Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Items Vault 1.7.0Donators/Buyers bonus! Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Cornac |
Class | Sun Paladin |
Level / Exp | 22 / 33% |
Size | medium |
Lifes / Deaths | Killed by skeleton magus at level 7 on the 5th Mirth 122nd year of Ascendancy at 19:12 0 / 6Killed by Cyrorimira the grizzly bear at level 10 on the 3rd Flare 122nd year of Ascendancy at 02:21 Killed by Silunn the wolf at level 18 on the 70th Dusk 122nd year of Ascendancy at 04:25 Killed by Adobremina the great wolf at level 20 on the 47th Haze 122nd year of Ascendancy at 01:12 Killed by Assassin Lord at level 21 on the 7th Decay 122nd year of Ascendancy at 20:28 Killed by Velara the skeleton magus at level 22 on the 67th Regrowth 123rd year of Ascendancy at 06:58 |
Primary Stats
Strength | 63 (base 51) |
Dexterity | 17 (base 10) |
Constitution | 18 (base 10) |
Magic | 49 (base 44) |
Willpower | 21 (base 10) |
Cunning | 25 (base 10) |
Resources
Life | -187/502 |
Positive | 55/113 |
Stamina | 160/190 |
Healing Factor | 1.1111363549267 |
Regeneration | 5.8334658633652 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -1.7763568394003E-13% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 1 |
Offense: Mainhand
Damage | 103 |
Accuracy | 45 |
Crit Chance | 20% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Light | +12% |
Lightning | +6% |
Darkness | +15% |
Physical | +18% |
Mind | +10% |
All | 0% |
Offense: Damage Penetration
Light | +22% |
Fire | +10% |
Physical | +10% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 43 (88.568973732692%) |
Defense | 23 |
Ranged Defense | 23 |
Fatigue | 30 |
Physical Save | 41 |
Spell Save | 45 |
Mental Save | 30 |
Defense: Resistances
Mind | + 18%( 70%) |
Acid | + 15%( 70%) |
Light | + 53%( 70%) |
Darkness | + 40%( 70%) |
Cold | + 19%( 70%) |
Arcane | + 6%( 70%) |
Fire | + 6%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 63% |
Pinning Resistance | 39% |
Blind Resistance | 74% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 305 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 754% 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 147 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Crusader | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Two-handed assault | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Celestial / Chants | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 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 successfully escorted the lost tinker to the recall portal on level 3 of Scintillating Caves. Escort: lost tinker (level 3 of Scintillating Caves)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Magic 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed electric eel tail. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 within7 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Gilanaritar the Noonsweep (0 def, 8 armour) Gilanaritar the Noonsweep (0 def, 8 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Cun +2 Dex dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +6% light Res.pen +5% light On Hit (Melee): * 10% chance to reduce damage dealt by 16% ----- def ----- Armour +8 Resists +9% darkness +3% light ---------- misc Infravis +1 Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 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 62% 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. A pair of boots made of leather. |
Light source | Runarath the Oozeblood Runarath the Oozeblood2.0 T1 lite [Rare] Master While equipped: dps ---------- Melee Ret 2 lightning 6 fire 6 nature On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Resists +6% fire ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | 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 | yew totem of stinging [power 248] (14/15 cooldown) yew totem of stinging [power 248] (14/15 cooldown)2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 248 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | Yviyana the Tundrapiercer Yviyana the Tundrapiercer0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% acid On Hit (Melee): * 20% chance to reduce armor by 31% ----- def ----- Max.HP +20.00 Disarm- +23% Pinning- +22% Knockbk- +20% Rings make your fingers look great! |
On fingers | steel ring 'Emelobrevena' steel ring 'Emelobrevena'0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Cun +3 Con dps ---------- Phys.pwr +7 (+3 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +7 (+3 eff.) Dmg.mod +10% mind Acc +10 (+3 eff.) ----- def ----- Defense +4 (+2 eff.) Resists +10% mind Rings make your fingers look great! |
Around waist | hardened leather belt 'Obsidianwarden' hardened leather belt 'Obsidianwarden'1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +2 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +15% darkness Res.pen +10% mind +10% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Resists +9% mind Phys.save +13 (+4 eff.) Spell.save +16 (+5 eff.) Mind.save +10 (+5 eff.) A belt that goes around your waist. |
