Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 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:
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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.0Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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: Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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 | Demons |
Mode | Insane Roguelike |
Sex | Male |
Race | Whitehoof |
Class | Sun Paladin |
Level / Exp | 32 / 58% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 98 (base 60) |
Dexterity | 18 (base 10) |
Constitution | 22 (base 10) |
Magic | 83 (base 60) |
Willpower | 27 (base 10) |
Cunning | 40 (base 10) |
Resources
Life | 1076/1076 |
Positive | 63/63 |
Stamina | 199/236 |
Paradox | 300 |
Healing Factor | 1.4124166372474 |
Regeneration | 28.601436904259 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +100% |
Spell | 0% |
Global | +104% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 3 |
Offense: Mainhand
Damage | 116 |
Accuracy | 46 |
Crit Chance | 40% |
APR | 14 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 47 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Acid | +59% |
Light | +70% |
Blight | +26% |
Physical | +32% |
Darkness | +40% |
All | +20% |
Offense: Damage Penetration
Lightning | +5% |
Fire | +28% |
Light | +27% |
Defense: Base
Armour (hardiness) | 67.551211628464 (88.607947236566%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 34 |
Physical Save | 61 |
Spell Save | 38 |
Mental Save | 36 |
Defense: Resistances
Acid | + 49%( 70%) |
Blight | + 39%( 70%) |
Arcane | + 13%( 70%) |
Cold | + 31%( 70%) |
All | + 3%( 70%) |
Darkness | + 23%( 70%) |
Light | + 58%( 70%) |
Physical | + 21%( 70%) |
Lightning | + 19%( 70%) |
Fire | + 58%( 70%) |
Nature | + 26%( 70%) |
Defense: Immunities
Silence Resistance | 70% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Stun Resistance | 26% |
Poison Resistance | 100% |
Blind Resistance | 43% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 36.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 145 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 Strength stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 11%, your defense is increased by 11 and all your resistances by 11%. |
Class Talents
Celestial / Guardian | 1.30 |
| 3/5 |
| 4/5 |
| 5/5 |
| 4/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 3/5 |
| 3/5 |
| 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 |
| 2/5 |
| 2/5 |
Celestial / Radiance | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Chronomancy / Chronomancy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Race / Whitehooves | 1.00 |
| 5/5 |
| 4/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Shield of Light |
talent | Weapon of Light |
talent | Searing Sight |
talent | Retribution |
talent | Chant of Fortress |
talent | Contingency |
talent | Weapon of Wrath |
beneficial effect | You have 5 charges. Death Momentum |
Quests
The fearscape was in position. The armies were ready. The research was done. Then a vast horde of void creatures descended. Invaders InvadedFight them off, and take back the portal! The portal is secure once again. The invasion begins! | done |
Observation of the eyalites has identified a caravan carrying critical supplies into the Allied Kingdoms. Supply LinesIt will be travelling between the Iron Throne mountains and Last Hope. Make sure it never arrives. | done |
You've landed on Eyal. The BeachheadFirst, terminate any eyalite that might be an immediate threat. * The landing zone has been purged of eyalites. | done |
The peoples of Maj'Eyal are divided into many different kingdoms and organizations. Their power must be broken so that they may be punished properly. The Fall of Maj'EyalThe largest resistance is expected to come from the wizards of Angolwen. Khulmanar has taken the bulk of our forces to confront them. The Ambassador has been assigned to deal with scattered groups all throughout the northern reaches of Maj'Eyal. Your job will be to sabotage, assassinate, and destroy various targets to weaken the Eyalites. * The sher'tul-made horrors beneath the lake overwhelmed the imps, but you managed to recover their records. * It turns out that dwarves aren't Eyalites at all. The decision has been made to consider them fellow victims of the Sher'tul, and specialists dispatched to handle them appropriately. They seem quite responsive to offers of material goods... * You must destroy the town of Derth, a focal point of Allied agriculture and trade. * In the southern forests is a hidden city of elves. Find a way to defeat them. * You must gather your strength before dealing with Last Hope. | active |
