










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! No more creaky door 1.2.5Got rid of the most anoying door creaks. Possessor Bonus Class 1.7.4Donators/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 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Sun Paladin |
| Level / Exp | 17 / 17% |
| Size | small |
| Lifes / Deaths | Killed by Gloraganor the large white snake at level 16 on the 51st Dusk 122nd year of Ascendancy at 12:27 3 / 3Killed by Voribrewen the giant army ant at level 17 on the 51st Dusk 122nd year of Ascendancy at 18:06 Killed by GayPaladin at level 17 on the 51st Dusk 122nd year of Ascendancy at 18:56 |
Primary Stats
| Strength | 46 (base 37) |
| Dexterity | 13 (base 10) |
| Constitution | 24 (base 15) |
| Magic | 50 (base 35) |
| Willpower | 14 (base 10) |
| Cunning | 20 (base 10) |
Resources
| Life | 557/557 |
| Positive | 98/98 |
| Stamina | 158/158 |
| Healing Factor | 1.2172674059366 |
| Regeneration | 0.30431685148416 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 3 |
| See Stealth | 5 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 98 |
| Accuracy | 38 |
| Crit Chance | 18% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +9% |
| Light | +13% |
| Temporal | +3% |
| Arcane | +3% |
| Physical | +10% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 24.413408721348 (65.897138898113%) |
| Defense | 7 |
| Ranged Defense | 7 |
| Fatigue | 5 |
| Physical Save | 39 |
| Spell Save | 35 |
| Mental Save | 27 |
Defense: Resistances
| Darkness | + 3%( 70%) |
| Light | + 30%( 70%) |
| Physical | + 13%( 70%) |
| Arcane | + 5%( 70%) |
| Acid | + 17%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Blind Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 60% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Crusader | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You failed to protect the lone alchemist from death by shivgoroth. Escort: lone alchemist (level 3 of Norgos Lair) | failed |
You failed to protect the lone alchemist from death by wolf. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed ice ant stinger. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Arthalerim (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Cun +1 Con dps ---------- Phasing +10% ----- def ----- Armour +1 Phys.save +12 (+4 eff.) Mind.save +11 (+6 eff.) ---------- misc Mana/s.crit +2.00 Max.vim +40.00 A pair of boots made of leather. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(58 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Uleneg the Shadewar [power 110] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +5% darkness ----- def ----- Max.HP +20.00 Knockbk- +20% ---------- misc Equi/ret +0.08 Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | wizard's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Blind- +21% ---------- misc Infravis +3 See.Stealth +5 See.Invis +6 Rings make your fingers look great! |
| On fingers | Lorurahor the Glitterraze0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% light Res.pen +10% physical Melee Ret 6 light 2 physical ----- def ----- Fatigue -5% Die.at -40.00 life ---------- misc Max.enc +23 Light +1 Rings make your fingers look great! |
| Around waist | 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. |
| In main hand | Issuhad (57-86 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Master Power 57.0 - 85.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +8 arcane +4 temporal While equipped: dps ---------- Spell.pwr +15 (+5 eff.) Dmg.mod +3% temporal ---------- misc Max.vim +50.00 Massive two-handed mauls. |
| On hands | rough leather gloves of magic (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 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. |
| Main armor | Umbrawilder (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +9% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 10% ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +17% acid +6% physical +5% arcane +3% darkness Phys.save +10 (+4 eff.) Spell.save +12 (+6 eff.) A suit of armour made of mail. |
| Cloak | resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | warrior's steel amulet of strength (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
Inventory
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
steel amulet of dexterity (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
warrior's copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
hateful iron battleaxe of massacre (22-33 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Master/Psionic Power 22.0 - 33.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +9 darkness Against +9% Living Massive two-handed battleaxes. |
steel dagger of crippling (12-16 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Master Power 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Sharp, short and deadly. |
Salagawyn the Blastscar (20-29 power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Master Power 19.5 - 29.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Crit.r2 +4 fire On Crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +10 (+3 eff.) Res.pen +5% lightning +15% fire Melee Ret 4 lightning On Hit (Melee): * 10% chance to reduce all saves and defense by 12 ----- def ----- Resists +9% mind Massive two-handed mauls. |
hateful iron greatmaul (20-30 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Psionic Power 20.0 - 30.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +7 darkness Against +9% Living Massive two-handed mauls. |
balanced iron greatsword of massacre (28-46 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Master Power 28.5 - 45.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +9 (+4 eff.) ----- def ----- Defense +9 (+9 eff.) Disarm- +28% Massive two-handed swords. |
iron greatsword (14-23 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 14.5 - 23.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
ash longbow of enduring4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego+] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +8 Con +9 Wil ----- def ----- Max.HP +26.00 Longbows are used to shoot arrows at your foes. |
