










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. 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: 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 Roguelike |
Sex | Male |
Race | Ghoul |
Class | Sun Paladin (Avatar of a Distant Sun) |
Level / Exp | 50 / 56945% |
Size | medium |
Lifes / Deaths | Killed by Lisutira the corrupted dendritic hemospinner at level 50 on the 26th Dusk 122nd year of Ascendancy at 01:40 / 2Killed by Elikira the corrupted dendritic hemospinner at level 50 on the 26th Dusk 122nd year of Ascendancy at 06:43 |
Primary Stats
Strength | 89 (base 60) |
Dexterity | 68 (base 60) |
Constitution | 42 (base 10) |
Magic | 88 (base 60) |
Willpower | 25 (base 10) |
Cunning | 50 (base 29) |
Resources
Life | -133/1753 |
Positive | 137/197 |
Stamina | 200/284 |
Healing Factor | 1.573988003127 |
Regeneration | 12.985401025798 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 8 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 162 |
Accuracy | 64 |
Crit Chance | 27% |
APR | 29 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 49 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Nature | +18% |
Light | +22% |
All | 0% |
Offense: Damage Penetration
Physical | +16% |
Light | +50% |
Mind | +7% |
Defense: Base
Armour (hardiness) | 29.5 (80%) |
Defense | 39 |
Ranged Defense | 39 |
Fatigue | 22 |
Physical Save | 40 |
Spell Save | 47 |
Mental Save | 24 |
Defense: Resistances
Acid | + 26%( 70%) |
Blight | + 57%( 70%) |
Physical | + 9%( 70%) |
Cold | + 34%( 70%) |
All | + 6%( 70%) |
Darkness | + 42%( 70%) |
Light | + 70%( 70%) |
Temporal | + 52%( 70%) |
Lightning | + 11%( 70%) |
Mind | + 14%( 70%) |
Nature | + 40%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Fear Resistance | 100% |
Knockback Resistance | 10% |
Poison Resistance | 100% |
Blind Resistance | 67% |
Inscriptions (3/3)
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 333 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous 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 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Celestial / Crusader | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Radiance | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 3/5 |
| 4/5 |
| 5/5 |
Generic Talents
Undead / Ghoul | 1.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Race / Parasite | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed black mamba head. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
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 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +7 Wil dps ---------- Mind.crit +2% Mind.pwr +29 (+9 eff.) Res.pen +7% mind ----- def ----- Armour +3 Fatigue +2% Resists +6% temporal Mind.save +6 (+3 eff.) HP.reg +4.00 Heal.mod +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(77 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
On hands | ![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc 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. |
Tool | ![]() 2.0 T5 totem charm [Rare] Nature While equipped: Stats +6 Wil +8 Mag ----- def ----- Spell.save +18 (+6 eff.) ---------- misc Mana/turn +0.56 Sting an enemy dealing 640 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Master While equipped: Stats +4 Str +4 Cun +10 Con dps ---------- Phys.pwr +8 (+2 eff.) Melee Ret 10 blight 8 lightning ----- def ----- Defense +8 (+3 eff.) Resists +6% light +9% darkness Spell.save +3 (+1 eff.) ---------- misc Light +1 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +13% nature ----- def ----- Resists +6% acid +15% temporal +15% blight +6% cold +26% nature +6% lightning Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
In main hand | ![]() 3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Master Power 62.5 - 100.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +23 light +26 temporal Against +42% Undead On Hit.r1 +12 cold While equipped: dps ---------- Res.pen +16% physical Acc +31 (+7 eff.) Apr +14 ----- def ----- Resists +28% temporal +9% mind +24% cold Massive two-handed swords. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Mind.crit +2% Mind.pwr +10 (+3 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +3% physical Spell.save +6 (+2 eff.) Mind.save +3 (+1 eff.) Max.HP +33.00 A belt that goes around your waist. |
