Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
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. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Cornac |
Class | Sun Paladin |
Level / Exp | 22 / 30% |
Size | big |
Lifes / Deaths | Killed by ritch flamespitter at level 22 on the 24th Haze 122nd year of Ascendancy at 02:56 4 / 2Killed by Zen the Sun Pally at level 22 on the 24th Haze 122nd year of Ascendancy at 03:23 |
Primary Stats
Strength | 56 (base 51) |
Dexterity | 13 (base 10) |
Constitution | 19 (base 10) |
Magic | 49 (base 44) |
Willpower | 20 (base 10) |
Cunning | 19 (base 10) |
Resources
Life | 649/649 |
Positive | 63/113 |
Stamina | 218/218 |
Healing Factor | 1.1291723257555 |
Regeneration | 7.057327035972 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 79 |
Accuracy | 40 |
Crit Chance | 19% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 37 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Acid | +5% |
Blight | +6% |
Cold | +15% |
Fire | +5% |
All | 0% |
Offense: Damage Penetration
Light | +5% |
Acid | +9% |
Defense: Base
Armour (hardiness) | 45.551211628464 (73.607947236566%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 40 |
Physical Save | 27 |
Spell Save | 25 |
Mental Save | 33 |
Defense: Resistances
Acid | + 5%( 70%) |
Blight | + 3%( 70%) |
Physical | + 6%( 70%) |
Cold | + 34%( 70%) |
All | 0%( 70%) |
Lightning | + 16%( 70%) |
Temporal | + 3%( 70%) |
Fire | + 6%( 70%) |
Nature | + 10%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Disarm Resistance | 62% |
Confusion Resistance | 25% |
Silence Resistance | 28% |
Stun Resistance | 66% |
Instadeath Resistance | 100% |
Knockback Resistance | 61% |
Inscriptions (4/4)
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 345 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: 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: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 552% 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 Dexterity stat. |
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 139 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Celestial / Guardian | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Radiance | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 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 sun paladin to the recall portal on level 1 of Heart of the Gloom. Escort: lost sun paladin (level 1 of Heart of the Gloom)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | 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 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 |
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 |
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 green worm. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed vial of wight ectoplasm. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the 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.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed minotaur nose. * You've found the needed length of troll intestine. | 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 within4 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. | done |
Equipment
On feet | undeterred pair of dwarven-steel boots (0 def, 4 armour) undeterred pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: defense ------ Armor +4 Fatigue +3% Silence Resist +28% Confus Resist +25% Stun Resist +23% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Zerista the Shinerip Zerista the Shinerip2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Ignore resists +5% light defense ------ Resistance +3% cold Physical save +3 (+2 eff.) Unlife -80.00 life Life Regen +2.00 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Light +6 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 | Isluwen (20 def, 12 armour) Isluwen (20 def, 12 armour)3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +4 Str +3 Dex +2 Cun +3 Con defense ------ Armor +12 Defense +20 (+10 eff.) Fatigue +4% Physical save +6 (+3 eff.) Life Regen +4.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | heroic dwarven-steel gauntlets (0 def, 5 armour) heroic dwarven-steel gauntlets (0 def, 5 armour)1.5 Encumbrance T2 hands armor [Ego+] Master While equipped: defense ------ Armor +5 Fatigue +3% Mind save +5 (+2 eff.) Life +40.00 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 | evasive iron torque of clear mind [power 1] (25 cooldown) evasive iron torque of clear mind [power 1] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | rogue's copper ring of tenacity rogue's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+3 eff.) Life +20.00 Disarm Resist +20% Pinning Resist +20% Knockbk Resist +20% Rings make your fingers look great! |
On fingers | Vargh Redemption =Con= Vargh Redemption =Con=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 11.38 cold and 9.89 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 | grounding copper amulet of soulsearing grounding copper amulet of soulsearing0.1 Encumbrance T1 amulet jewelry [Ego+] Arcane/Nature While equipped: offense ------ Critical power +11.00% Spellpower +6 (+3 eff.) Damage +6% blight +5% fire defense ------ Resistance +10% lightning Stun Resist +21% Amulets make your neck look great! |