In main hand | truestriking dwarven-steel greatsword of evisceration (33-52 power, 2 apr) truestriking dwarven-steel greatsword of evisceration (33-52 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Master Power 33.0 - 52.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +10 (+4 eff.) Res.pen +10% physical Acc +10 (+3 eff.) Apr +10 Massive two-handed swords. |
On hands | Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+4 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Mindhook: Level 4.0 Pwr.cost 16 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Main armor | Isluwen the Flashgash (0 def, 9 armour) Isluwen the Flashgash (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +6% lightning +3% light ----- def ----- Armour +9 Fatigue +22% Resists +15% acid +20% cold +6% arcane +9% light Spell.save +12 (+4 eff.) A suit of armour made of metal plates. |
Cloak | Deepsstrike (10 def, 0 armour) Deepsstrike (10 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Acc +6 (+2 eff.) Apr +6 Melee Ret 2 arcane 2 darkness ----- def ----- Defense +10 (+5 eff.) Resists +20% darkness Phys.save +11 (+4 eff.) Max.HP +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Cyralramira the copper amulet Cyralramira the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Armour +2 Resists +11% light +11% darkness Spell.save +12 (+4 eff.) Mind.save +3 (+2 eff.) Die.at -20.00 life HP.reg +2.00 Blind- +21% Amulets make your neck look great! |
Inventory
healing infusion of the warrior (heal 175; cd 15) healing infusion of the warrior (heal 175; cd 15)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to instantly heal yourself for 175 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 152; 15 cd) regeneration infusion of the sneak (heal 152; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 152 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Bethiwyn the steel amulet Bethiwyn the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +1 Str +3 Mag +2 Con ----- def ----- Resists +11% lightning Phys.save +12 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +15 (+8 eff.) Stun/Frz- +23% ---------- misc Light +1 Masteries +0.14 Technique/Combat veteran Amulets make your neck look great! |
psionicist's steel ring of sensing psionicist's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Blind- +20% ---------- misc Infravis +3 See.Stealth +9 See.Invis +6 Rings make your fingers look great! |
arcing iron battleaxe (14-21 power, 1 apr) arcing iron battleaxe (14-21 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Arcane Power 14.5 - 21.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 69 damage Massive two-handed battleaxes. |
iron battleaxe of erosion (14-21 power, 1 apr) iron battleaxe of erosion (14-21 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Nature Power 14.0 - 21.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +9 nature Massive two-handed battleaxes. |
plaguebringer's dwarven-steel battleaxe (34-51 power, 2 apr) plaguebringer's dwarven-steel battleaxe (34-51 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Arcane Power 34.0 - 51.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +10 blight On Hit: 20% Epidemic 3 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 21 While equipped: ----- def ----- Disease- +14% Massive two-handed battleaxes. |
Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 10 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
hateful steel greatmaul of phasing (28-42 power, 16 apr) hateful steel greatmaul of phasing (28-42 power, 16 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane/Psionic Power 28.5 - 42.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +1.0% Atk.spd 100% Phasing +16% Melee+ +7 darkness Against +10% Living Massive two-handed mauls. |
dwarven-steel greatmaul of erosion (45-67 power, 2 apr) dwarven-steel greatmaul of erosion (45-67 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Nature Power 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +16 nature Massive two-handed mauls. |
iron greatsword (17-28 power, 1 apr) iron greatsword (17-28 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 17.5 - 28.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
iron greatsword of paradox (13-20 power, 1 apr) iron greatsword of paradox (13-20 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 13.0 - 20.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 temporal While equipped: ----- def ----- Resists +9% temporal Massive two-handed swords. |
iron greatsword of phasing (18-28 power, 8 apr) iron greatsword of phasing (18-28 power, 8 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 18.0 - 28.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +2.5% Atk.spd 100% Phasing +16% Massive two-handed swords. |
iron mace (12-17 power, 2 apr) iron mace (12-17 power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