Three demons have been trapped on Eyal since the disaster. They could be useful to our cause. Seek them out. The Old OnesSeek out the wounded ancient Kryl-Feijan in his isolated crypt. Seek out the ancient explorer Shassy'Kaish among her cultists in the Daikara mountains. Seek out the ancient necromancer Walrog along the ocean shore. | active |
Equipment
On feet | Hettileneg (0 def, 3 armour) Hettileneg (0 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +9 Cun +4 Wil dps ---------- Melee Ret 8 acid ----- def ----- Armour +3 Resists +15% blight Phys.save +8 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +8 (+4 eff.) Cut- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +3 A pair of boots made of leather. |
Light source | brass lantern 'Layolrassra' brass lantern 'Layolrassra'2.0 T1 lite [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +6% physical Acc +20 (+7 eff.) ----- def ----- Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Loredas the dwarven-steel helm (15 def, 4 armour) Loredas the dwarven-steel helm (15 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +8 Str +7 Wil +3 Cun +1 Con dps ---------- Phys.crit +4.0% Phys.pwr +8 (+1 eff.) Mind.pwr +5 (+3 eff.) Melee Ret 2 physical ----- def ----- Armour +4 Defense +15 (+5 eff.) Fatigue +4% Resists +8% physical Phys.save +18 (+5 eff.) Mind.save +10 (+4 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Xanidhevea the hardened leather gloves (20 def, 9 armour) Xanidhevea the hardened leather gloves (20 def, 9 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 8 physical Dmg.mod +6% physical ----- def ----- Armour +9 Defense +20 (+7 eff.) Resists +5% arcane +3% darkness Phys.save +12 (+3 eff.) Poison- +10% ---------- misc Infravis +3 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 | Xoba the Gleamweeper (dig speed 24 turns) Xoba the Gleamweeper (dig speed 24 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +27% acid Res.pen +10% light Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Resists +6% acid +12% light Phys.save +8 (+2 eff.) Spell.save +9 (+4 eff.) Mind.save +11 (+5 eff.) Max.HP +64.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | titan's gold ring of pilfering titan's gold ring of pilfering0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +3 Con dps ---------- Acc +9 (+3 eff.) Apr +10 ----- def ----- Defense +9 (+3 eff.) Phys.save +6 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 85% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | warrior's gold ring of life warrior's gold ring of life0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Str ----- def ----- Armour +12 Max.HP +58.00 HP.reg +13.00 Heal.mod +16% Rings make your fingers look great! |
Around neck | gold amulet 'Khelygoleg' gold amulet 'Khelygoleg'0.1 T3 amulet jewelry [Random Unique] Nature While equipped: Stats +1 Str +6 Dex +5 Cun dps ---------- Crit.mult +5.00% Phys.pwr +15 (+3 eff.) ----- def ----- Resists +16% lightning +3% physical Stun/Frz- +26% Amulets make your neck look great! |
In main hand | dwarven-steel longsword 'Flamewing' (22-31 power, 4 apr) dwarven-steel longsword 'Flamewing' (22-31 power, 4 apr)3.0 T3 longsword 1H weapon [Random Unique] Nature/Master Power 22.0 - 30.8 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit.r2 +8 blight +21 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Str +3 Dex +3 Mag +9 Wil +6 Cun +6 Con dps ---------- Phys.crit +8.0% All.spd +4% Dmg.mod +6% blight Res.pen +28% fire Sharp, long, and deadly. |
Around waist | Glimmerreign the hardened leather belt Glimmerreign the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +30% light Melee Ret 4 fire ----- def ----- Resists +12% acid +12% nature +3% blight +9% cold +5% arcane +11% fire A belt that goes around your waist. |
