











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Shalore |
Class | Sun Paladin |
Level / Exp | 24 / 12% |
Size | medium |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 18 on the 18th Haze 122nd year of Ascendancy at 04:09 / 2Killed by Mayada the animated hand at level 24 on the 9th Allure 123rd year of Ascendancy at 15:01 |
Primary Stats
Strength | 39 (base 41) |
Dexterity | 14 (base 10) |
Constitution | 35 (base 29) |
Magic | 51 (base 44) |
Willpower | 22 (base 10) |
Cunning | 19 (base 10) |
Resources
Life | -105/735 |
Positive | 54/119 |
Stamina | 219/219 |
Healing Factor | 1.4416660017318 |
Regeneration | 10.452078512555 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 52 |
Accuracy | 27 |
Crit Chance | 28% |
APR | 9 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 35 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Cold | +15% |
Light | +23% |
All | 0% |
Offense: Damage Penetration
Light | +30% |
Defense: Base
Armour (hardiness) | 51.551211628464 (93.607947236566%) |
Defense | 29 |
Ranged Defense | 34 |
Fatigue | 47 |
Physical Save | 35 |
Spell Save | 42 |
Mental Save | 30 |
Defense: Resistances
Acid | + 14%( 70%) |
Physical | + 12%( 70%) |
Cold | + 29%( 70%) |
All | + 6%( 70%) |
Darkness | + 11%( 70%) |
Light | + 62%( 70%) |
Temporal | + 41%( 70%) |
Lightning | + 31%( 70%) |
Fire | + 14%( 70%) |
Nature | + 27%( 70%) |
Defense: Immunities
Disarm Resistance | 21% |
Pinning Resistance | 23% |
Blind Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 62% |
Inscriptions (4/4)
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 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 79 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 Constitution stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 45 with a minimum range of 15. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 693% 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 Strength stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Celestial / Guardian | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Celestial / Combat | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Celestial / Sun | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 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 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 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by snow giant boulder thrower. Escort: lost defiler (level 2 of Daikara) | failed |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
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. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 bloated horror heart. * You've found the needed ice wyrm tooth. * You've found the needed hummerhorn wing. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed sandworm tooth. * You've found the needed green worm. 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 vial of squid ink. * You've found the needed giant spider spinneret. * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed vial of greater demon bile. * '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.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You 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 found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | ![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +1 Dex offense ------ Physical Crit +1.0% defense ------ Armor +1 Resistance +6% lightning +6% temporal +6% nature +3% acid Unlife -80.00 life A pair of boots made of leather. |
Light source | ![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(72 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Mind Crit +1% defense ------ Armor +3 Fatigue +5% Resistance +9% lightning +6% temporal +6% nature +9% fire Life +60.00 other ------- Max psi +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 9 light Damage +7% light Ignore resists +25% light When Hit 4 cold On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +2 Resistance +21% 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. |
Tool | ![]() 2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 296 Puts all charms on 20 turn cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +24.00 Disarm Resist +21% Pinning Resist +23% Knockbk Resist +22% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.84 cold and 10.29 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: defense ------ Defense +15 (+8 eff.) Resistance +12% lightning +6% temporal +3% darkness Physical save +11 (+5 eff.) Spell save +18 (+6 eff.) Mind save +11 (+6 eff.) Blind Resist +20% Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T3 longsword 1H weapon [Rare] Master Weapon Damage 24.5 - 34.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +4 cold On-crit, radius 2 +8 cold On Hit: * 10% chance to reduce all saves and defense by 15 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +15.0% defense ------ Armor +6 Sharp, long, and deadly. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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. |