mighty ash longbow of piercing mighty ash longbow of piercing4.0 T2 longbow 2H weapon [Ego+] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +5 Str dps ---------- Phys.pwr +9 (+3 eff.) Res.pen +9% all Acc +14 (+5 eff.) Apr +12 Longbows are used to shoot arrows at your foes. |
sentry's pouch of steel shots (42/42, 22-26 power, 5 apr) sentry's pouch of steel shots (42/42, 22-26 power, 5 apr)3.0 T2 shot ammo [Ego+] Arcane Power 22.0 - 26.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +4.5% Capacity 42 Rld cld 4 Shots are used with slings to pummel your foes to death. |
iron shield (0 def, 2 armour, 7-9 power, 20.5 block) iron shield (0 def, 2 armour, 7-9 power, 20.5 block)7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 7.5 - 9.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Rainstrike the steel shield (0 def, 4 armour, 16-19 power, 39.5 block) Rainstrike the steel shield (0 def, 4 armour, 16-19 power, 39.5 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Master When used to Attack: Power 16.5 - 19.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +39 Melee+ +8 cold While equipped: Stats +3 Str +4 Dex dps ---------- Res.pen +5% cold Acc +4 (+1 eff.) On shield block: * Cause enemies within radius 6 to bleed for 221 physical damage over 5 turns (1/turn) ----- def ----- Armour +4 Fatigue +8% Resists +9% nature +17% fire ---------- misc Talents +1 Block Handheld deflection devices. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
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. |
hardened leather belt 'Earyromidas' hardened leather belt 'Earyromidas'1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Wil +5 Mag dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +20 (+7 eff.) Dmg.mod +6% arcane ----- def ----- Spell.save +8 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Size +1 A belt that goes around your waist. |
Glibeth (1 def, 0 armour) Glibeth (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Dex +4 Cun +4 Con dps ---------- Acc +3 (+1 eff.) Apr +5 ----- def ----- Defense +1 (+0 eff.) Crit.chn- 5.00% ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Freezewilter' (1 def, 0 armour) linen cloak 'Freezewilter' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Str +2 Con dps ---------- Phys.crit +4.0% Phys.pwr +5 (+2 eff.) Res.pen +5% cold Apr +1 ----- def ----- Defense +1 (+0 eff.) Resists +6% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Eldoral (1 def, 0 armour) resilient linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Defense +1 (+0 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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 (+0 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. |
Ravenreign the pair of dwarven-steel boots (0 def, 5 armour) Ravenreign the pair of dwarven-steel boots (0 def, 5 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Fatigue -2% Resists +5% lightning +5% temporal Phys.save +5 (+2 eff.) ---------- misc Max.enc +20 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
heroic rough leather gloves of magic (+2) (0 def, 4 armour) heroic rough leather gloves of magic (+2) (0 def, 4 armour)1.0 T1 hands armor [Ego+] Arcane/Master While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +4 Mind.save +6 (+3 eff.) Max.HP +42.00 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. |
rough leather gloves of dexterity (+3) (0 def, 1 armour) rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +11 (+4 eff.) ----- def ----- Armour +1 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. |
sand dwarven-steel gauntlets of strength (+4) (0 def, 7 armour) sand dwarven-steel gauntlets of strength (+4) (0 def, 7 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 5 physical Dmg.mod +3% physical ----- def ----- Armour +7 Fatigue +3% 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. |
Vorudamira the Glaredream (0 def, 1 armour) Vorudamira the Glaredream (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Wil +3 Con dps ---------- Dmg.mod +3% light Melee Ret 2 light ----- def ----- Armour +1 Fatigue +1% Resists +6% cold ---------- misc Light +1 A cap made of leather. |
hardened leather cap 'Deepsnull' (0 def, 3 armour) hardened leather cap 'Deepsnull' (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Phys.crit +5.0% Acc +10 (+3 eff.) Melee Ret 6 physical On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Armour +3 Fatigue +3% Resists +6% fire Cut- +10% ---------- misc Stam/ret +1.30 Equi/ret +1.80 Max.stam +10.00 A cap made of leather. |
bladed iron helm (0 def, 3 armour) bladed iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Skullcracker: Puts all charms on 20 cooldown Level 3.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 402.0 Physical damage. If the attack hits, the target is confused (28% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate 5 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. |