mighty ash longbow of acid4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +12 acid While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +14% acid Longbows are used to shoot arrows at your foes. |
iron mace (12-17 power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
nature's vined mindstar of life (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+3 eff.) Dmg.mod +3% nature ----- def ----- Resists +4% blight Max.HP +10.00 HP.reg +0.70 Disease- +10% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
strafer's stralite steamgun of fire4.0 T4 steamgun 1H weapon Reqs Dex 35 Shoot Steam Pool [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +6 fire Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +11% fire Acc +7 (+3 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Blazekill1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light Res.pen +10% acid Melee Ret 2 acid ----- def ----- Resists +6% lightning +6% temporal +3% mind A belt that goes around your waist. |
insulating rough leather belt of resilience1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Resists +6% fire +6% cold Max.HP +30.00 A belt that goes around your waist. |
linen cloak of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +1 Mag +1 Wil ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellwoven linen robe of light (+19%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +13% light ----- def ----- Resists +19% light +7% all Spell.save +16 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
scholar's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Phlegmonslaught (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Res.pen +25% cold ----- def ----- Armour +2 Fatigue +3% Resists +3% blight +6% nature Crit.dmg- 15.00% Phys.save +12 (+4 eff.) Spell.save +5 (+3 eff.) Mind.save +11 (+6 eff.) Disarm- +23% Def/telep +10 Res/telep +10% Dur/telep +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
sand rough leather gloves of dexterity (+3) (0 def, 6 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 6 physical Dmg.mod +3% physical Acc +11 (+4 eff.) ----- def ----- Armour +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Wildhack (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +3% light +3% nature Res.pen +10% lightning +10% nature On Hit (Melee): * 20% chance to slow global speed by 37% ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Zanulandil the Sepsisstrike (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +3 Con dps ---------- Res.pen +5% nature ----- def ----- Armour +1 Fatigue +1% Resists +3% mind Silence- +20% ---------- misc Infravis +1 A cap made of leather. |
grounding iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% temporal A cap made of leather. |
iron helm 'Griniroddarion' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind Res.pen +5% mind On Hit (Melee): * 20% chance to reduce armor by 32% ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +3% mind +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
iron mail armour of resilience (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Max.HP +21.00 A suit of armour made of mail. |
steel mail armour of stability (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +6% physical Phys.save +11 (+4 eff.) A suit of armour made of mail. |
impenetrable steel plate armour of the deep (0 def, 18 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +18 Fatigue +22% Resists +5% acid +5% cold ---------- misc Breathe water A suit of armour made of metal plates. |
6 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. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 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 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
5 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 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 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. |
self-loading pouch of iron shots (10/14, 14-16 power, 1 apr)3.0 T1 shot ammo [Ego] Arcane Power 13.5 - 16.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 14 Rld cld 4 Shots are used with slings to pummel your foes to death. |
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. |
3 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. |
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. |
5 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
Fool of a Took! (Nightmare (Adventure) difficulty)
Killed oneself as a halfling.By GayPaladin the Halfling Sun Paladin level 17
51st Dusk 122nd year of Ascendancy at 18:56 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By GayPaladin the Halfling Sun Paladin level 10
2nd Summertide 122nd year of Ascendancy at 02:19 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By GayPaladin the Halfling Sun Paladin level 8
8th Mirth 122nd year of Ascendancy at 01:17 see stats
Utterly Destroyed (Nightmare (Adventure) difficulty)
Died on the Eidolon Plane.By GayPaladin the Halfling Sun Paladin level 17
51st Dusk 122nd year of Ascendancy at 18:56 see stats
Log
Melee retaliation hits Voribrewen the giant army ant for (1 absorbed), 0 physical, (3 absorbed), 0 light (0 total damage).
GayPaladin hits Voribrewen the giant army ant for (3 absorbed), 0 physical (0 total damage).
Voribrewen the giant army ant hits GayPaladin for 53 physical damage.
GayPaladin the level 17 halfling sun paladin was dissected to death by Voribrewen the giant army ant on level 4 of Old Forest.
GayPaladin casts Healing Light.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Voribrewen the giant army ant killed GayPaladin!
GayPaladin receives 239 healing.
Saving game...
Talent Infusion: Regeneration is ready to use.
Talent Healing Light is ready to use.
Talent Weapon of Light is ready to use.
Talent Weapon of Wrath is ready to use.
Talent Infusion: Wild is ready to use.
Talent Chant of Fortress is ready to use.
Talent Barrier is ready to use.
Talent Bathe in Light is ready to use.
Saving done.
Talent Providence is ready to use.
Ran for 2 turns (stop reason: interesting character).
New Achievement: Fool of a Took! (Nightmare (Adventure) difficulty)!
Personal New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!




























































