In off hand | Shield of Scalding Sun (0 def, 10 armour, 80-95 power, 206.5 block) Shield of Scalding Sun (0 def, 10 armour, 80-95 power, 206.5 block)7.0 T5 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 79.5 - 95.4 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +206 Melee+ +12 acid +18 light +18 darkness On Hit.r1 +16 fire On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Cun +8 Mag dps ---------- Phys.crit +12.0% Phys.pwr +12 (+2 eff.) Dmg.mod +12% acid +17% light +20% darkness On Hit (Melee): * 20% chance to reduce armor by 34% ----- def ----- Armour +10 Fatigue +8% Resists +9% cold +28% fire +17% darkness +20% light ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | Porelrassra the Cloudwing (2 def, 0 armour) Porelrassra the Cloudwing (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +5% lightning ----- def ----- Defense +2 (+1 eff.) Resists +12% nature +19% blight Phys.save +15 (+4 eff.) HP.reg +7.00 Heal.mod +15% Cut- +10% Silence- +20% Knockbk- +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 | searing dwarven-steel plate armour of the deep (0 def, 14 armour) searing dwarven-steel plate armour of the deep (0 def, 14 armour)17.0 T3 massive armor Reqs Massive armour training [Ego++] Arcane/Nature While equipped: dps ---------- Melee+ 13 acid 14 fire Melee Ret 12 acid 11 fire ----- def ----- Armour +14 Fatigue +22% Resists +29% acid +18% fire +11% cold ---------- misc Breathe water A suit of armour made of metal plates. |
Inventory
Rune of Reflection (--) Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 515 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
shielding rune of the warrior (absorb 519; dur 5; cd 18) shielding rune of the warrior (absorb 519; dur 5; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 519 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
grounding gold amulet of strength (+5) grounding gold amulet of strength (+5)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Str ----- def ----- Resists +13% lightning Stun/Frz- +26% Amulets make your neck look great! |
savior's gold amulet savior's gold amulet0.1 T3 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +16 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +11 (+5 eff.) Amulets make your neck look great! |
titan's gold ring of lightning (+24%) =LIGHTNING RES= titan's gold ring of lightning (+24%) =LIGHTNING RES=0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +24% lightning Phys.save +8 (+2 eff.) Rings make your fingers look great! |
Nimbusreeve (0 def, 4 armour, 15-18 power, 38.5 block) Nimbusreeve (0 def, 4 armour, 15-18 power, 38.5 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 15.0 - 18.0 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 Melee+ +8 lightning +10 light +11 darkness While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +11% light +12% darkness Res.pen +15% light ----- def ----- Armour +4 Fatigue +8% Resists +9% lightning +11% darkness +20% cold +15% fire +12% light ---------- misc Talents +1 Block Handheld deflection devices. |
Black Mesh (8 def, 2 armour, 40-48 power, 120 block) Black Mesh (8 def, 2 armour, 40-48 power, 120 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 40.0 - 48.0 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +120 While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+3 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
swashbuckler's dwarven-steel shield of resistance (0 def, 6 armour, 32-38 power, 73.5 block) swashbuckler's dwarven-steel shield of resistance (0 def, 6 armour, 32-38 power, 73.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego++] Nature/Master When used to Attack: Power 31.5 - 37.8 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +74 While equipped: Stats +6 Str +3 Dex dps ---------- Acc +9 (+3 eff.) ----- def ----- Armour +6 Fatigue +8% Resists +6% acid +5% fire +7% lightning +7% cold ---------- misc Talents +1 Block Handheld deflection devices. |
fortifying steel plate armour of delving (0 def, 9 armour) fortifying steel plate armour of delving (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego++] Master While equipped: Stats +10 Str +4 Con ----- def ----- Armour +9 Fatigue +22% Resists +13% darkness +7% physical Max.HP +40.00 ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
dwarven-steel plate armour 'Mayamiwyn' (0 def, 11 armour) dwarven-steel plate armour 'Mayamiwyn' (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +3 Mag +5 Wil dps ---------- Dmg.mod +6% blight ----- def ----- Armour +11 Fatigue +22% Resists +15% blight +6% physical +13% darkness Phys.save +14 (+4 eff.) HP.reg +4.30 ---------- misc Stam/turn +0.50 Light +2 A suit of armour made of metal plates. |
reinforced hardened leather belt of the vagrant reinforced hardened leather belt of the vagrant1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +3 Con dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Armour +8 Defense +10 (+3 eff.) Phys.save +14 (+4 eff.) Mind.save +10 (+4 eff.) A belt that goes around your waist. |
