Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
Better Item Description 1.7.4This 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 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 | Ogre |
Class | Sun Paladin |
Level / Exp | 17 / 93% |
Size | big |
Lifes / Deaths | Killed by Eilinithra the sandworm at level 17 on the 75th Dusk 122nd year of Ascendancy at 07:34 4 / 1 |
Primary Stats
Strength | 61 (base 44) |
Dexterity | 17 (base 10) |
Constitution | 17 (base 10) |
Magic | 57 (base 36) |
Willpower | 21 (base 10) |
Cunning | 12 (base 10) |
Resources
Life | 479/479 |
Positive | 98/98 |
Stamina | 206/206 |
Healing Factor | 1.2629415192739 |
Regeneration | 4.1045599376402 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Offense: Mainhand
Damage | 101 |
Accuracy | 49 |
Crit Chance | 19% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Physical | +18% |
Nature | +8% |
Light | +13% |
Fire | +15% |
Cold | +3% |
Arcane | +17% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Mind | +10% |
Physical | +15% |
Defense: Base
Armour (hardiness) | 48.551211628464 (73.607947236566%) |
Defense | 16 |
Ranged Defense | 16 |
Fatigue | 33 |
Physical Save | 44 |
Spell Save | 43 |
Mental Save | 32 |
Defense: Resistances
Physical | + 6%( 70%) |
Acid | + 15%( 70%) |
Light | + 8%( 70%) |
Nature | + 10%( 70%) |
Cold | + 18%( 70%) |
Arcane | + 3%( 70%) |
Fire | + 37%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 92 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 633% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 283 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Light | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | 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 Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Scintillating Caves. Escort: worried loremaster (level 2 of Scintillating Caves)As a reward you improved Strength 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 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 |
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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed sandworm tooth. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed skeleton mage skull. | 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 within6 lumberjacks have died. | done |
Equipment
On feet | Torinik the Rainvault (0 def, 4 armour) Torinik the Rainvault (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +3% arcane +3% cold ----- def ----- Armour +4 Fatigue +3% Resists +7% fire +8% cold Def/telep +15 Res/telep +15% Dur/telep +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | dwarven lantern 'Poralratira' dwarven lantern 'Poralratira'0.0 T5 lite [Random Unique] Arcane/Psionic While equipped: Stats +6 Mag dps ---------- Crit.mult +10.00% Spell.pwr +12 (+4 eff.) S.pwr/crit +8 Dmg.mod +9% arcane Melee Ret 19 fire ----- def ----- Defense +11 (+7 eff.) Resists +6% fire Phys.save +17 (+6 eff.) Spell.save +15 (+5 eff.) Mind.save +18 (+8 eff.) ---------- misc Mana/turn +0.08 Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Steel Helm of Garkul (0 def, 6 armour) 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 (+4 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 | Ivitha the Bleakpierce [power 260] (15 cooldown) Ivitha the Bleakpierce [power 260] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +2 Dex dps ---------- Dmg.mod +3% fire Melee Ret 4 darkness ----- def ----- Armour +4 Die.at -80.00 life Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 15 cooldown 100% to increase all damage penetration by 19% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | gold ring 'Xinor' gold ring 'Xinor'0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind +12% fire ----- def ----- Armour +2 Resists +24% fire Crit.chn- 10.00% Phys.save +9 (+3 eff.) Max.HP +20.00 Disease- +20% Rings make your fingers look great! |
On fingers | Ring of Growth Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around waist | Islolravena the Kindleraven Islolravena the Kindleraven1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Mind.crit +4% Crit.mult +18.00% Phys.pwr +4 (+2 eff.) Mind.pwr +20 (+10 eff.) Dmg.mod +9% light Melee Ret 2 mind ----- def ----- Mind.save +3 (+1 eff.) A belt that goes around your waist. |