In off hand | ![]() 7.0 T4 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 52.0 - 62.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +147 While equipped: Stats +5 Str +5 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Dex +2 Wil +2 Cun dps ---------- Mind.pwr +6 (+2 eff.) Apr +4 ----- def ----- Defense +6 (+2 eff.) Resists +6% blight Die.at -20.00 life Max.HP +40.00 Knockbk- +10% Allure: Level 2.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Description: Allure foes in a radius of 2.0, forcing them to attack you and muddling their minds, potentially numbing, blinding, exposing, confusing, or silencing them. The power of these effects is 27.0, based on Mindpower. 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 T4 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +3 Wil ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +18% blight +14% darkness Max.HP +62.00 HP.reg +4.00 Heal.mod +14% ---------- misc Light +2 A suit of armour made of mail. |
Inventory
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 99% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +10% fire Res.pen +2% nature +10% arcane Acc +5 (+1 eff.) Melee Ret 6 physical ----- def ----- Fatigue -5% Resists +20% fire Poison- +28% ---------- misc Max.enc +22 Max.stam +20.00 Rings make your fingers look great! |
![]() 5.0 T4 staff 2H weapon [Ego] Arcane Power 31.0 - 37.2 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +15 (+5 eff.) Dmg.mod +31% fire ----- def ----- Phys.save +12 (+4 eff.) Spell.save +11 (+3 eff.) Mind.save +8 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane/Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Spell.crit +5% Spell.pwr +21 (+7 eff.) Dmg.mod +30% darkness ----- def ----- Resists +15% darkness HP.reg +1.10 Heal.mod +25% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 1H weapon [Ego] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+5 eff.) Dmg.mod +30% blight ----- def ----- Armour +6 Defense +7 (+2 eff.) ---------- misc Wards +2 blight Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 greatmaul 2H weapon [Ego+] Power 19.5 - 29.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Against +7% Vermin +9% Spiderkin On Crit: * Strike your target with a blast of Fire dealing 138 damage (based on Cunning and Magic). If the target is an insect or a spider, they will also begin to Burn for the same amount of damage. While equipped: dps ---------- Crit.mult +14.00% Massive two-handed mauls. |
![]() 3.0 T1 greatsword 2H weapon [Normal] Power 14.0 - 22.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Random Unique] Arcane Power 31.5 - 50.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 acid Against +9% Horror +12% Demon On Hit.r1 +9 fire On Crit.r2 +8 physical On Hit: * 25% chance for lightning to strike from the target to a second target dealing 84 damage On Crit: * Strike your target with a blast of Arcane energy dealing 113 damage (based on Willpower and Magic). If the target is a horror or a demon, they will also suffer Cold damage in the same amount become slowed (20%) for 3 turns. While equipped: dps ---------- Phys.crit +3.0% Crit.mult +20.00% Dmg.mod +6% physical Res.pen +9% fire Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Master/Psionic Power 45.0 - 72.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 darkness Against +10% Living Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego] Arcane Power 61.0 - 97.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +12 blight On Hit.r1 +10 nature While equipped: Stats +10 Mag +6 Wil dps ---------- Spell.pwr +16 (+5 eff.) Res.pen +12% blight Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Arcane/Master Power 64.0 - 102.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 25% chance to afflict the target with Frostburn, causing 175 Cold damage over 5 turns. While equipped: Stats +7 Str dps ---------- Phys.pwr +12 (+3 eff.) Dmg.mod +20% cold +16% physical Acc +17 (+4 eff.) Massive two-handed swords. |
![]() 3.0 T5 longsword 1H weapon [Unique] Nature/Disrupt Power 42.0 - 58.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +20.0% Atk.spd 100% On Hit: * 50 arcane resource burn While equipped: ----- def ----- Resists +15% blight -15% physical +15% all ---------- misc Cooldown Mana Clash -2 Antimagic Zone -2 A thin voratun blade with an ivory handle wrapped in purple cloth. The weapon is nearly as legendary as its former owner, Marcus Dunn, and was thought to have been destroyed after Marcus was slain near the end of the Spellhunt. It seems somebody well versed in antimagic could use it to its fullest potential. |
