










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Items Vault 1.7.6Donators/Buyers bonus! Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Sun Paladin |
| Level / Exp | 19 / 53% |
| Size | medium |
| Lifes / Deaths | Killed by ghast at level 4 on the 77th Pyre 122nd year of Ascendancy at 09:51 3 / 2Killed by Weirdling Beast at level 16 on the 6th Haze 122nd year of Ascendancy at 12:18 |
Primary Stats
| Strength | 42 (base 25) |
| Dexterity | 34 (base 13) |
| Constitution | 28 (base 22) |
| Magic | 55 (base 46) |
| Willpower | 12 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | 502/525 |
| Positive | 10/34 |
| Stamina | 159/159 |
| Healing Factor | 1.2456298990388 |
| Regeneration | 6.5395569699539 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
Offense: Mainhand
| Damage | 36 |
| Accuracy | 36 |
| Crit Chance | 7% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 13 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +10% |
| Light | +37% |
| Lightning | +11% |
| Physical | +12% |
| Cold | +5% |
| Nature | +11% |
Offense: Damage Penetration
| Fire | +15% |
Defense: Base
| Armour (hardiness) | 39 (30%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 16 |
| Physical Save | 26 |
| Spell Save | 48 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Blight | + 12%( 70%) |
| Arcane | + 8%( 70%) |
| Cold | + 38%( 70%) |
| All | + 3%( 70%) |
| Darkness | + 16%( 70%) |
| Light | + 56%( 70%) |
| Temporal | + 27%( 70%) |
| Physical | + 16%( 70%) |
| Lightning | + 56%( 70%) |
| Fire | + 42%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Bleed Resistance | 100% |
| Confusion Resistance | 0% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 215 damage for 3 turns. Its effects scale with your Magic 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: 6 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 4/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Weapon of Wrath |
| talent | Weapon of Light |
| talent | Second Life |
| talent | Shield of Light |
| talent | Chant of Resistance |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
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 failed to protect the lost sun paladin from death by rattlesnake. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 19. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * '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.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | grounding pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Nature While equipped: defense ------ Armor +1 Resistance +6% lightning +6% temporal A pair of boots made of leather. |
| Light source | Summertide Phial1.0 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.(54 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | grounding dwarven-steel helm of the depths (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego] Nature While equipped: defense ------ Armor +4 Fatigue +4% Resistance +8% lightning +9% temporal +7% cold other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | dwarven-steel gauntlets 'Blindmark' (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 8 cold Damage +5% cold +15% light +12% physical Accuracy +10 (+5 eff.) defense ------ Armor +2 Fatigue +3% Resistance +6% acid +7% cold +6% light Unarmed combat: Weapon Damage 124% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +7 ice On Hit: 10% Ice Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | elm totem of healing [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | psionicist's steel ring of lightning (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Mind save +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | titan's steel ring of nature (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +4 Con offense ------ Damage +11% nature defense ------ Resistance +22% nature Physical save +8 (+4 eff.) Rings make your fingers look great! |
| Around neck | Emera the Torchstinger0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: offense ------ Ignore resists +10% fire On-Hit (Melee): * 20% chance to slow global speed by 33% * 10% chance to reduce armor by 30% defense ------ Fatigue -7% Resistance +6% blight +3% temporal +9% light Life Regen +2.00 Amulets make your neck look great! |
| In main hand | dwarven-steel dagger 'Mardolach' (133% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Rare] Master Weapon Damage 134% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +3 Dex +3 Mag offense ------ Physical Power +20 (+7 eff.) defense ------ Crit Resistance 10.00% other ------- Light +3 Sharp, short and deadly. |
