Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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: 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Ogre |
Class | Sun Paladin |
Level / Exp | 20 / 67% |
Size | big |
Lifes / Deaths | Killed by Aryriath the large white snake at level 20 on the 74th Dusk 122nd year of Ascendancy at 19:59 / 1 |
Primary Stats
Strength | 42 (base 38) |
Dexterity | 10 (base 10) |
Constitution | 36 (base 25) |
Magic | 42 (base 35) |
Willpower | 14 (base 11) |
Cunning | 14 (base 10) |
Resources
Life | -87/712 |
Positive | 0/107 |
Healing Factor | 1.3479202340232 |
Regeneration | 0.33698005850581 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Offense: Mainhand
Damage | 58 |
Accuracy | 48 |
Crit Chance | 19% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 33 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 15 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Light | +30% |
Nature | +15% |
Blight | +8% |
Cold | +15% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Lightning | +5% |
Light | +25% |
Temporal | +5% |
Arcane | +5% |
Mind | +5% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 42.521305378697 (73.607947236566%) |
Defense | 12 |
Ranged Defense | 12 |
Fatigue | 17 |
Physical Save | 28 |
Spell Save | 19 |
Mental Save | 15 |
Defense: Resistances
Acid | 0%( 70%) |
Blight | + 3%( 70%) |
Arcane | + 10%( 70%) |
Cold | + 66%( 70%) |
All | 0%( 70%) |
Lightning | + 53%( 70%) |
Light | + 69%( 70%) |
Temporal | + 6%( 70%) |
Mind | + 15%( 70%) |
Fire | + 16%( 70%) |
Nature | + 16%( 70%) |
Defense: Immunities
Stun Resistance | 21% |
Disarm Resistance | 30% |
Knockback Resistance | 40% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 25% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 203 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Celestial / Guardian | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 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 |
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 lost defiler to the recall portal on level 3 of Scintillating Caves. Escort: lost defiler (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the repented thief from death by Rungof the Warg Titan. Escort: repented thief (level 2 of Old Forest) | failed |
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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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 avoidance. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed warg claw. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | pair of dwarven-steel boots 'Moldwyrd' (0 def, 4 armour) pair of dwarven-steel boots 'Moldwyrd' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mov.spd +10% Dmg.mod +15% nature Res.pen +5% nature +25% light ----- def ----- Armour +4 Fatigue -3% Resists +3% blight +9% cold Max.HP +43.00 ---------- misc Stam/turn +0.50 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | 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.(58 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | iron helm 'Galochik' (0 def, 3 armour) iron helm 'Galochik' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Wil dps ---------- Res.pen +5% arcane +5% temporal ----- def ----- Armour +3 Fatigue +5% Resists +6% cold +6% fire +6% temporal ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Arctorrent (0 def, 1 armour) Arctorrent (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% fire Res.pen +5% lightning Acc +6 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane +12% lightning Phys.save +6 (+3 eff.) Mind.save +6 (+5 eff.) Heal.mod +5% Disease- +10% Disarm- +20% 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 | Ivoganne the iron pickaxe (dig speed 18 turns) Ivoganne the iron pickaxe (dig speed 18 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex dps ---------- Acc +20 (+7 eff.) On Hit (Melee): * 20% chance to reduce armor by 28% ----- def ----- Die.at -60.00 life Max.HP +23.00 ---------- misc Max.stam +16.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | copper ring 'Tarrayon' copper ring 'Tarrayon'0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Spell.pwr +5 (+3 eff.) Dmg.mod +11% light ----- def ----- Resists +3% lightning +22% light +6% mind +5% arcane Crit.chn- 5.00% Disarm- +10% Rings make your fingers look great! |
On fingers | 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 9.84 cold and 8.56 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 cunning (+2) grounding copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +11% lightning Stun/Frz- +21% Amulets make your neck look great! |