In main hand | Obsidianreign (150% power, 2 apr) Obsidianreign (150% power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Master Power 151% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +4 lightning While equipped: dps ---------- Res.pen +15% physical Acc +20 (+6 eff.) Melee Ret 4 darkness ----- def ----- Armour +6 ---------- misc Max.stam +30.00 Massive two-handed battleaxes. |
On hands | Belotta the hardened leather gloves (0 def, 2 armour) Belotta the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +4 Mag +4 Wil dps ---------- Mind.crit +1% Spell.pwr +6 (+2 eff.) Melee+ 7 arcane 7 light Dmg.mod +5% arcane +4% light Res.pen +10% mind Acc +10 (+3 eff.) ----- def ----- Armour +2 Resists +3% arcane +8% light ---------- misc Hate/m.crit +1.00 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. |
Main armor | dwarven-steel plate armour 'Ulfedunador' (0 def, 11 armour) dwarven-steel plate armour 'Ulfedunador' (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Phys.crit +4.0% Crit.mult +10.00% Acc +10 (+3 eff.) ----- def ----- Armour +11 Fatigue +22% Resists +15% acid ---------- misc Stam/turn +1.00 A suit of armour made of metal plates. |
Cloak | thick linen cloak of the Shaloren (1 def, 5 armour) thick linen cloak of the Shaloren (1 def, 5 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +1 Wil ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +10% cold 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 copper amulet of constitution (+2) warrior's copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
Inventory
movement infusion of the wizard (speed 716%; cd 12) movement infusion of the wizard (speed 716%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 716% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, physical, darkness, cold, arcane, nature) Prismatic Rune (6 turns; acid, physical, darkness, cold, arcane, nature)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 2 physical, 4 darkness, 5 cold, 4 arcane, 5 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Ragozilathad the copper amulet Ragozilathad the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +9% temporal Res.pen +5% blight +5% temporal ---------- misc Mana/turn +0.04 Amulets make your neck look great! |
Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 10.40 cold and 11.91 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. |
elemental steel battleaxe (117% power, 2 apr) elemental steel battleaxe (117% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Arcane Power 117% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 83 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +12% fire Res.pen +10% fire Massive two-handed battleaxes. |
Emelawe the Thunderlord (148% power, 2 apr) Emelawe the Thunderlord (148% power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Nature Power 149% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +12 nature On Hit: * 20% chance to slow global speed by 46% While equipped: dps ---------- Melee Ret 6 lightning ----- def ----- Resists +3% darkness +3% light +5% arcane Massive two-handed mauls. |
warbringer's steel greatmaul (130% power, 2 apr) warbringer's steel greatmaul (130% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego+] Master Power 131% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +9 (+3 eff.) Res.pen +9% physical ----- def ----- Disarm- +18% Massive two-handed mauls. |
steel mace (109% power, 3 apr) steel mace (109% power, 3 apr)3.0 T2 mace 1H weapon [Normal] Power 109% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
Glemiwyn the Kindlepulverizer Glemiwyn the Kindlepulverizer1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +5 (+2 eff.) Dmg.mod +9% light Res.pen +20% light Melee Ret 2 fire ----- def ----- Resists +12% light +12% fire A belt that goes around your waist. |
Zanylaleg the rough leather belt Zanylaleg the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Spell.pwr +18 (+6 eff.) Dmg.mod +3% acid ----- def ----- Resists +3% acid Mind.save +6 (+3 eff.) A belt that goes around your waist. |
Brenyzilachik the Frosttitan (0 def, 7 armour) Brenyzilachik the Frosttitan (0 def, 7 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% cold Res.pen +10% cold ----- def ----- Armour +7 Fatigue +3% Resists +12% light Max.HP +80.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
