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! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Higher |
Class | Sun Paladin |
Level / Exp | 11 / 99% |
Size | medium |
Lifes / Deaths | Killed by Zubovea the green mold at level 11 on the 7th Mirth 122nd year of Ascendancy at 16:13 3 / 2Killed by Sun Paladin at level 11 on the 7th Mirth 122nd year of Ascendancy at 16:18 |
Primary Stats
Strength | 44 (base 36) |
Dexterity | 14 (base 10) |
Constitution | 12 (base 10) |
Magic | 30 (base 26) |
Willpower | 13 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | 312/312 |
Mana | 175/175 |
Stamina | 138/138 |
Positive | 80/80 |
Healing Factor | 1.1691526171258 |
Regeneration | 13.152966942665 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 3 |
Infravision | 2 |
Offense: Mainhand
Damage | 59 |
Accuracy | 32 |
Crit Chance | 8% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 25 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 13 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Acid | +17% |
All | 0% |
Physical | +9% |
Cold | +4% |
Nature | +12% |
Offense: Damage Penetration
Darkness | +15% |
Lightning | +5% |
Temporal | +5% |
Defense: Base
Armour (hardiness) | 29 (30%) |
Defense | 15 |
Ranged Defense | 15 |
Fatigue | 16 |
Physical Save | 21 |
Spell Save | 15 |
Mental Save | 24 |
Defense: Resistances
Acid | + 22%( 70%) |
Blight | + 3%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 26%( 70%) |
All | 0%( 70%) |
Darkness | + 11%( 70%) |
Light | + 42%( 70%) |
Temporal | + 6%( 70%) |
Mind | + 3%( 70%) |
Lightning | + 28%( 70%) |
Defense: Immunities
Confusion Resistance | 20% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 58% |
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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 128 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Radiance | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | 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 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 | Grinomas the Earthward (0 def, 1 armour) Grinomas the Earthward (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 2 nature Changes resistances: +3% blight Changes damage: +3% nature Mental save: +12 (+6 eff.) Life regen: +2.00 Healing mod.: +10% A pair of boots made of leather. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
On head | iron helm 'Yvigatira' (0 def, 3 armour) iron helm 'Yvigatira' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +2.0% Armour: +3 Fatigue: +5% Changes stats: +1 Dex Changes resistances: +11% light / +11% darkness Changes damage: +6% acid / +9% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Khelyroharakor the rough leather gloves (0 def, 1 armour) Khelyroharakor the rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 cold Changes resistances: +3% mind / +5% cold Changes damage: +4% cold Mental save: +3 (+2 eff.) Confusion immunity: +20% Life regen: +4.00 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 | Vilewitch (dig speed 38 turns) Vilewitch (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str Changes resistances: +3% lightning / +5% arcane Changes damage: +9% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Shockbait the copper ring Shockbait the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances penetration: +5% lightning / +15% darkness Physical save: +4 (+2 eff.) Mental save: +3 (+2 eff.) Only die when reaching: -20.00 life Rings make your fingers look great! |
On fingers | copper ring 'Glarehacker' copper ring 'Glarehacker'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +22% acid / +6% light Changes damage: +11% acid Rings make your fingers look great! |
Around neck | copper amulet of magic (+3) copper amulet of magic (+3)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Amulets make your neck look great! |
In main hand | iron waraxe 'Shockschism' (16-23 power, 2 apr) iron waraxe 'Shockschism' (16-23 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 16.5 - 23.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 10 arcane resource burn Damage (radius 1) on hit: +12 lightning When wielded/worn: Changes stats: +1 Str Infravision radius: +1 One-handed war axes. |
Around waist | Gorofast GorofastInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +2 Damage when hit (Melee): 4 mind Mental save: +3 (+2 eff.) Pinning immunity: +20% Maximum life: +30.00 Healing mod.: +5% A belt that goes around your waist. |
In off hand | swashbuckler's iron shield of winter (0 def, 2 armour, 9-11 power, 20.5 block) swashbuckler's iron shield of winter (0 def, 2 armour, 9-11 power, 20.5 block)Requires: - Shield usage training - Strength 11 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.0 - 10.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +20 Damage (Melee): +12 cold When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +2 Fatigue: +8% On shield block: * Deals 20 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +2 Str / +2 Dex / +2 Wil Changes resistances: +10% cold Talent granted: +1 Block Disease immunity: +15% Handheld deflection devices. It was changed by the digestive sack. |
Cloak | linen cloak 'Tarryrab' (1 def, 13 armour) linen cloak 'Tarryrab' (1 def, 13 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +13 Defense: +1 (+1 eff.) Changes resistances: +6% temporal / +11% cold Changes resistances penetration: +5% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | rejuvenating reinforced leather armour of lightning resistance (12 def, 7 armour) rejuvenating reinforced leather armour of lightning resistance (12 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+8 eff.) Fatigue: +8% Changes resistances: +25% lightning Life regen: +5.00 Stamina each turn: +0.50 A suit of armour made of leather. |
Inventory
Blood of Undeath Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to 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. |
This item will automatically be transmogrified when you leave the level. iron greatsword of crippling (16-26 power, 1 apr)iron greatsword of crippling (16-26 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.5 - 26.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +9.0% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. iron waraxe (12-16 power, 2 apr)iron waraxe (12-16 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. iron waraxe (12-16 power, 2 apr)iron waraxe (12-16 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. linen cloak (1 def, 0 armour)linen cloak (1 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: 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. |
