Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Forbidden Cults 1.7.0Official 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.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This 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 Ashes of Urh'Rok 1.7.0Official 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:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Sun Paladin |
Level / Exp | 18 / 14% |
Size | medium |
Lifes / Deaths | Killed by Assassin Lord at level 18 on the 2nd Dearth 122nd year of Ascendancy at 17:50 / 1 |
Primary Stats
Strength | 43 (base 31) |
Dexterity | 9 (base 10) |
Constitution | 34 (base 22) |
Magic | 55 (base 40) |
Willpower | 13 (base 10) |
Cunning | 15 (base 10) |
Resources
Life | -148/523 |
Positive | 51/101 |
Stamina | 178/178 |
Healing Factor | 1.375336564623 |
Regeneration | 8.5958535288935 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 4 |
See Stealth | 7 |
See Invisible | 15 |
Offense: Mainhand
Damage | 54 |
Accuracy | 30 |
Crit Chance | 10% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 41 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 15 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Acid | +5% |
Physical | +6% |
Cold | +14% |
All | 0% |
Darkness | +11% |
Light | +54% |
Lightning | +6% |
Fire | +9% |
Mind | +4% |
Offense: Damage Penetration
Physical | +15% |
Cold | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 22 (30%) |
Defense | 13 |
Ranged Defense | 13 |
Fatigue | 7 |
Physical Save | 28 |
Spell Save | 44 |
Mental Save | 17 |
Defense: Resistances
Acid | + 25%( 70%) |
Blight | + 19%( 70%) |
Arcane | + 20%( 70%) |
Cold | + 28%( 70%) |
All | + 16%( 70%) |
Physical | + 25%( 70%) |
Lightning | + 40%( 70%) |
Light | + 70%( 70%) |
Temporal | + 21%( 70%) |
Mind | + 26%( 70%) |
Darkness | + 25%( 70%) |
Fire | + 25%( 70%) |
Nature | + 19%( 70%) |
Defense: Immunities
Stun Resistance | 22% |
Pinning Resistance | 17% |
Instadeath Resistance | 100% |
Blind Resistance | 23% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 375 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous 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 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 137 then cleanse 1 wound, poison, and disease effect. 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 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 4/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 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 tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. | 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 avoidance. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed orc heart. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed green worm. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | 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 within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
On feet | Poliriata (0 def, 1 armour) Poliriata (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +1 Dex +3 Mag +3 Con ----- def ----- Armour +1 Crit.dmg- 10.00% Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 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. A pair of boots made of leather. |
Light source | Summertide Phial Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(56 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Anihad (0 def, 1 armour) Anihad (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +34 (+9 eff.) On Hit (Melee): * 10% chance to slow global speed by 35% ----- def ----- Armour +1 Fatigue +1% Resists +3% blight ---------- misc Stam/turn +1.00 Max.stam +20.00 A cap made of leather. |
On hands | iron gauntlets 'Glowward' (0 def, 7 armour) iron gauntlets 'Glowward' (0 def, 7 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Melee+ 6 mind Dmg.mod +4% mind Res.pen +15% physical Melee Ret 2 light ----- def ----- Armour +7 Fatigue +1% Resists +6% mind ---------- misc Stam/turn +2.00 Light +1 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. |
Tool | Dagokan the iron torque of mindblast [power 100] (15 cooldown) Dagokan the iron torque of mindblast [power 100] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Mag dps ---------- Spell.crit +4% Melee Ret 2 acid ----- def ----- Spell.save +3 (+1 eff.) ---------- misc Mana/turn +0.04 Max.mana +60.00 Blast the opponent's mind dealing 104 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 | copper ring of luminosity copper ring of luminosity0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 11 light Ranged+ 13 light Dmg.mod +10% light Rings make your fingers look great! |