In main hand | Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Around waist | Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | Coral Spray (8 def, 8 armour, 18-25 power, 48 block) Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+8 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Cloak | linen cloak 'Poxpulverizer' (1 def, 6 armour) linen cloak 'Poxpulverizer' (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 28% ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +6% nature +11% cold ---------- misc Max.hate +2.00 Max.psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Prismbliss (3 def, 8 armour) Prismbliss (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% light Res.pen +5% mind ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +27% lightning +9% mind Phys.save +3 (+1 eff.) Silence- +20% ---------- misc Equi/ret +0.04 A suit of armour made of mail. |
Inventory
healing infusion of the wizard (heal 127; cd 10) healing infusion of the wizard (heal 127; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 127 then cleanse 1 wound, poison, and disease effect. 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. |
regeneration infusion of the wizard (heal 220; 14 cd) regeneration infusion of the wizard (heal 220; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 220 life over 5 turns. 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. |
Blood of Undeath Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
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 (+4 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. |
gold ring 'Coalpower' gold ring 'Coalpower'0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +8 (+4 eff.) Mind.pwr +7 (+6 eff.) Dmg.mod +15% darkness Res.pen +25% darkness Rings make your fingers look great! |
wizard's copper ring of power wizard's copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +6 (+5 eff.) ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
wizard's steel ring of darkness (+22%) wizard's steel ring of darkness (+22%)0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Spell.save +4 (+2 eff.) Rings make your fingers look great! |
iron battleaxe of crippling (12-19 power, 1 apr) iron battleaxe of crippling (12-19 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego+] Master Power 12.5 - 18.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Massive two-handed battleaxes. |
steel dagger (12-16 power, 6 apr) steel dagger (12-16 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Normal] Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
Winterrupture (18-24 power, 3 apr) Winterrupture (18-24 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Master Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Phasing +30% Melee+ +8 cold While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Res.pen +8% physical Acc +11 (+4 eff.) Apr +7 Melee Ret 4 blight ----- def ----- Resists +5% arcane Sharp, long, and deadly. |
Crooked Club (25-35 power, 4 apr) Crooked Club (25-35 power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
vined mindstar 'Brodindur' (6-6 power, 18 apr, mind damage) vined mindstar 'Brodindur' (6-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Rare] Nature Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+4 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 10 ----- def ----- Resists +6% nature +6% lightning Crit.chn- 15.00% Heal.mod +16% Heal/summ +12 Cut- +20% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Harorim Harorim1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Apr +2 Melee Ret 2 physical ----- def ----- Armour +6 Resists +3% mind HP.reg +0.70 Heal.mod +12% ---------- misc Infravis +1 A belt that goes around your waist. |
Saloratta Saloratta1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Cun +1 Wil dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Resists +3% acid +3% fire Spell.save +6 (+3 eff.) ---------- misc Light +3 Size +1 A belt that goes around your waist. |
Duridir the Brightripper (0 def, 3 armour) Duridir the Brightripper (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Cun +4 Con dps ---------- Dmg.mod +3% light Res.pen +5% light ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +5% arcane +3% darkness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glorygathra (0 def, 3 armour) Glorygathra (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Resists +3% mind +6% cold Phys.save +6 (+3 eff.) Mind.save +3 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Toxingore the dwarven-steel gauntlets (0 def, 2 armour) Toxingore the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Wil +6 Con dps ---------- Res.pen +15% nature On Hit (Melee): * 20% chance to slow global speed by 35% ----- def ----- Armour +2 Fatigue +3% Phys.save +10 (+5 eff.) Spell.save +11 (+6 eff.) Mind.save +5 (+5 eff.) Disarm- +29% ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Ivubeth (2 def, 4 armour) Ivubeth (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +1 Mag dps ---------- Crit.mult +10.00% Res.pen +10% arcane ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +5% arcane Spell.save +13 (+7 eff.) A suit of armour made of mail. |