In off hand | ![]() 7.0 Encumbrance T3 shield armor [Unique] Master When used to Attack: Weapon Damage 48.0 - 57.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +320 While equipped: defense ------ Armor +18 Hardiness +20% Defense +20 (+10 eff.) Ranged Defense +10 (+5 eff.) Fatigue +30% other ------- Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +2 Dex offense ------ Ignore Armor +5 defense ------ Defense +2 (+1 eff.) Resistance +6% acid +3% darkness Life +40.00 Life Regen +4.00 Healmod +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 Encumbrance T2 massive armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Damage +6% light Ignore resists +5% light When Hit 2 temporal defense ------ Armor +9 Fatigue +22% Resistance +7% physical +9% light +19% temporal Physical save +14 (+6 eff.) Mind save +16 (+8 eff.) A suit of armour made of metal plates. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 146 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 493 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 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 193 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 16% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 3 physical, 5 darkness, 3 blight, 3 fire, 4 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 15 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 20%, your defense is increased by 20 and all your resistances by 20%. 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. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil defense ------ Resistance +12% lightning Stun Resist +24% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +5 Wil offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Mind save +10 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% cold defense ------ Resistance +22% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +10% darkness defense ------ Resistance +20% darkness Spell save +6 (+2 eff.) Rings make your fingers look great! |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Rare] Master Weapon Damage 29.5 - 44.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +16 acid While equipped: Stats +4 Con offense ------ Damage +12% acid Ignore resists +10% light other ------- Light +3 Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon [Ego+] Master Weapon Damage 33.0 - 49.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% While equipped: Stats +6 Str offense ------ Damage +10% physical Accuracy +12 (+6 eff.) Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Rare] Disrupt Weapon Damage 27.0 - 40.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +4 nature While equipped: offense ------ Critical power +20.00% defense ------ Resistance +14% acid +13% cold +13% lightning +13% fire +9% nature +6% all Physical save +3 (+1 eff.) Spell save +10 (+3 eff.) other ------- Stamina/turn +3.00 Massive two-handed mauls. |
![]() 3.0 Encumbrance T3 mace 1H weapon Reqs Str 42 [Unique] Nature/Disrupt Weapon Damage 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +9.0% Attack Speed 100% On-hit +10 silence +18 nature While equipped: offense ------ Accuracy +6 (+3 eff.) Rush: Effective talent level: 3.0 Power cost 15 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
![]() 3.0 Encumbrance T3 mace 1H weapon [Ego] Arcane/Master Weapon Damage 37.0 - 51.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-Hit, radius 1 +13 fire Blunt and deadly. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Mag offense ------ Damage +18% darkness +6% fire defense ------ Armor +7 Defense +2 (+1 eff.) Resistance +6% fire +15% cold Crit Resistance 15.00% other ------- Infravision +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +3% blight Ignore resists +25% blight When Hit 6 darkness On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 19 defense ------ Defense +1 (+1 eff.) Resistance +3% darkness Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag offense ------ Spellpower +5 (+3 eff.) defense ------ Armor +7 Hardiness +30% Resistance +7% all On Spell Hit: 4% Evasion level 1 This set of robes seems to shine with metallic colors. |
![]() 2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +3 Wil offense ------ Spell Crit +3% Spellpower +5 (+3 eff.) Damage +5% temporal +14% arcane +11% darkness defense ------ Resistance +16% darkness +11% all other ------- Max mana +54.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Dex offense ------ Damage +12% acid +3% light Ignore resists +10% light +25% acid Accuracy +12 (+6 eff.) defense ------ Armor +2 Fatigue +3% Resistance +9% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +4 Cun +1 Wil offense ------ Mind Crit +5% defense ------ Defense +2 (+1 eff.) Shield Power +7% Mind save +14 (+7 eff.) Life Regen +1.50 Hateful Whisper: Puts all charms on 15 turn cooldown Effective talent level: 3.0 Power cost 15 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 59 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.4 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 26% 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... |