| Around waist | Yaregofast the Firebolt1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +5% fire When Hit 6 acid 8 lightning On-Hit (Melee): * 20% chance to reduce armor by 30% defense ------ Resistance +8% lightning +7% temporal +15% fire A belt that goes around your waist. |
| In off hand | corrosive dwarven-steel shield of the stars (0 def, 6 armour, 138% power, 83 block)7.0 Encumbrance T3 shield armor [Ego++] Arcane When used to Attack: Weapon Damage 138% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +83 On-hit +10 acid +12 light +12 darkness While equipped: Stats +1 Mag +3 Cun +2 Con offense ------ Damage +12% light +10% darkness When Hit: * 10% chance to reduce armor by 30% defense ------ Armor +6 Fatigue +8% Resistance +12% acid +10% light +13% darkness other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | Zanysus the linen cloak (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +3% acid +11% cold +5% arcane Spell save +9 (+3 eff.) other ------- Psi when Hit +0.12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Islarawyn the hardened leather armour (9 def, 20 armour)9.0 Encumbrance T3 light armor [Rare] Nature While equipped: offense ------ On-Hit 7 fire On-Ranged-Hit 7 fire defense ------ Armor +20 Defense +9 (+4 eff.) Fatigue +8% Resistance +3% blight +15% fire +13% physical Mind save +15 (+8 eff.) Stun Resist +10% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A suit of armour made of leather. |
Inventory
Blood of Life0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 375 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
shatter afflictions rune of the duelist (absorb 66; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 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 66 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 201; dur 6; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 201 damage for 6 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Elenuldil0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil offense ------ Mindpower +5 (+5 eff.) defense ------ Resistance +10% lightning Stun Resist +20% other ------- Psi when Hit +0.12 Max psi +40.00 Amulets make your neck look great! |
clarifying stralite amulet of willpower (+4)0.1 Encumbrance T4 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil defense ------ Resistance +14% mind Confus Resist +27% Amulets make your neck look great! |
cleansing copper amulet of strength (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Str defense ------ Resistance +12% nature +10% blight Poison Resist +21% Disease Resist +20% Amulets make your neck look great! |
copper amulet of cunning (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
warrior's steel amulet of strength (+4)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Str defense ------ Resistance +7% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
copper ring of arcana (+0.12/turn)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Silence Resist +20% other ------- Mana/turn +0.12 Rings make your fingers look great! |
copper ring of nature (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% nature defense ------ Resistance +22% nature Rings make your fingers look great! |
mule's steel ring of fire (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +10% fire defense ------ Fatigue -5% Resistance +20% fire other ------- Encumbrance +22 Rings make your fingers look great! |
psionicist's gold ring of lightning (+20%)0.1 Encumbrance T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Wil offense ------ Damage +10% lightning defense ------ Resistance +20% lightning Mind save +8 (+4 eff.) Rings make your fingers look great! |
savior's steel ring of fire (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +11% fire defense ------ Resistance +22% fire Physical save +8 (+4 eff.) Spell save +7 (+2 eff.) Mind save +6 (+3 eff.) Rings make your fingers look great! |
Morrigor (161% power, 12 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane/Unknown Weapon Damage 162% Range: 1.0x-1.4x Uses 60% Mag, 60% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +7.0% Attack Speed 100% On Hit: * deal 27.50 arcane and 30.25 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: offense ------ Spell Crit +12% Spellpower +24 (+9 eff.) other ------- Talents +1 Soul Purge Phase Door: Effective talent level: 3.0 Power cost 12 out of 12/12. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 11 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 2). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Skullcleaver (120% power, 4 apr)3.0 Encumbrance T1 waraxe 1H weapon [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ Damage +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Galyldir1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +3 Con offense ------ Mindpower +5 (+5 eff.) On-Hit (Melee): * 20% chance to slow global speed by 33% * 20% chance to reduce armor by 30% defense ------ Resistance +12% blight +3% acid Mind save +7 (+4 eff.) A belt that goes around your waist. |
