









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | OldRPG Again Part 2 1.7.4Rework of OldRPG for compatibility with 1.7.4, simply fills in holes with the defaults. This does not cover player tiles, use a custom tile if you want to match XP. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns, and Sphynx87. Items Vault 1.7.6Donators/Buyers bonus! OldRPG Again Part 1 1.7.4Rework of OldRPG for compatibility with 1.7.4, simply fills in holes with the defaults. This does not cover player tiles, use a custom tile if you want to match XP. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns, and Sphynx87. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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: 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 Nyles GOD Mode 1.5.5Nyles GOD Mode is an addon that prevents you from being killed. Sort of. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. It works this way (there are two different modes inside):- When activated, start a New Game. - You will find under game options > gameplay, a new setting that lets you toggle godmode on or off. - You can change this setting any time at any place in the game. Upon spotting an enemy, you will be granted a huge amount of life and regen as well a an incredible amount of resistances. When all the enemies are killed, you stats will be reverted back to normal. Update v2.0.1
Update v2.0.0
Unlock Tinker Escorts 1.5.9Unlocks Tinkers Escorts in the main campaign by "removing" a single line. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Yeek |
Class | Sun Paladin |
Level / Exp | 23 / 33% |
Size | big |
Lifes / Deaths | Killed by snow giant thunderer at level 23 on the 29th Haze 122nd year of Ascendancy at 07:26 / 1 |
Primary Stats
Strength | 37 (base 23) |
Dexterity | 13 (base 10) |
Constitution | 28 (base 27) |
Magic | 49 (base 44) |
Willpower | 49 (base 24) |
Cunning | 24 (base 10) |
Resources
Life | -13/695 |
Positive | 52/116 |
Stamina | 328/328 |
Healing Factor | 1.2556298990389 |
Regeneration | 14.125836364187 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +115% |
Vision
Sight | 10 |
Lite | 6 |
See Stealth | 6 |
See Invisible | 8 |
Offense: Mainhand
Damage | 52 |
Accuracy | 47 |
Crit Chance | 5% |
APR | 4 |
Speed | 0.91 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 36 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Light | +9% |
Temporal | +6% |
Darkness | +5% |
Physical | +12% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Physical | +10% |
Light | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 27 (30%) |
Defense | 16 |
Ranged Defense | 22 |
Fatigue | 20 |
Physical Save | 28 |
Spell Save | 39 |
Mental Save | 45 |
Defense: Resistances
Cold | + 18%( 70%) |
Darkness | + 10%( 70%) |
Light | + 25%( 70%) |
Nature | + 13%( 70%) |
Blight | + 9%( 70%) |
Physical | + 2%( 70%) |
Fire | + 28%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Confusion Resistance | 100% |
Poison Resistance | 10% |
Blind Resistance | 53% |
Silence Resistance | 43% |
Teleport Resistance | 30% |
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 93% |
Inscriptions (3/3)
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 698% 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 Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 75 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 289 damage for 4 turns. Its effects scale with your Dexterity stat. |
Class Talents
Celestial / Guardian | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 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 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 3/5 |
| 5/5 |
| 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 |
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 defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you gained talent category Corruption / Curses (at mastery 1.00). | done |