![]() 3.0 T1 mace 1H weapon [Normal] Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 8.5 - 10.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +18 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 16.5 - 19.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 On Hit: * 11% chance to reduce armor by 35% While equipped: dps ---------- Melee+ 6 acid Melee Ret 5 acid ----- def ----- Armour +4 Fatigue +8% Resists +16% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 28.0 - 33.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +84 Phasing +20% On Crit.r2 +23 mind +25 cold While equipped: dps ---------- On shield block: * Deals 126 mind and cold damage to each enemy blocked * 21% chance on block to increase the duration of your buffs by 3 (up to double current duration). ----- def ----- Armour +12 Fatigue +8% Resists +3% physical +18% fire +7% mind +16% cold Phys.save +6 (+2 eff.) Max.HP +49.00 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T5 cloth armor [Normal] While equipped: ----- def ----- Resists +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Nature/Psionic While equipped: Stats +6 Mag +6 Wil ----- def ----- Resists +13% blight +15% all Max.HP +46.00 HP.reg +4.30 Heal.mod +15% ---------- misc Mana/turn +0.30 Psi/turn +0.20 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T4 light armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Mind.crit +2% Crit.mult +15.00% Phys.pwr +4 (+1 eff.) Mind.pwr +3 (+1 eff.) ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% HP.reg +5.50 ---------- misc Stam/turn +1.70 A suit of armour made of leather. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +1 Dex +4 Mag +1 Wil +4 Con dps ---------- Dmg.mod +3% mind ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +6% fire Spell.save +12 (+4 eff.) ---------- misc Infravis +3 A suit of armour made of mail. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Ego] Disrupt While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +10% darkness +10% blight D.Red.from +5% Undead A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Random Unique] Master While equipped: dps ---------- Dmg.mod +9% temporal Res.pen +5% temporal ----- def ----- Armour +18 Fatigue +11% Resists +22% fire Phys.save +12 (+4 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of metal plates. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +6 Dex +7 Wil +1 Cun +1 Con ----- def ----- Defense +1 (+0 eff.) ---------- misc Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +1 (+1 eff.) Melee Ret 2 nature ----- def ----- Defense +1 (+0 eff.) Fatigue -3% Resists +3% physical +5% arcane +9% light Die.at -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% darkness +3% cold Res.pen +15% darkness +15% cold ----- def ----- Armour +1 Fatigue +1% Resists +6% cold A cap made of leather. |
![]() 0.0 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 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +6% lightning +6% fire +3% darkness ---------- misc Light +6 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 T1 lite [Normal] While equipped: ---------- misc 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. |
![]() 1.0 T5 lite [Ego++] Master While equipped: ----- def ----- Blind- +34% Confus- +17% ---------- misc Light +10 See.Stealth +19 See.Invis +10 Unleash a corrosive blast of acid, inflicting 112.00 Acid damage in radius 4 (based on Cunning). Creatures in the area may take 70.0 addional acid damage and have their armor reduced by 14.0 over 6 turns Puts all charms on 22 cooldown Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +6 Dex +5 Mag +1 Wil dps ---------- Dmg.mod +3% light ----- def ----- Fatigue -5% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 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 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 T4 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% lightning Melee Ret 10 lightning 10 cold ----- def ----- Resists +12% lightning +6% cold +20% nature Blast the opponent's mind dealing 370 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 34% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +6% temporal On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Resists +3% temporal Reveal the area around you, dispelling darkness (radius 10, power 80 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 25% for 2 turns. 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 wand charm [Ego] Arcane Fire a magical bolt dealing 310 acid damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By KILLEREVILMAN the Ghoul Sun Paladin level 10
74th Pyre 122nd year of Ascendancy at 14:47 see stats
By KILLEREVILMAN the Ghoul Sun Paladin level 20
74th Pyre 122nd year of Ascendancy at 14:47 see stats
By KILLEREVILMAN the Ghoul Sun Paladin level 30
74th Pyre 122nd year of Ascendancy at 14:47 see stats
By KILLEREVILMAN the Ghoul Sun Paladin level 40
74th Pyre 122nd year of Ascendancy at 14:47 see stats
By KILLEREVILMAN the Ghoul Sun Paladin level 50
74th Pyre 122nd year of Ascendancy at 14:47 see stats
By KILLEREVILMAN the Ghoul Sun Paladin level 50
6th Dusk 122nd year of Ascendancy at 19:18 see stats
By KILLEREVILMAN the Ghoul Sun Paladin level 50
8th Mirth 122nd year of Ascendancy at 00:45 see stats
By KILLEREVILMAN the Ghoul Sun Paladin level 50
5th Dusk 122nd year of Ascendancy at 14:35 see stats
Log
KILLEREVILMAN speeds up.