On fingers | Fulagar the steel ring Fulagar the steel ring0.1 T2 ring jewelry [Random Unique] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +7 (+3 eff.) Dmg.mod +11% light ----- def ----- Armour +6 Resists +25% light Heal.mod +5% Blind- +23% ---------- misc Infravis +4 See.Stealth +7 See.Invis +6 Rings make your fingers look great! |
Around neck | Brenuzilarim the Frostbliss Brenuzilarim the Frostbliss0.1 T2 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +3 Con +3 Mag dps ---------- Dmg.mod +9% cold Res.pen +5% cold On Hit (Melee): * 10% chance to slow global speed by 35% ----- def ----- Resists +13% lightning +3% nature Stun/Frz- +22% Amulets make your neck look great! |
In main hand | Emolaith the Airwrither (15-21 power, 3 apr) Emolaith the Airwrither (15-21 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Nature/Psionic Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +6 nature On Hit.r1 +7 fire On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) While equipped: dps ---------- Dmg.mod +6% lightning Melee Ret 4 lightning ----- def ----- Resists +5% arcane Blunt and deadly. |
Around waist | Frigidtickler Frigidtickler1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +20 (+5 eff.) Melee Ret 2 physical ----- def ----- Defense +13 (+10 eff.) Resists +3% cold Phys.save +3 (+2 eff.) Stealth +6 A belt that goes around your waist. |
In off hand | Islawe (0 def, 7 armour, 16-19 power, 40 block) Islawe (0 def, 7 armour, 16-19 power, 40 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Arcane/Nature/Master When used to Attack: Power 15.5 - 18.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.0% Block +40 Melee+ +11 light +10 darkness While equipped: Stats +2 Cun +4 Mag dps ---------- Melee+ 9 lightning Dmg.mod +11% light +11% darkness Melee Ret 1 lightning ----- def ----- Armour +7 Fatigue +8% Resists +15% lightning +11% light +11% darkness ---------- misc Light +1 See.Invis +9 Talents +1 Block Handheld deflection devices. |
Cloak | linen cloak 'Layeba' (1 def, 0 armour) linen cloak 'Layeba' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Mag dps ---------- Phys.crit +1.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -3% Resists +6% mind Crit.dmg- 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 | Aerama the woollen robe (0 def, 0 armour) Aerama the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +5% acid +6% physical +12% light +9% fire +5% cold On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +11% acid +11% physical +18% light +6% temporal +11% cold +10% fire +9% all Spell.save +16 (+6 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Primal Infusion (affinity 11%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 11%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature 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 nature gift Description: Activate the infusion to heal for 11% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
Prismatic Rune (6 turns; physical, fire, mind, cold) Prismatic Rune (6 turns; physical, fire, mind, cold)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous 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: 3 physical, 4 fire, 4 mind, 5 cold Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
restful copper amulet of strength (+3) restful copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
copper ring of light (+20%) copper ring of light (+20%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Rings make your fingers look great! |
Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +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. |
Mighty Girdle Mighty Girdle1.0 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. |
Gunutondil the Lustrebright (0 def, 7 armour) Gunutondil the Lustrebright (0 def, 7 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 5 physical Dmg.mod +12% fire +3% physical ----- def ----- Armour +7 Fatigue +1% Resists +3% mind Phys.save +3 (+2 eff.) ---------- misc Light +2 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. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 21.23 to 63.69 lightning damage (42.46 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
linen wizard hat 'Duvorach' (1 def, 0 armour) linen wizard hat 'Duvorach' (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+3 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +3% acid +6% cold +12% lightning Silence- +10% ---------- misc Psi/turn +0.12 Psi/ret +0.04 A pointy cloth hat, very wizardly... |