In main hand | elemental dwarven-steel longsword (25-35 power, 4 apr) elemental dwarven-steel longsword (25-35 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego+] Arcane Weapon Damage 25.0 - 35.0 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: * Create an explosion dealing 64 acid damage (1/turn) While equipped: offense ------ Damage +5% acid Ignore resists +9% acid Sharp, long, and deadly. |
Around waist | Layira Layira1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Str offense ------ Physical Power +4 (+1 eff.) defense ------ Resistance +3% blight Spell save +6 (+3 eff.) Life +40.00 Disarm Resist +20% other ------- Max stamina +10.00 Size +1 A belt that goes around your waist. |
In off hand | reinforced dwarven-steel shield of resilience (0 def, 9 armour, 28-34 power, 102.5 block) reinforced dwarven-steel shield of resilience (0 def, 9 armour, 28-34 power, 102.5 block)7.0 Encumbrance T3 shield armor [Ego] Nature/Master When used to Attack: Weapon Damage 28.0 - 33.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +102 While equipped: defense ------ Armor +9 Fatigue +8% Life +40.00 other ------- Talents +1 Block Handheld deflection devices. |
Cloak | Fulevor the linen cloak (1 def, 0 armour) Fulevor the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil defense ------ Defense +1 (+1 eff.) Resistance +3% temporal Mind save +17 (+8 eff.) Life +60.00 Healmod +5% Knockbk Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | enlightening iron plate armour of the dragon (0 def, 7 armour) enlightening iron plate armour of the dragon (0 def, 7 armour)17.0 Encumbrance T1 massive armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil defense ------ Armor +7 Fatigue +22% Resistance +5% acid +6% physical +6% fire +6% lightning +6% cold Mind save +11 (+5 eff.) Disarm Resist +22% Stun Resist +22% Knockbk Resist +21% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
regeneration infusion of the titan (heal 163; 17 cd) regeneration infusion of the titan (heal 163; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 163 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. |
Brodolen =Dex= Brodolen =Dex=0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Dex +3 Mag +4 Wil +13 Cun offense ------ Spellpower +7 (+3 eff.) Mindpower +15 (+8 eff.) Accuracy +7 (+2 eff.) defense ------ Mind save +6 (+3 eff.) other ------- EQ when Hit +0.04 Rings make your fingers look great! |
ash magestaff of fate (15-18 power, 3 apr, cold element) ash magestaff of fate (15-18 power, 3 apr, cold element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Spellpower +6 (+3 eff.) Damage +15% cold defense ------ Physical save +8 (+4 eff.) Spell save +7 (+3 eff.) Mind save +7 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff of illumination (30-36 power, 6 apr, blight element) dragonbone vilestaff of illumination (30-36 power, 6 apr, blight element)5.0 Encumbrance T5 staff 2H weapon [Ego] Nature Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+6 eff.) Damage +30% blight defense ------ Defense +5 (+3 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 84.68 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
steel battleaxe 'Pitchspire' (17-26 power, 2 apr) steel battleaxe 'Pitchspire' (17-26 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Rare] Master Weapon Damage 17.0 - 25.5 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% While equipped: offense ------ Damage +18% darkness Ignore resists +25% acid +12% physical Accuracy +13 (+4 eff.) Ignore Armor +12 When Hit 10 acid defense ------ Resistance +6% fire Massive two-handed battleaxes. |
steady yew longbow steady yew longbow4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 While equipped: offense ------ Physical Crit +6.0% Accuracy +11 (+3 eff.) Longbows are used to shoot arrows at your foes. |
yew longbow 'Tarrayatir' =Dex= yew longbow 'Tarrayatir' =Dex=4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Random Unique] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On-ranged-hit +12 acid On Hit: * 10% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +5 Str +5 Dex offense ------ Physical Power +9 (+3 eff.) Damage +15% acid +6% mind defense ------ Resistance +6% mind Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Longbows are used to shoot arrows at your foes. |
iron plate armour 'Isybrelle' (0 def, 7 armour) =mag= iron plate armour 'Isybrelle' (0 def, 7 armour) =mag=17.0 Encumbrance T1 massive armor [Rare] Master While equipped: Stats +8 Mag offense ------ Spellpower/crit +2 Damage +6% arcane defense ------ Armor +7 Fatigue +22% Resistance +15% acid other ------- Infravision +1 A suit of armour made of metal plates. |
Falydur the Kindlesmasher =mag= Falydur the Kindlesmasher =mag=1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Str +3 Mag offense ------ Physical Crit +3.0% Critical power +6.00% Physical Power +4 (+1 eff.) Damage +3% fire defense ------ Resistance +6% mind A belt that goes around your waist. |