10 ametrine 10 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. |
4 citrine 4 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. |
8 zircon 8 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. |
aquamarine 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. |
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. |
onyx 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. |
garnet 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. |
quartz 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. |
112 alchemist agate 112 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. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
brass lantern of health brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +43.00 ---------- 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. |
scorching brass lantern of clarity scorching brass lantern of clarity2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +6% fire Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
iron pickaxe of endurance (dig speed 37 turns) iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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. |
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 Annulment (1/1) Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
Hanulin [power 51] (14/25 cooldown) Hanulin [power 51] (14/25 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +3 Cun ----- def ----- Resists +5% arcane ---------- misc See.Invis +6 Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 25 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. 100% to reduce fatigue by 20% for 2 turns. 100% to heal for 46. Torques are made by powerful psionics to store psionic powers. |
cleansing elm totem of stinging [power 110] (14/15 cooldown) cleansing elm totem of stinging [power 110] (14/15 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing [power 110] (14/15 cooldown) elm totem of healing [power 110] (14/15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Silenor the ash totem of summon tentacle [power 160] (14/25 cooldown) Silenor the ash totem of summon tentacle [power 160] (14/25 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +9% acid +9% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 21 Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 320 Base Damage: 174 Armor: 13 All Resist: 6 Puts all charms on 25 cooldown 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of healing 'Dairudur' [power 170] (14/15 cooldown) ash totem of healing 'Dairudur' [power 170] (14/15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Res.pen +15% arcane +5% acid ----- def ----- Resists +5% arcane +9% acid Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Del the Cornac Sun Paladin level 11
14th Dusk 122nd year of Ascendancy at 10:07 see stats
By Del the Cornac Sun Paladin level 10
1st Summertide 122nd year of Ascendancy at 00:27 see stats
By Del the Cornac Sun Paladin level 20
45th Haze 122nd year of Ascendancy at 04:58 see stats
By Del the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 13:15 see stats
By Del the Cornac Sun Paladin level 22
7th Decay 122nd year of Ascendancy at 22:40 see stats
By Del the Cornac Sun Paladin level 8
7th Mirth 122nd year of Ascendancy at 20:46 see stats
By Del the Cornac Sun Paladin level 19
42nd Haze 122nd year of Ascendancy at 23:07 see stats
By Del the Cornac Sun Paladin level 18
60th Dusk 122nd year of Ascendancy at 17:16 see stats
Log
Searing Sight hits Velara the skeleton magus for 11 light damage.
Del deactivates Second Life.
Del has been healed by a blast of positive energy!
Del receives 162 healing.
Velara the skeleton magus's Netherblast hits Del for 217 temporal, 0 darkness (218 total damage).
Del casts Barrier.
A shield forms around Del.
Velara the skeleton magus loses 6 health to the entropy.
A void star appears around Velara the skeleton magus.
Velara the skeleton magus casts Flame.
Your shield crumbles under the damage!
The shield around Del crumbles.
Del is on fire!
Velara the skeleton magus hits Del for (130 absorbed), 22 fire (22 total damage).
Talent Infusion: Healing is ready to use.
Searing Sight hits Velara the skeleton magus for 10 light damage.
Burning from Velara the skeleton magus hits Del for 46 fire damage.
Del uses Infusion: Healing.
Del receives 136 healing from Infusion: Healing.
Del activates his yew totem of stinging!
Del hits Velara the skeleton magus for 23 nature damage.
Velara the skeleton magus loses 6 health to the entropy.
Velara the skeleton magus casts Netherblast.
Velara the skeleton magus's spell attains critical power!
Searing Sight hits Velara the skeleton magus for 10 light damage.
Burning from Velara the skeleton magus hits Del for 37 fire damage.
Velara the skeleton magus's Netherblast hits Del for 228 temporal, 163 darkness (392 total damage).
Del the level 22 cornac sun paladin was swallowed by the void to death by Velara the skeleton magus on level 2 of Ruined halfling complex.