You failed to protect the lost tinker from death by Cyryldawe the large white snake. Escort: lost tinker (level 2 of Norgos Lair) | failed |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed skeleton mage skull. * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed warg claw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed bloated horror heart. * You've found the needed xorn fragment. | 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 | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Apr +1 ----- def ----- Armour +3 Fatigue +2% Resists +2% physical Phys.save +14 (+7 eff.) Spell.save +7 (+3 eff.) Mind.save +9 (+3 eff.) HP.reg +2.00 Knockbk- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +6 Str +2 Dex +1 Wil +3 Cun +1 Con ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +8 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 | ![]() 2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Phys.pwr +10 (+3 eff.) Mind.pwr +2 (+1 eff.) Dmg.mod +6% lightning Res.pen +10% physical ----- def ----- Defense +1 (+1 eff.) Poison- +10% Teleport- +20% ---------- misc Psi/turn +0.10 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 153.23 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Tool | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Armour +4 Resists +3% nature Max.HP +80.00 Blind- +10% Teleport- +10% ---------- misc Max.hate +6.00 Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +3 Wil dps ---------- Acc +10 (+3 eff.) Melee Ret 4 physical ----- def ----- Armour +2 Mind.save +12 (+4 eff.) Max.HP +22.00 Disarm- +20% Confus- +25% Pinning- +20% Knockbk- +23% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +2 Con ----- def ----- Spell.save +12 (+4 eff.) Max.HP +45.00 HP.reg +7.00 Heal.mod +11% ---------- misc Max.stam +10.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Dex +2 Mag +1 Wil +1 Cun dps ---------- Spell.crit +4% Phys.pwr +7 (+2 eff.) Spell.pwr +4 (+2 eff.) Mind.pwr +8 (+3 eff.) Phys.spd +10% Dmg.mod +5% darkness +6% temporal +6% light +12% physical ----- def ----- Mind.save +10 (+3 eff.) Confus- +16% ---------- misc Light +3 Amulets make your neck look great! |
In main hand | ![]() 3.0 T2 mace 1H weapon [Random Unique] Arcane/Psionic Power 109% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +8 blight +7 cold +7 mind On Hit: * 16% chance to reduce all saves and defense by 27 * 7% chance to reduce strength, dexterity, and constitution by 20 While equipped: Stats +3 Cun +2 Wil dps ---------- Spell.crit +1% Res.pen +10% light Melee Ret 4 arcane Blunt and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +6 Str +3 Mag +4 Wil dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In off hand | ![]() 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+6 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc 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 T1 cloak armor [Rare] Nature While equipped: dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +3% light Acc +17 (+6 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -4% Resists +9% blight +3% cold Max.HP +41.00 ---------- misc Equi/ret +0.04 Max.stam +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 | ![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 155 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 484% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 487 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd 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 69 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 186 damage for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 214 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Melee+ 5 light 6 darkness Dmg.mod +12% lightning +3% blight +7% light +6% darkness On Melee Ret: * 6% chance to reduce damage dealt by 22% * 7% chance to blind ----- def ----- Resists +3% lightning Phys.save +13 (+6 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) ---------- misc Masteries +0.15 Celestial/Guardian Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Wil ----- def ----- Resists +11% nature +11% blight Poison- +22% Disease- +20% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +20% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +3% cold +11% fire ----- def ----- Resists +2% physical +22% fire Die.at -20.00 life Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Cun ----- def ----- Defense +6 (+5 eff.) Mind.save +6 (+2 eff.) Confus- +24% Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Master Power 156% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+4 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() 1.0 T1 dagger 1H weapon [Rare] Arcane Power 100% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +9 cold +16 arcane On Crit.r2 +4 arcane On Hit: * 20% chance to reduce damage dealt by 22% * 20% chance to reduce all saves and defense by 27 While equipped: dps ---------- Melee Ret 8 darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 27 Sharp, short and deadly. |
![]() 5.0 T2 greatmaul 2H weapon [Rare] Arcane Power 135% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +16 arcane +4 fire On Crit.r2 +8 cold +20 fire On Crit: * Splash the target with acid dealing 104 damage over 5 turns and reducing armor and accuracy by 13 While equipped: dps ---------- Res.pen +10% arcane ----- def ----- Resists +6% cold Massive two-handed mauls. |