Boltquench the cashmere cloak (2 def, 8 armour) =COLD RES= Boltquench the cashmere cloak (2 def, 8 armour) =COLD RES=2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Cun +2 Wil dps ---------- Mind.pwr +10 (+5 eff.) Melee Ret 4 lightning ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +35% cold ---------- misc Max.psi +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of iron boots 'Mayyldann' (0 def, 3 armour) pair of iron boots 'Mayyldann' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Mind.crit +1% ----- def ----- Armour +3 Fatigue +2% Resists +12% acid +3% temporal +3% lightning Phys.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Die.at -20.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gewyn the linen wizard hat (6 def, 8 armour) Gewyn the linen wizard hat (6 def, 8 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Acc +5 (+2 eff.) Melee Ret 4 acid ----- def ----- Armour +8 Defense +6 (+2 eff.) Resists +6% lightning +5% temporal +3% physical A pointy cloth hat, very wizardly... |
6 agate 6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 emerald 6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
105 alchemist agate 105 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
nightwalker's alchemist's lamp of clarity nightwalker's alchemist's lamp of clarity1.0 T3 lite [Ego+] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Phys.crit +3.0% Crit.mult +12.00% Phys.pwr +6 (+1 eff.) ----- def ----- Mind.save +7 (+3 eff.) ---------- misc Light +4 See.Stealth +5 See.Invis +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
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. |
iron torque of mindblast 'Daireruitir' [power 100] (15 cooldown) iron torque of mindblast 'Daireruitir' [power 100] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Str dps ---------- Phys.crit +2.0% Dmg.mod +3% physical ----- def ----- Resists +9% darkness Phys.save +3 (+1 eff.) ---------- misc Stam/turn +2.00 Blast the opponent's mind dealing 120 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Beluressra the Blazeimmortal [power 2] (25 cooldown) Beluressra the Blazeimmortal [power 2] (25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +25% mind +25% light Melee Ret 4 mind ---------- misc Light +3 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Achievements
By DOWN WITH MAJ'EYAL the Whitehoof Sun Paladin level 26
91st Vengeance 123rd year of Ascendancy at 18:25 see stats
By DOWN WITH MAJ'EYAL the Whitehoof Sun Paladin level 10
73rd Vengeance 123rd year of Ascendancy at 11:43 see stats
By DOWN WITH MAJ'EYAL the Whitehoof Sun Paladin level 20
79th Vengeance 123rd year of Ascendancy at 17:57 see stats
By DOWN WITH MAJ'EYAL the Whitehoof Sun Paladin level 30
93rd Vengeance 123rd year of Ascendancy at 14:41 see stats
By DOWN WITH MAJ'EYAL the Whitehoof Sun Paladin level 28
92nd Vengeance 123rd year of Ascendancy at 08:58 see stats
By DOWN WITH MAJ'EYAL the Whitehoof Sun Paladin level 32
100th Vengeance 123rd year of Ascendancy at 12:06 see stats
By DOWN WITH MAJ'EYAL the Whitehoof Sun Paladin level 32
94th Vengeance 123rd year of Ascendancy at 20:22 see stats
By DOWN WITH MAJ'EYAL the Whitehoof Sun Paladin level 19
76th Vengeance 123rd year of Ascendancy at 16:58 see stats
Log
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Searing Sight hits Training Dummy for 20 light damage.
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Searing Sight hits Training Dummy for 21 light damage.
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Lore found: Perseverance
You can read all your collected lore in the game menu, by pressing Escape.
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Saving game...
Saving done.
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Saving game...
Personal New Achievement: The Hammer Falls (Insane (Roguelike) difficulty)!
Saving done.
The giant carefully hands you: Shield of Scalding Sun (0 def, 10 armour, 80-95 power, 206.5 block)
DOWN WITH MAJ'EYAL wears (replacing Nimbusreeve (0 def, 4 armour, 15-18 power, 38.5 block)): Shield of Scalding Sun (0 def, 10 armour, 80-95 power, 206.5 block).
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Talent Block is ready to use.
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There is a portal to Eyal here (press '' or right click to use).
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There is a Return to the Fearscape here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.