Rainraze the rough leather armour (3 def, 2 armour) Rainraze the rough leather armour (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- Res.pen +10% blight +5% cold Melee Ret 6 fire ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Resists +15% lightning +3% fire A suit of armour made of leather. |
troll-hide cured leather armour (6 def, 4 armour) troll-hide cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Max.HP +36.00 HP.reg +4.80 Heal.mod +12% A suit of armour made of leather. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block) Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str 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 (+7 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. |
7 agate 7 agate0.0 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. |
229 alchemist agate 229 alchemist agate0.0 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. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 spinel 8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)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. |
Transmogrification Chest Transmogrification Chest2.0 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. |
iron torque of mindblast 'Urthoromidor' [power 105] (15 cooldown) iron torque of mindblast 'Urthoromidor' [power 105] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Phys.crit +1.0% ----- def ----- Armour +2 Resists +9% mind Phys.save +6 (+3 eff.) Die.at -20.00 life Blast the opponent's mind dealing 109 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
amethyst amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.0 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. |
7 citrine 7 citrine0.0 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. |
9 zircon 9 zircon0.0 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 Ludrik Coronus the Dwarf Sun Paladin level 18
42nd Profit 122nd year of Ascendancy at 07:23 see stats
By Ludrik Coronus the Dwarf Sun Paladin level 10
30th Voratun 122nd year of Ascendancy at 00:42 see stats
By Ludrik Coronus the Dwarf Sun Paladin level 6
18th Voratun 122nd year of Ascendancy at 15:49 see stats
By Ludrik Coronus the Dwarf Sun Paladin level 11
2nd Acquisition 122nd year of Ascendancy at 17:22 see stats
By Ludrik Coronus the Dwarf Sun Paladin level 14
7th Profit 122nd year of Ascendancy at 04:55 see stats
By Ludrik Coronus the Dwarf Sun Paladin level 17
17th Profit 122nd year of Ascendancy at 19:07 see stats
Log
Assassin Lord hits Ludrik Coronus for 11 physical, 5 cold, 11 darkness (27 total damage).
Shield of Light hits Ludrik Coronus for 4 healing, 4 healing, 4 healing (0 total damage) [12 healing].
Melee retaliation hits Assassin Lord for 4 lightning, 1 physical, 23 light, 1 acid (30 total damage).
Ludrik Coronus uses Block.
Bandit uses Infusion: Healing.
Bandit misses Ludrik Coronus.
Bandit receives 81 healing from Infusion: Healing.
Melee retaliation hits Bandit for 4 lightning, 2 physical, 24 light, 2 acid (32 total damage).
Bandit hits Ludrik Coronus for (8 blocked), 0 physical, (2 blocked), 0 light (0 total damage).
Ludrik Coronus's solar fury subsides.
Poison from Assassin Lord hits Ludrik Coronus for (35 blocked), 0 nature (0 total damage).
Deadly Poison from Assassin Lord hits Ludrik Coronus for (35 blocked), 0 nature (0 total damage).
Assassin Lord uses Snap.
Ludrik Coronus casts Path of the Sun.
Bandit performs a melee critical strike against Ludrik Coronus!
Ludrik Coronus's is vulnerable to attacks and effects!
Melee retaliation hits Bandit for 4 lightning, 2 physical, 24 light, 2 acid, 4 lightning, 2 physical, 24 light, 2 acid (63 total damage).
Shield of Light hits Ludrik Coronus for 4 healing, 4 healing, 4 healing, 4 healing, 4 healing (0 total damage) [19 healing].
Bandit hits Ludrik Coronus for 24 physical, 5 mind, 6 nature, 10 physical, 3 light (48 total damage).
Ludrik Coronus instinctively hardens his skin and ignores the attack!
Ludrik Coronus repels an attack from Something.
Something hits Ludrik Coronus for 14 physical damage.
Ludrik Coronus receives 4 healing from Shield of Light.
Ludrik Coronus's sun path area effect hits Assassin Lord for 36 light damage.
Shield of Light hits Ludrik Coronus for 4 healing, 4 healing (0 total damage) [8 healing].
Poison from Assassin Lord hits Ludrik Coronus for 41 nature damage.
Deadly Poison from Assassin Lord hits Ludrik Coronus for 41 nature damage.
Ludrik Coronus the level 18 dwarf sun paladin was slimed to death by Assassin Lord on level 2 of Unknown tunnels.