![]() 3.0 T1 waraxe 1H weapon [Normal] Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +19% Summoned ----- def ----- Defense +15 (+9 eff.) Resists +3% cold +3% fire +6% darkness +5% arcane D.Red.from +16% Summoned HP.reg +2.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +6% blight +6% cold +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +1 Mag +2 Wil +1 Con dps ---------- Phys.crit +1.0% ----- def ----- Defense +1 (+1 eff.) Resists +6% nature Mind.save +6 (+2 eff.) ---------- misc Stam/turn +1.00 Light +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: Stats +2 Str +1 Mag +2 Con dps ---------- Spell.crit +3% Dmg.mod +6% arcane Melee Ret 2 mind 6 cold ----- def ----- Defense +1 (+1 eff.) ---------- misc Max.mana +40.00 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: Stats +3 Cun +1 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Defense +7 (+5 eff.) Resists +6% blight +3% fire +3% darkness Phys.save +5 (+2 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 T3 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +5 Mag +8 Wil +2 Cun dps ---------- Crit.mult +10.00% Res.pen +25% lightning ----- def ----- Resists +9% blight +11% all Max.HP +49.00 HP.reg +2.70 Heal.mod +16% ---------- misc Mana/turn +0.12 Psi/turn +0.11 Psi/ret +0.08 Hate/m.crit +3.00 Psi/m.crit +3.00 Max.hate +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Rare] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.pwr +7 (+4 eff.) S.pwr/crit +3 Dmg.mod +12% mind Res.pen +25% acid Melee Ret 4 mind 4 acid ----- def ----- Resists +21% fire +7% all Silence- +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+6 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun dps ---------- Phys.crit +4.0% Mind.crit +3% Phys.pwr +4 (+1 eff.) Dmg.mod +12% blight Res.pen +5% blight Apr +4 ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning 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 [Rare] Master While equipped: dps ---------- Dmg.mod +24% light ----- def ----- Armour +3 Fatigue -3% Resists +9% light +15% fire Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 Light +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Melee+ 9 light Dmg.mod +5% light Acc +10 (+3 eff.) ----- def ----- Armour +2 Resists +7% light 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. |
![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +4 Str +3 Dex dps ---------- Acc +11 (+4 eff.) ----- def ----- Armour +1 Resists +5% arcane Phys.save +6 (+3 eff.) Spell.save +3 (+1 eff.) Poison- +10% 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. |
![]() 1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 5 physical Dmg.mod +3% physical ----- def ----- Armour +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +5 (+2 eff.) Acc +10 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +7% temporal +3% fire Die.at -60.00 life ---------- misc Stam/turn +2.00 A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +5 Wil dps ---------- Mind.crit +6% Dmg.mod +9% mind +6% cold ----- def ----- Defense +1 (+1 eff.) Mind.save +11 (+3 eff.) ---------- misc Psi/ret +0.12 Hate/m.crit +2.00 Max.psi +10.00 Hateful Whisper: Puts all charms on 15 cooldown Level 4.0 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 138 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.2 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 30% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+2 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +1% physical +6% fire Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Max.HP +20.00 ---------- misc Mana/turn +0.14 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +1 Wil +3 Con dps ---------- Crit.mult +10.00% Phys.pwr +4 (+1 eff.) Melee Ret 2 mind ----- def ----- Armour +1 Fatigue +1% Resists +3% acid +12% cold Mind.save +6 (+2 eff.) A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) ---------- misc Mana/turn +0.11 A pointy cloth hat, very wizardly... |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: ----- def ----- Armour +8 Defense +2 (+2 eff.) Fatigue +12% Resists +5% acid +23% cold +6% physical Phys.save +15 (+7 eff.) Mind.save +6 (+2 eff.) HP.reg +4.00 Poison- +10% ---------- misc Breathe water A suit of armour made of mail. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +17% fire HP.reg +2.20 ---------- misc Stam/turn +0.70 A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Melee Ret 10 arcane On Hit (Melee): * 20% chance to reduce armor by 30% ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +18% acid +18% cold +5% arcane A suit of armour made of mail. |
