Killed by Assassin Lord at level 21 on the 11st Haze 122nd year of Ascendancy at 16:48 Killed by bear trap at level 21 on the 37th Haze 122nd year of Ascendancy at 08:38 Killed by cold drake hatchling at level 22 on the 49th Haze 122nd year of Ascendancy at 13:48 |
Primary Stats
Strength | 18 (base 15) |
Dexterity | 12 (base 10) |
Constitution | 10 (base 10) |
Magic | 60 (base 51) |
Willpower | 42 (base 42) |
Cunning | 15 (base 10) |
Resources
Life | -143/511 |
Mana | 165/386 |
Positive | 93/113 |
Healing Factor | 1.1500003099961 |
Regeneration | 0.28750007749903 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | -1.1102230246252E-14% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 3 |
See Stealth | 7 |
See Invisible | 9 |
Offense: Mainhand
Damage | 55 |
Accuracy | 43 |
Crit Chance | 7% |
APR | 7 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 46 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +15% |
Light | +25% |
Physical | +3% |
Mind | +9% |
All | 0% |
Defense: Base
Armour (hardiness) | 63.413408721348 (65.897138898113%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 15 |
Physical Save | 15 |
Spell Save | 30 |
Mental Save | 21 |
Defense: Resistances
Lightning | + 15%( 70%) |
Acid | + 3%( 70%) |
Light | + 33%( 70%) |
Nature | + 3%( 70%) |
Cold | + 13%( 70%) |
Physical | + 3%( 70%) |
Mind | + 9%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Pinning Resistance | 21% |
Disarm Resistance | 21% |
Confusion Resistance | 20% |
Knockback Resistance | 20% |
Stun Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 24% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 228 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 32 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 Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 111 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 121 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 Magic stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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.' * You've found the needed pouch of luminous horror dust. * You've found the needed vial of wight ectoplasm. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | failed |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Dex +4 Cun offense ------ Accuracy +10 (+4 eff.) defense ------ Armor +5 Fatigue -5% Physical save +6 (+5 eff.) other ------- Encumbrance +23 A pair of boots made of leather. |
Light source | ![]() 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.(98 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +2 (+1 eff.) defense ------ Armor +8 Defense +1 (+0 eff.) Resistance +3% nature Crit Resistance 5.00% Healmod +5% Teleport Resist +20% other ------- Psi/turn +0.13 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 Encumbrance T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+4 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning level 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Tool | ![]() 2.0 Encumbrance T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 290 Base Damage: 148 Armor: 4 All Resist: 13 Puts all charms on 25 turn cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Blind Resist +24% other ------- Infravision +3 See Stealth +7 See Invisibility +9 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ When Hit 2 darkness defense ------ Resistance +3% light Life +20.00 Disarm Resist +21% Pinning Resist +21% Stun Resist +10% Knockbk Resist +20% 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 | ![]() 5.0 Encumbrance T2 staff 1H weapon [Ego] Nature/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% light defense ------ Defense +6 (+3 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 89.94 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +5 (+3 eff.) Damage +3% physical Ignore Armor +4 On-Hit (Melee): * 10% chance to slow global speed by 45% defense ------ Armor +4 Defense +9 (+4 eff.) Stealth +5 Unlife -20.00 life A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T3 shield armor Reqs - Shield usage training Str 24 [Ego] Nature/Master When used to Attack: Weapon Damage 30.0 - 36.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +139 While equipped: defense ------ Armor +7 Fatigue +8% Life +51.00 other ------- Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Cun offense ------ Damage +9% mind defense ------ Armor +12 Defense +1 (+0 eff.) Resistance +3% acid +13% cold +3% physical Mind save +3 (+1 eff.) other ------- Max psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Nature/Master While equipped: defense ------ Armor +16 Defense +2 (+1 eff.) Fatigue +12% Life +28.00 A suit of armour made of mail. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 671% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +4 Con offense ------ Physical Crit +3.0% defense ------ Physical save +6 (+5 eff.) other ------- Light +1 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +13% lightning defense ------ Fatigue -4% Resistance +26% lightning other ------- Encumbrance +22 Rings make your fingers look great! |