![]() 14.0 Encumbrance T2 heavy armor [Random Unique] Nature/Master While equipped: Stats +3 Wil offense ------ Damage +6% fire When Hit 2 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 15 defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +14% blight +6% fire +15% darkness +17% acid Life +30.00 Life Regen +3.00 Healmod +12% other ------- Light +1 A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor [Normal] While equipped: defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor [Rare] Master While equipped: Stats +1 Str +5 Wil defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Resistance +18% lightning +6% light Spell save +12 (+4 eff.) A suit of armour made of mail. |
![]() 9.0 Encumbrance T2 light armor [Rare] Master While equipped: offense ------ Damage +12% fire On-Hit (Melee): * 20% chance to slow global speed by 40% defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +17% lightning +15% cold +5% arcane +3% darkness A suit of armour made of leather. |
![]() 17.0 Encumbrance T2 massive armor [Ego++] Nature While equipped: Stats +2 Wil defense ------ Armor +10 Fatigue +22% Resistance +14% blight +7% cold +11% darkness +7% acid other ------- Light +1 Breathe water A suit of armour made of metal plates. |
![]() 7.0 Encumbrance T2 shield armor [Rare] Master When used to Attack: Weapon Damage 11.5 - 13.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +42 On-hit +8 darkness On-crit, radius 2 +12 mind While equipped: offense ------ Damage +12% darkness +6% fire Ignore resists +15% fire When Hit 4 fire defense ------ Armor +4 Fatigue +8% Resistance +17% cold other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T3 shield armor [Rare] Master When used to Attack: Weapon Damage 27.0 - 32.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +78 On-hit +16 physical While equipped: Stats +3 Cun offense ------ Physical Power +5 (+1 eff.) Accuracy +15 (+7 eff.) defense ------ Armor +6 Fatigue +8% Resistance +20% acid Unlife -40.00 life other ------- Light +1 Talents +1 Block Handheld deflection devices. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 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. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +3 Dex +4 Mag +2 Wil defense ------ Resistance +12% acid Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Arash the Shalore Sun Paladin level 15
67th Dusk 122nd year of Ascendancy at 20:49 see stats
By Arash the Shalore Sun Paladin level 9
3rd Flare 122nd year of Ascendancy at 05:34 see stats
By Arash the Shalore Sun Paladin level 19
37th Haze 122nd year of Ascendancy at 15:53 see stats
By Arash the Shalore Sun Paladin level 10
27th Dusk 122nd year of Ascendancy at 08:01 see stats
By Arash the Shalore Sun Paladin level 20
38th Haze 122nd year of Ascendancy at 12:11 see stats
By Arash the Shalore Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 08:50 see stats
By Arash the Shalore Sun Paladin level 18
12nd Haze 122nd year of Ascendancy at 06:16 see stats
By Arash the Shalore Sun Paladin level 8
9th Mirth 122nd year of Ascendancy at 15:48 see stats
By Arash the Shalore Sun Paladin level 23
63rd Haze 122nd year of Ascendancy at 15:41 see stats
By Arash the Shalore Sun Paladin level 14
59th Dusk 122nd year of Ascendancy at 20:58 see stats
By Arash the Shalore Sun Paladin level 23
62nd Haze 122nd year of Ascendancy at 15:26 see stats
By Arash the Shalore Sun Paladin level 20
38th Haze 122nd year of Ascendancy at 20:26 see stats
By Arash the Shalore Sun Paladin level 18
18th Haze 122nd year of Ascendancy at 04:09 see stats
Log
Bleeding from Neratha the skeleton mage hits Arash for 8 physical damage.
Deep Wound from Neratha the skeleton mage hits Arash for 29 physical damage.
Neratha the skeleton mage's Kneecapper hits Arash for 48 physical, 5 nature (53 total damage).
Arash casts Rune: Shatter Afflictions.
Arash is no longer pinned.
A shield forms around Arash.
Arash casts Barrier.
The shield around Arash crumbles.
A shield forms around Arash.
Mayada the animated hand uses Steady Shot.
Mayada the animated hand's Steady Shot hits Arash for (85 absorbed), 0 physical (0 total damage).
Neratha the skeleton mage casts Flame.
Neratha the skeleton mage's spell attains critical power!
Arash is on fire!
Neratha the skeleton mage's Flame hits Arash for (67 absorbed), 0 fire (0 total damage).
Your shield crumbles under the damage!
The shield around Arash crumbles.
Burning from Neratha the skeleton mage hits Arash for 22 fire damage.
Deep Wound from Neratha the skeleton mage hits Arash for (29 absorbed), 0 physical (0 total damage).
Bleeding from Neratha the skeleton mage hits Arash for 8 physical damage.
Deadly Poison from Mayada the animated hand hits Arash for (25 absorbed), 0 nature (0 total damage).
Poison from Mayada the animated hand hits Arash for (19 absorbed), 3 nature (3 total damage).
Grappled from Mayada the animated hand hits Arash for (33 absorbed), 0 physical (0 total damage).
Shield of Light hits Arash for 2 healing, 2 healing, 2 healing (0 total damage) [7 healing].
Mayada the animated hand uses Headshot.
Poison bursts out of Arash's corpse!
Arash receives 2 healing from Shield of Light.
Mayada the animated hand's Headshot hits Arash for 133 physical damage.
Arash the level 24 shalore sun paladin was impaled to death by Mayada the animated hand on level 1 of Hallowed Fields.