impenetrable steel mail armour of lightning resistance (2 def, 13 armour) impenetrable steel mail armour of lightning resistance (2 def, 13 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +13 Defense +2 (+2 eff.) Fatigue +12% Resists +15% lightning A suit of armour made of mail. |
prismatic steel mail armour of clarity (2 def, 6 armour) prismatic steel mail armour of clarity (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +12% light +10% darkness +6% mind Mind.save +12 (+8 eff.) A suit of armour made of mail. |
iron plate armour 'Chillsin' (0 def, 7 armour) iron plate armour 'Chillsin' (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% arcane Res.pen +5% acid Melee Ret 2 arcane ----- def ----- Armour +7 Fatigue +22% Resists +9% acid +6% physical +12% cold Phys.save +11 (+5 eff.) A suit of armour made of metal plates. |
4 agate 4 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. |
65 alchemist agate 65 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. |
7 aquamarine 7 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. |
4 opal 4 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. |
5 topaz 5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Blackstreaker Blackstreaker2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Resists +3% darkness Mind.save +6 (+5 eff.) Max.HP +60.00 Heal.mod +5% Blind- +20% Stun/Frz- +10% ---------- misc Light +3 See.Stealth +6 See.Invis +5 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. |
brass lantern 'Tedunarim' brass lantern 'Tedunarim'2.0 T1 lite [Rare] Arcane While equipped: Stats +1 Wil dps ---------- Dmg.mod +9% blight Melee Ret 11 fire ----- def ----- Resists +6% blight +5% fire ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying 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. |
6 amethyst 6 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 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. |
15 citrine 15 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. |
10 zircon 10 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Irritant the Ogre Sun Paladin level 19
72nd Dusk 122nd year of Ascendancy at 18:21 see stats
By Irritant the Ogre Sun Paladin level 18
60th Dusk 122nd year of Ascendancy at 01:24 see stats
By Irritant the Ogre Sun Paladin level 10
8th Flare 122nd year of Ascendancy at 05:14 see stats
By Irritant the Ogre Sun Paladin level 20
74th Dusk 122nd year of Ascendancy at 00:15 see stats
By Irritant the Ogre Sun Paladin level 18
60th Dusk 122nd year of Ascendancy at 01:24 see stats
By Irritant the Ogre Sun Paladin level 18
60th Dusk 122nd year of Ascendancy at 01:24 see stats
By Irritant the Ogre Sun Paladin level 18
60th Dusk 122nd year of Ascendancy at 11:36 see stats
By Irritant the Ogre Sun Paladin level 19
69th Dusk 122nd year of Ascendancy at 22:10 see stats
By Irritant the Ogre Sun Paladin level 16
40th Dusk 122nd year of Ascendancy at 03:42 see stats
Log
Aryriath the large white snake's blood frenzy intensifies!
Irritant has their Suncloak spell disrupted for for 3 turns!
Aryriath the large white snake damages himself through Martyrdom!
Irritant hits Aryriath the large white snake for 2 physical, 1 arcane, 1 physical (5 total damage).
Melee retaliation hits Aryriath the large white snake for 6 light, 6 light (12 total damage).
Aryriath the large white snake hits Irritant for 84 physical, 32 arcane, 43 physical (160 total damage).
Shield of Light hits Irritant for 7 healing, 7 healing, 7 healing (0 total damage) [20 healing].
Aryriath the large white snake is fully armored again.
Irritant is not stunned anymore.
Aryriath the large white snake damages himself through Martyrdom!
Irritant hits Aryriath the large white snake for 1 physical damage.
Searing Sight hits Shadow for 16 light damage.
Searing Sight hits Aryriath the large white snake for 8 light damage.
Searing Sight hits Shadow for 16 light damage.
Deep Wound from Aryriath the large white snake hits Irritant for 50 physical damage.
Irritant receives 7 healing from Shield of Light.
Irritant is confused and fails to use Infusion: Regeneration.
Aryriath the large white snake performs a melee critical strike against Irritant!
Aryriath the large white snake's blood frenzy intensifies!
Irritant has their Rune: Shatter Afflictions spell disrupted for for 3 turns!
Aryriath the large white snake performs a melee critical strike against Irritant!
Aryriath the large white snake damages himself through Martyrdom!
Irritant hits Aryriath the large white snake for 5 physical, 2 arcane, 3 physical (10 total damage).
Melee retaliation hits Aryriath the large white snake for 12 light, 12 light (25 total damage).
Aryriath the large white snake hits Irritant for 91 physical, 27 arcane, 59 physical (177 total damage).
Irritant receives 7 healing from Shield of Light.
Aryriath the large white snake is no longer influenced by martyrdom.
Deep Wound from Aryriath the large white snake hits Irritant for 75 physical damage.
Irritant the level 20 ogre sun paladin was chopped into tiny pieces to death by Aryriath the large white snake on level 4 of Old Forest.