dwarven-steel plate armour (0 def, 11 armour) dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Normal] While equipped: ----- def ----- Armour +11 Fatigue +22% A suit of armour made of metal plates. |
dwarven-steel shield 'Flarenaught' (0 def, 15 armour, 140% power, 116 block) dwarven-steel shield 'Flarenaught' (0 def, 15 armour, 140% power, 116 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 141% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +116 Melee+ +12 cold While equipped: Stats +3 Wil dps ---------- Dmg.mod +9% fire On shield block: * Deals 98 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +15 Fatigue +8% Resists +12% acid +19% cold +6% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
windwalling dwarven-steel shield of shrapnel (0 def, 6 armour, 138% power, 81 block) windwalling dwarven-steel shield of shrapnel (0 def, 6 armour, 138% power, 81 block)7.0 T3 shield armor Reqs Shield usage training [Ego++] Master/Psionic When used to Attack: Power 138% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +81 Melee+ +12 physical While equipped: Stats +1 Wil dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 204 physical damage over 5 turns (1/turn) ----- def ----- Armour +6 Fatigue +8% Resists +11% physical Shield.near.proj +15 Proj.slow +16% ---------- misc Talents +1 Block Handheld deflection devices. |
Demonic Soul Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Muckorder (dig speed 28 turns) Muckorder (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Spell.crit +3% Dmg.mod +3% blight +6% cold +9% arcane Res.pen +5% nature ---------- misc Mana/turn +0.08 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) 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. |
Summertide Phial 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.(71 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Achievements
By Arande the Ogre Sun Paladin level 12
13rd Dusk 122nd year of Ascendancy at 03:51 see stats
By Arande the Ogre Sun Paladin level 10
5th Flare 122nd year of Ascendancy at 11:02 see stats
By Arande the Ogre Sun Paladin level 12
61st Dusk 122nd year of Ascendancy at 22:41 see stats
By Arande the Ogre Sun Paladin level 9
3rd Summertide 122nd year of Ascendancy at 06:25 see stats
By Arande the Ogre Sun Paladin level 9
1st Flare 122nd year of Ascendancy at 19:03 see stats
By Arande the Ogre Sun Paladin level 15
63rd Dusk 122nd year of Ascendancy at 19:16 see stats
Log
Eilinithra the sandworm's devouring flames area effect hits Arande for 12 fire damage.
Eilinithra the sandworm's devouring flames area effect hits Sandworm Queen for 14 fire damage.
Eilinithra the sandworm's devouring flames area effect hits Sandworm destroyer for 17 fire damage.
Eilinithra the sandworm's devouring flames area effect hits Bethamilaith the sandworm destroyer for (6 to psi shield), 10 fire (10 total damage).
Eilinithra the sandworm's devouring flames area effect hits Turtle for 24 fire damage.
Eilinithra the sandworm's devouring flames area effect hits Gigantic sandworm tunneler for 17 fire damage.
Eilinithra the sandworm's devouring flames area effect hits Gigantic corrosive tunneler for 14 fire damage.
Eilinithra the sandworm receives 1 healing from Sandworm Queen.
Eilinithra the sandworm receives 2 healing from Sandworm destroyer.
Eilinithra the sandworm receives 1 healing from Arande.
Eilinithra the sandworm receives 2 healing from Turtle.
Eilinithra the sandworm receives 2 healing from Gigantic sandworm tunneler.
Eilinithra the sandworm receives 1 healing from Gigantic corrosive tunneler.
Arande stops burning.
Eilinithra the sandworm uses Lightning Speed.
Eilinithra the sandworm turns into pure lightning!
The unstable sand tunnel collapses!
Sandworm Queen summons a War Hound!
Sandworm Queen's mind surges with critical power!
Eilinithra the sandworm is back to normal.
Melee retaliation hits Eilinithra the sandworm for 19 light, 13 fire, 2 mind, 9 darkness (43 total damage).
Eilinithra the sandworm hits Arande for 43 physical damage.
Arande the level 17 ogre sun paladin was minced to death by Eilinithra the sandworm on level 4 of Sandworm lair.
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.
Eilinithra the sandworm killed Arande!
Saving game...
Saving done.