Adatha (1 def, 0 armour) =Dex= Adatha (1 def, 0 armour) =Dex=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Dex +1 Wil +2 Cun +4 Con offense ------ Mindpower +5 (+3 eff.) When Hit 2 acid defense ------ Defense +1 (+1 eff.) other ------- Infravision +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blazeraptor the linen cloak (1 def, 0 armour) =Con= Blazeraptor the linen cloak (1 def, 0 armour) =Con=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +6 Con defense ------ Defense +1 (+1 eff.) Resistance +3% lightning +6% acid Spell save +18 (+9 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Stokepower' (0 def, 1 armour) =dex= pair of rough leather boots 'Stokepower' (0 def, 1 armour) =dex=2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex offense ------ Ignore resists +5% fire defense ------ Armor +1 Resistance +3% blight +6% temporal +6% lightning Crit Resistance 5.00% Spell save +3 (+1 eff.) Stealth +6 A pair of boots made of leather. |
pair of hardened leather boots 'Ulfelar' (25 def, 3 armour) pair of hardened leather boots 'Ulfelar' (25 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +2 Con offense ------ Accuracy +5 (+1 eff.) defense ------ Armor +3 Defense +25 (+13 eff.) Life Regen +2.00 Healmod +20% Poison Resist +20% other ------- Stamina/turn +0.70 Max stamina +10.00 A pair of boots made of leather. |
Nerywen (0 def, 1 armour) =dex= Nerywen (0 def, 1 armour) =dex=1.5 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +1 Str +10 Dex +1 Con offense ------ Accuracy +11 (+3 eff.) Ignore Armor +2 defense ------ Armor +1 Fatigue +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. |
8 agate 8 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 spinel 9 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical 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. |
amethyst amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
296 alchemist agate 296 alchemist agate0.0 Encumbrance 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. |
brass lantern 'Unrudravor' =str/con= brass lantern 'Unrudravor' =str/con=2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +3 Str +2 Con offense ------ Physical Crit +4.0% Physical Power +5 (+1 eff.) When Hit 2 physical defense ------ Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +7 See Invisibility +7 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. |
Rungof's Fang Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
miner's dwarven-steel pickaxe (dig speed 25 turns) miner's dwarven-steel pickaxe (dig speed 25 turns)3.0 Encumbrance T3 digger tool [Ego] Master While equipped: Stats +2 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Gwai's Burninator Gwai's Burninator2.0 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 417.90 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
elm totem of stinging 'Cuthunaridil' [power 116] (15 cooldown) elm totem of stinging 'Cuthunaridil' [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: defense ------ Armor +8 Resistance +9% acid Physical save +3 (+2 eff.) Disease Resist +10% Pinning Resist +10% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
extending elm wand of conjuration [power 100] (15 cooldown) extending elm wand of conjuration [power 100] (15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 105 fire damage Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Zen the Sun Pally the Cornac Sun Paladin level 19
68th Dusk 122nd year of Ascendancy at 01:39 see stats
By Zen the Sun Pally the Cornac Sun Paladin level 10
8th Flare 122nd year of Ascendancy at 20:06 see stats
By Zen the Sun Pally the Cornac Sun Paladin level 20
75th Dusk 122nd year of Ascendancy at 19:52 see stats
By Zen the Sun Pally the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 00:45 see stats
By Zen the Sun Pally the Cornac Sun Paladin level 21
21st Haze 122nd year of Ascendancy at 03:28 see stats
By Zen the Sun Pally the Cornac Sun Paladin level 9
6th Mirth 122nd year of Ascendancy at 10:18 see stats
By Zen the Sun Pally the Cornac Sun Paladin level 10
1st Dusk 122nd year of Ascendancy at 13:50 see stats
By Zen the Sun Pally the Cornac Sun Paladin level 20
75th Dusk 122nd year of Ascendancy at 22:24 see stats
By Zen the Sun Pally the Cornac Sun Paladin level 22
24th Haze 122nd year of Ascendancy at 03:23 see stats
Log
Zen the Sun Pally the level 22 cornac sun paladin was slowly cooked to death by a ritch flamespitter on level 3 of Sandworm lair.
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You have 4 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Ritch flamespitter killed Zen the Sun Pally!
Saving game...
Saving done.
Resting starts...
Talent Assault is ready to use.
Zen the Sun Pally activates Retribution.
Talent Shield Pummel is ready to use.
Talent Shield Slam is ready to use.
Talent Rune: Reflection Shield is ready to use.
Talent Weapon of Wrath is ready to use.
Talent Weapon of Light is ready to use.
Talent Shield of Light is ready to use.
Zen the Sun Pally activates Weapon of Wrath.
Zen the Sun Pally activates Weapon of Light.
Talent Chant of Resistance is ready to use.
Zen the Sun Pally activates Shield of Light.
Talent Barrier is ready to use.
Rested for 13 turns (stop reason: all resources and life at maximum).
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Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
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Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!