Searing Sight hits Elikira the corrupted dendritic hemospinner for 27 light damage.
KILLEREVILMAN hits Elikira the corrupted dendritic hemospinner for 23 light, 17 fire, 45 light, 23 light, 8 physical (115 total damage).
Elikira the corrupted dendritic hemospinner performs a melee critical strike against KILLEREVILMAN!
Elikira the corrupted dendritic hemospinner performs a melee critical strike against KILLEREVILMAN!
Melee retaliation hits Elikira the corrupted dendritic hemospinner for 2 light, 2 lightning, 9 light, 3 light, 2 blight, 2 light, 2 lightning, 9 light, 3 light, 2 blight (36 total damage).
Elikira the corrupted dendritic hemospinner hits KILLEREVILMAN for 304 physical, 330 physical (634 total damage).
KILLEREVILMAN casts Rune: Shatter Afflictions.
KILLEREVILMAN is suffering less.
A shield forms around KILLEREVILMAN.
KILLEREVILMAN uses Shield Slam.
Elikira the corrupted dendritic hemospinner burns with light!
KILLEREVILMAN performs a melee critical strike against Elikira the corrupted dendritic hemospinner!
Weapon of Light hits Elikira the corrupted dendritic hemospinner for 86 light damage.
KILLEREVILMAN hits Elikira the corrupted dendritic hemospinner for 31 light, 11 physical, 17 light, 10 arcane, 52 light, 37 light, 13 physical, 17 light, 10 arcane, 52 light, 39 light, 14 physical, 17 light, 10 arcane, 52 light (382 total damage).
KILLEREVILMAN is no longer attracting creatures.
Talent Rush is ready to use.
Talent Rune: Blink is ready to use.
Talent Ghoulish Leap is ready to use.
Searing Sight hits Elikira the corrupted dendritic hemospinner for 65 light damage.
Lightburn from KILLEREVILMAN hits Elikira the corrupted dendritic hemospinner for 25 light damage.
Elikira the corrupted dendritic hemospinner uses Punishment.
Elikira the corrupted dendritic hemospinner unleashes a punishing strike for 219% bonus damage!
Elikira the corrupted dendritic hemospinner performs a melee critical strike against KILLEREVILMAN!
Your shield crumbles under the damage!
The shield around KILLEREVILMAN crumbles.
Melee retaliation hits Elikira the corrupted dendritic hemospinner for 6 light, 3 lightning, 23 light, 7 light, 4 blight, 6 light, 3 lightning, 23 light, 7 light, 4 blight (85 total damage).
Elikira the corrupted dendritic hemospinner hits KILLEREVILMAN for (147 blocked), (75 absorbed), 490 physical, (147 blocked), 180 physical (670 total damage).
KILLEREVILMAN the level 50 ghoul sun paladin was mutilated to death by Elikira the corrupted dendritic hemospinner on level 1 of The Godfeaster.