![]() 5.0 Encumbrance T2 staff 2H weapon [Rare] Nature Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Mag +2 Wil offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +3% darkness +15% fire Ignore resists +10% acid defense ------ Defense +5 (+2 eff.) Resistance +18% acid Crit Resistance 15.00% other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 121.13 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +9% Spellpower +6 (+2 eff.) Damage +15% light other ------- Mana/turn +0.13 Max mana +52.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 2.0 Encumbrance T1 cloth armor [Rare] Master While equipped: Stats +7 Str +3 Dex offense ------ Physical Power +25 (+10 eff.) Damage +6% physical defense ------ Armor +3 Defense +3 (+1 eff.) Resistance +7% all Physical save +17 (+11 eff.) other ------- See Invisibility +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Mag +3 Wil +6 Cun +1 Con offense ------ Against +17% Summoned defense ------ Resist Against +17% Summoned other ------- See Invisibility +3 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +6 Str +2 Con defense ------ Defense +1 (+0 eff.) Spell save +12 (+6 eff.) 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. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +10% cold Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) 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 cloak armor [Ego] Arcane/Master While equipped: defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +12% cold Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) 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] Arcane While equipped: Stats +6 Str +2 Mag +2 Wil offense ------ Spellpower +4 (+1 eff.) Ignore resists +10% cold On-Hit (Melee): * 20% chance to reduce all saves and defense by 19 defense ------ Armor +1 other ------- Light +2 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Str +1 Dex +4 Wil +3 Cun offense ------ Ignore resists +25% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 19 defense ------ Armor +1 Crit Resistance 10.00% Physical save +6 (+5 eff.) Spell save +7 (+4 eff.) Mind save +6 (+3 eff.) A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Cun +5 Mag offense ------ Physical Crit +4.0% Physical Power +3 (+2 eff.) Accuracy +5 (+2 eff.) Ignore Armor +5 defense ------ Armor +3 Fatigue +2% Resistance +3% temporal +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor [Ego++] Arcane/Master While equipped: defense ------ Armor +3 Defense +3 (+1 eff.) Fatigue +2% Silence Resist +22% Confus Resist +23% Stun Resist +23% Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 7 light Damage +4% light Ignore resists +10% acid defense ------ Armor +1 Fatigue +1% Resistance +6% nature +6% light +5% arcane Unlife -60.00 life Teleport Resist +10% 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. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Con offense ------ Physical Power +15 (+6 eff.) Ignore Armor +1 defense ------ Armor +1 Fatigue +1% Physical save +9 (+7 eff.) other ------- Stamina/turn +1.00 A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +6 Con offense ------ Ignore resists +25% fire defense ------ Armor +3 Defense +10 (+5 eff.) Fatigue +3% Resistance +6% acid Mind save +12 (+6 eff.) Unlife -40.00 life A cap made of leather. |
![]() 3.0 Encumbrance T3 head armor [Ego+] Nature/Master While equipped: Stats +5 Str defense ------ Armor +4 Fatigue +4% Resistance +7% cold other ------- Breathe water Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 36.7 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Physical Power +10 (+5 eff.) Damage +6% mind defense ------ Defense +30 (+15 eff.) Physical save +6 (+5 eff.) Unlife -60.00 life Life +46.00 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. |
![]() 2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T3 digger tool [Ego] Nature While equipped: Stats +2 Str offense ------ Damage +7% nature defense ------ Resistance +11% nature 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 (+2 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 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 T1 torque charm [Ego] Psionic 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 100% to reduce fatigue by 24% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Esroiega the Cornac Sun Paladin level 20
68th Dusk 122nd year of Ascendancy at 06:52 see stats
By Esroiega the Cornac Sun Paladin level 10
8th Flare 122nd year of Ascendancy at 06:35 see stats
By Esroiega the Cornac Sun Paladin level 20
66th Dusk 122nd year of Ascendancy at 18:09 see stats
By Esroiega the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 05:36 see stats
By Esroiega the Cornac Sun Paladin level 19
60th Dusk 122nd year of Ascendancy at 05:23 see stats
By Esroiega the Cornac Sun Paladin level 19
60th Dusk 122nd year of Ascendancy at 02:53 see stats
By Esroiega the Cornac Sun Paladin level 12
12nd Dusk 122nd year of Ascendancy at 04:57 see stats
By Esroiega the Cornac Sun Paladin level 8
2nd Flare 122nd year of Ascendancy at 15:37 see stats
By Esroiega the Cornac Sun Paladin level 18
49th Dusk 122nd year of Ascendancy at 23:37 see stats
Log
Luminous horror's light area effect hits Esroiega for 25 light damage.
Luminous horror's light area effect hits Esroiega for 25 light damage.
White wolf hits Esroiega for 4 physical damage.
Melee retaliation hits White wolf for 2 darkness damage.
Esroiega hits White wolf for 64 physical, 24 light (90 total damage).
Melee retaliation hits Esroiega for 12 cold damage.
Luminous horror casts Barrier.
Luminous horror's spell attains critical power!
A shield forms around luminous horror.
Esroiega killed White wolf!
The shield around luminous horror crumbles.
Luminous horror's light area effect hits Esroiega for 25 light damage.
Luminous horror's light area effect hits Esroiega for 25 light damage.
Melee retaliation hits Cold drake hatchling for 2 darkness damage.
Cold drake hatchling hits Esroiega for 8 physical damage.
Talent Infusion: Regeneration is ready to use.
Talent Healing Light is ready to use.
Luminous horror casts Searing Light.
Luminous horror hits Esroiega for 51 light damage.
Luminous horror's light area effect hits Esroiega for 25 light damage.
Luminous horror casts Firebeam.
Luminous horror casts Healing Light.
Luminous horror receives 147 healing.
Luminous horror hits Esroiega for 28 fire damage.
Melee retaliation hits Cold drake hatchling for 2 darkness damage.
Cold drake hatchling hits Esroiega for 9 physical damage.
Esroiega the level 22 cornac sun paladin was shattered to death by a cold drake hatchling on level 3 of Daikara.