Robes of Deflection (0 def, 7 armour) Robes of Deflection (0 def, 7 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 Armour Hardiness: +30% Changes stats: +3 Con / +3 Mag Changes resistances: +7% all Spellpower: +5 (+2 eff.) Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+8 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+2 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
This item will automatically be transmogrified when you leave the level. Zerolen (0 def, 1 armour)Zerolen (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes stats: +1 Str Changes damage: +6% physical Maximum encumbrance: +21 Physical save: +6 (+3 eff.) Equilibrium when hit: +0.12 Maximum psi: +20.00 Mental crit. chance: +5% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of rough leather boots 'Gorusarab' (0 def, 2 armour)pair of rough leather boots 'Gorusarab' (0 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +2.0% Armour: +2 Changes resistances: +3% acid Physical save: +9 (+5 eff.) Maximum stamina: +20.00 Infravision radius: +1 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Airpall the rough leather cap (0 def, 1 armour)Airpall the rough leather cap (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 6 physical Changes stats: +2 Dex Changes resistances: +6% blight Changes damage: +3% lightning Spell save: +9 (+7 eff.) Stamina each turn: +1.00 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Manerin the Windmarrow (0 def, 1 armour)Manerin the Windmarrow (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 mind Changes resistances penetration: +15% nature Changes damage: +12% temporal Stamina when hit: +0.90 Equilibrium when hit: +0.80 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Unlightdash the iron helm (0 def, 3 armour)Unlightdash the iron helm (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce damage dealt by 8% Changes stats: +3 Str / +1 Wil Changes resistances: +3% darkness Changes damage: +3% arcane Vim when firing critical spell: +2.00 Damage Shield penetration: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. iron helm 'Glacierwrack' (0 def, 3 armour)iron helm 'Glacierwrack' (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Mag Changes resistances: +7% cold Changes resistances penetration: +10% cold Changes damage: +3% mind Allows you to breathe in: water Maximum psi: +40.00 Mental crit. chance: +1% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. rough leather cap 'Yvuna' (0 def, 1 armour)rough leather cap 'Yvuna' (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 arcane Changes stats: +3 Str / +1 Mag / +1 Con Maximum vim: +40.00 Spellpower: +15 (+7 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 94.6 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
iron shield (0 def, 2 armour, 8-10 power, 21 block) iron shield (0 def, 2 armour, 8-10 power, 21 block)Requires: - Shield usage training - Strength 11 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +21 When wielded/worn: Armour: +2 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. shocking iron shield of mind resistance (+11%) (0 def, 2 armour, 8-10 power, 20.5 block)shocking iron shield of mind resistance (+11%) (0 def, 2 armour, 8-10 power, 20.5 block) Requires: - Shield usage training - Strength 11 Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +20 When wielded/worn: Armour: +2 Fatigue: +8% Damage (Melee): 5 lightning Damage when hit (Melee): 2 lightning Changes resistances: +11% mind Talent granted: +1 Block Handheld deflection devices. |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. UmbravenomUmbravenom Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +6 Changes stats: +1 Con / +3 Wil Changes resistances: +9% darkness Changes damage: +5% mind / +3% physical Critical mult.: +5.00% Light radius: +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. |
This item will automatically be transmogrified when you leave the level. brass lantern 'Pitchlace'brass lantern 'Pitchlace' Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 8% Damage when hit (Melee): 4 lightning / 11 fire / 6 darkness Changes resistances: +3% lightning / +6% fire Changes resistances penetration: +5% darkness / +20% blight Light radius: +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. |
This item will automatically be transmogrified when you leave the level. survivor's brass lantern of claritysurvivor's brass lantern of clarity Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +6 See invisible: +5 Healing mod.: +11% 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Sun Paladin the Higher Sun Paladin level 10
5th Mirth 122nd year of Ascendancy at 12:35 see stats
By Sun Paladin the Higher Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 10:15 see stats
By Sun Paladin the Higher Sun Paladin level 9
4th Mirth 122nd year of Ascendancy at 04:08 see stats
By Sun Paladin the Higher Sun Paladin level 11
7th Mirth 122nd year of Ascendancy at 16:18 see stats
Log
Sun Paladin hits Zubovea the green mold for 7 nature damage.
Melee retaliation hits Zubovea the green mold for 2 mind, 2 nature, 9 light, 2 mind, 2 nature, 9 light (26 total damage).
Zubovea the green mold hits Sun Paladin for (20 blocked), 62 nature, (19 blocked), 0 nature (62 total damage).
Sun Paladin is freed from a bear trap.
Talent Infusion: Healing is ready to use.
Zubovea the green mold damages himself through Martyrdom!
Sun Paladin hits Zubovea the green mold for 9 nature damage.
Bleeding from Zubovea the green mold hits Sun Paladin for (18 blocked), 0 physical (0 total damage).
Poison from Zubovea the green mold hits Sun Paladin for (20 blocked), 81 nature (81 total damage).
Zubovea the green mold damages himself through Martyrdom!
Sun Paladin hits Zubovea the green mold for 52 physical, 0 arcane, 10 light, 5 cold, 10 lightning, 0 lightning, 0 fire, 1 arcane (79 total damage).
Weapon of Wrath hits Zubovea the green mold for 64 fire damage.
Melee retaliation hits Sun Paladin for 1 lightning, 1 fire, 9 arcane (11 total damage).
Zubovea the green mold uses Nature's Touch.
Zubovea the green mold receives 199 healing.
The protective shield of Sun Paladin disappears.
Zubovea the green mold damages himself through Martyrdom!
Sun Paladin hits Zubovea the green mold for 2 physical, 11 nature (13 total damage).
Bleeding from Zubovea the green mold hits Sun Paladin for 18 physical damage.
Poison from Zubovea the green mold hits Sun Paladin for 102 nature damage.
Sun Paladin the level 11 higher sun paladin was treehugged to death by Zubovea the green mold on level 3 of Ruins of Kor'Pul.
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.
Poison from Zubovea the green mold killed Sun Paladin!
Saving game...
Saving done.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!