Smoldervagrant1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Mind Crit +4% Damage +3% fire Ignore resists +5% fire defense ------ Resistance +6% lightning +6% temporal other ------- EQ when Hit +0.04 A belt that goes around your waist. |
insulating rough leather belt of transcendence1.0 Encumbrance T1 belt armor [Ego] Master/Psionic While equipped: offense ------ Mindpower +3 (+3 eff.) defense ------ Resistance +6% fire +5% cold Physical save +5 (+2 eff.) A belt that goes around your waist. |
Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+3 eff.) Mindpower +5 (+5 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Fulukalthokor (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Ignore resists +10% mind +10% acid When Hit 2 mind 6 acid On-Hit (Melee): * 10% chance to reduce all saves and defense by 8 defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +9% acid +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Rhudig the Flashquench (2 def, 9 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +5 Wil offense ------ Mindpower +30 (+18 eff.) Ignore resists +15% fire defense ------ Armor +9 Defense +2 (+1 eff.) Resistance +22% cold other ------- EQ when Hit +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
corrosive rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 6 acid Damage +3% acid defense ------ Armor +1 Resistance +5% acid Unarmed combat: Weapon Damage 96% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +6 acid On Hit: 10% Corrosive Breath level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm iron gauntlets of strength (+2) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Physical Power +6 (+2 eff.) On-Hit 5 lightning Damage +3% lightning defense ------ Armor +1 Fatigue +1% Resistance +5% lightning Unarmed combat: Weapon Damage 110% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-crit, radius 2 +5 lightning On Hit: 10% Lightning Breath level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Lustredeath' (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str offense ------ Physical Power +6 (+2 eff.) On-Hit 15 mind Damage +3% temporal +4% mind +9% light Ignore resists +15% temporal When Hit 2 temporal defense ------ Armor +3 Fatigue +5% Resistance +8% mind Life Regen +5.10 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Stamina/turn +0.70 Psi/turn +0.24 Light +1 Unarmed combat: Weapon Damage 148% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On-crit, radius 2 +10 mind On Hit: 20% Psychic Lobotomy level 5 On Hit: 10% Second Wind level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets of butchering (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego+] Disrupt While equipped: offense ------ Physical Power +8 (+3 eff.) Accuracy +6 (+3 eff.) Ignore Armor +7 defense ------ Armor +3 Fatigue +5% Resistance +7% blight Spell save +11 (+4 eff.) Unarmed combat: Weapon Damage 134% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +24 Critical Rate +10.0% Attack Speed 83% On Hit: * 10% chance to slow global speed by 33% * 17% chance to reduce armor by 30% Metal gloves protecting the hands up to the middle of the lower arm. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
cashmere wizard hat 'Arthedunahek' (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Disrupt While equipped: Stats +3 Dex +1 Wil +8 Cun +3 Con defense ------ Defense +2 (+1 eff.) Resistance +7% nature +10% blight A pointy cloth hat, very wizardly... |
clarifying linen wizard hat of lightning (+15%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature/Psionic While equipped: Stats +2 Cun offense ------ Damage +10% lightning defense ------ Defense +1 (+0 eff.) Resistance +15% lightning Mind save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 Encumbrance T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +10% acid +10% fire +10% darkness +10% blight Life Regen +3.00 Healmod +30% other ------- Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Silobeth the Floemark (2 def, 8 armour)14.0 Encumbrance T2 heavy armor [Random Unique] Nature/Disrupt While equipped: offense ------ Damage +6% cold Ignore resists +10% light defense ------ Armor +8 Defense +2 (+1 eff.) Fatigue +12% Resistance +22% blight +12% cold +22% nature +7% acid Resist Against +5% Unnatural other ------- Light +2 Breathe water A suit of armour made of mail. |
prismatic steel mail armour of lightning resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Arcane/Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +19% lightning +12% light +12% darkness A suit of armour made of mail. |