![]() 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 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid +3% darkness Res.pen +5% darkness +15% acid On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Resists +9% cold ---------- 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 [Ego] Nature While equipped: ----- def ----- Max.HP +42.00 ---------- 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. |
![]() 2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +5 (+1 eff.) ---------- misc Light +5 See.Stealth +5 See.Invis +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 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 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 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T1 shot ammo [Ego] Disrupt/Master Power 118% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 17 Against +6% Unnatural +5% Unliving Shots are used with slings to pummel your foes to death. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +4 Str dps ---------- Phys.crit +2.0% Dmg.mod +6% physical Acc +10 (+3 eff.) ----- def ----- Resists +6% mind Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 112 physical damage Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Phys.pwr +20 (+6 eff.) Dmg.mod +12% cold Acc +10 (+3 eff.) Apr +2 On Hit (Melee): * 20% chance to reduce armor by 30% ----- def ----- Armour +8 Resists +12% acid Sting an enemy dealing 206 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Mag ----- def ----- Armour +2 Resists +6% temporal Phys.save +15 (+7 eff.) Disease- +20% Create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (129 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 1 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 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 62 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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. |
Achievements
By The Dark Yeekadin the Yeek Sun Paladin level 10
6th Flare 122nd year of Ascendancy at 13:52 see stats
By The Dark Yeekadin the Yeek Sun Paladin level 20
32nd Dusk 122nd year of Ascendancy at 02:16 see stats
By The Dark Yeekadin the Yeek Sun Paladin level 9
10th Mirth 122nd year of Ascendancy at 06:13 see stats
By The Dark Yeekadin the Yeek Sun Paladin level 21
46th Dusk 122nd year of Ascendancy at 07:55 see stats
By The Dark Yeekadin the Yeek Sun Paladin level 17
21st Dusk 122nd year of Ascendancy at 07:10 see stats
Log
A shield forms around The Dark Yeekadin.
The Dark Yeekadin receives 21 healing from The Dark Yeekadin's healing light area effect.
The Dark Yeekadin hits Storm drake hatchling for 71 physical, 8 blight, 7 cold (86 total damage).
Melee retaliation hits The Dark Yeekadin for (8 absorbed), 0 lightning (0 total damage).
The Dark Yeekadin killed Storm drake hatchling!
Snow giant thunderer casts Lightning.
Your shield crumbles under the damage!
The shield around The Dark Yeekadin crumbles.
Snow giant boulder thrower uses Throw Boulder.
Snow giant boulder thrower hurls a huge boulder at The Dark Yeekadin!
The Dark Yeekadin resists the knockback!
Snow giant boulder thrower hits The Dark Yeekadin for 223 physical damage.
Snow giant thunderer hits Storm drake hatchling for 0 lightning damage.
Snow giant thunderer hits Xorn for 147 lightning damage.
Snow giant thunderer hits The Dark Yeekadin for (49 absorbed), 98 lightning (98 total damage).
Snow giant thunderer hits Something for 115 lightning damage.
Snow giant thunderer hits Snow giant for 147 lightning damage.
Shield of Light hits The Dark Yeekadin for 12 healing, 12 healing (0 total damage) [25 healing].
Snow giant thunderer casts Lightning.
The Dark Yeekadin reacts immediately after taking severe wounds!
Snow giant thunderer casts Chain Lightning.
Snow giant thunderer hits Storm drake hatchling for 0 lightning damage.
Snow giant thunderer hits Greater faeros for 143 lightning damage.
Snow giant thunderer hits The Dark Yeekadin for 143 lightning damage.
Snow giant thunderer hits Something for 143 lightning damage.
Snow giant thunderer hits Snow giant for 143 lightning damage.
Snow giant thunderer hits The Dark Yeekadin for 172 lightning damage.
Shield of Light hits The Dark Yeekadin for 12 healing, 12 healing (0 total damage) [25 healing].
The Dark Yeekadin the level 23 yeek sun paladin was amped to death by a snow giant thunderer on level 1 of Daikara.