Coral Spray (8 def, 8 armour, 117% power, 48 block)7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 117% Range: 1.0x-1.4x Uses 140% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
acidic steel shield of mind resistance (+12%) (0 def, 4 armour, 119% power, 38 block)7.0 Encumbrance T2 shield armor [Ego] Nature/Psionic When used to Attack: Weapon Damage 120% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +38 On Hit: * 10% chance to reduce armor by 30% While equipped: offense ------ On-Hit 6 acid When Hit 1 acid defense ------ Armor +4 Fatigue +8% Resistance +12% mind other ------- Talents +1 Block Handheld deflection devices. |
5 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 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. |
5 opal0.0 Encumbrance 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. |
8 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)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. |
miner's iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
10 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Spectral Cage0.0 Encumbrance T3 lite [Unique] Arcane While equipped: offense ------ Spellpower +10 (+4 eff.) Damage +15% cold Ignore resists +10% cold defense ------ Resistance +20% cold other ------- Light +5 Release a will o' the wisp that will explode against your foes for 260 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lantern of focus2.0 Encumbrance T1 lite [Ego] Nature/Psionic While equipped: Stats +4 Wil offense ------ Damage +6% mind defense ------ Physical save +5 (+2 eff.) Healmod +10% 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. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)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. |
Transmogrification Chest2.0 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. |
supercharged stralite torque of mindblast [power 385] (18 cooldown)2.0 Encumbrance T4 torque charm [Ego] Psionic Blast the opponent's mind dealing 385 mind damage and silencing them for 4 turns Puts all charms on 18 turn cooldown Torques are made by powerful psionics to store psionic powers. |
6 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
evasive ash wand of shielding [power 182] (20 cooldown)2.0 Encumbrance T2 wand charm [Ego+] Arcane Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Zack the Skeleton Sun Paladin level 19
57th Haze 122nd year of Ascendancy at 09:29 see stats
Exterminator
Killed 1000 creatures.By Zack the Skeleton Sun Paladin level 16
4th Haze 122nd year of Ascendancy at 13:25 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Zack the Skeleton Sun Paladin level 18
35th Haze 122nd year of Ascendancy at 22:28 see stats
Level 10
Got a character to level 10.By Zack the Skeleton Sun Paladin level 10
36th Dusk 122nd year of Ascendancy at 18:25 see stats
The secret city
Discovered the truth about mages.By Zack the Skeleton Sun Paladin level 16
10th Haze 122nd year of Ascendancy at 15:03 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Zack the Skeleton Sun Paladin level 17
18th Haze 122nd year of Ascendancy at 19:26 see stats
Log
Melee retaliation hits Lost Merchant for 6 acid, 17 light, 9 lightning (32 total damage).
Bandit performs a melee critical strike against Zack!
Bandit misses Zack.
Bandit damages himself through Martyrdom!
Bandit hits Zack for 41 physical, 6 temporal (46 total damage).
Zack hits Bandit for 4 physical, 1 temporal (5 total damage).
Melee retaliation hits Bandit for 6 acid, 17 light, 9 lightning (32 total damage).
Zack hits Bandit for 52 physical damage.
Zack killed Bandit!
Lost Merchant misses Zack.
Zack picks up (q.): dwarven-steel greatsword of massacre (158% power, 2 apr).
You pickup 1.00 gold pieces.
You pickup 0.60 gold pieces.
Lost Merchant hits Zack for 2 physical damage.
Melee retaliation hits Lost Merchant for 6 acid, 17 light (23 total damage).
Melee retaliation killed Lost Merchant!
There is an exit to the worldmap here (press '' or right click to use).
You gain 1.52 gold from the transmogrification of hardened leather armour of spell shielding (9 def, 6 armour).
You gain 0.95 gold from the transmogrification of dwarven-steel greatsword of massacre (158% power, 2 apr).
You gain 1.57 gold from the transmogrification of flaming dwarven-steel dagger (115% power, 7 apr).
You gain 1.57 gold from the transmogrification of flaming dwarven-steel dagger (119% power, 7 apr).
Quest 'Trapped!' is done! (Press 'j' to see the quest log)
Quest 'Trapped!' completed! (Press 'j' to see the quest log)
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.




































































































