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 | 20 / 2% |
Size | medium |
Lifes / Deaths | Killed by Beleyabeth the weaver young at level 11 on the 8th Mirth 122nd year of Ascendancy at 14:14 0 / 6Killed by cold drake hatchling at level 14 on the 38th Dusk 122nd year of Ascendancy at 09:55 Killed by Betheremira the cold drake hatchling at level 14 on the 38th Dusk 122nd year of Ascendancy at 10:22 Killed by Layonor the dreaming warg at level 19 on the 62nd Dusk 122nd year of Ascendancy at 22:05 Killed by Elivena the lesser vampire at level 19 on the 68th Dusk 122nd year of Ascendancy at 22:16 Killed by Lisarin the large brown snake at level 20 on the 72nd Dusk 122nd year of Ascendancy at 02:27 |
Primary Stats
Strength | 43 (base 39) |
Dexterity | 15 (base 10) |
Constitution | 13 (base 10) |
Magic | 52 (base 47) |
Willpower | 21 (base 10) |
Cunning | 18 (base 10) |
Resources
Life | -189/511 |
Positive | 15/107 |
Stamina | 129/184 |
Healing Factor | 1.2183363011315 |
Regeneration | 3.9595929786774 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 79 |
Accuracy | 38 |
Crit Chance | 10% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +3% |
Cold | +15% |
Mind | +10% |
Blight | +3% |
Acid | +14% |
Fire | +4% |
All | 0% |
Defense: Base
Armour (hardiness) | 24.551211628464 (73.607947236566%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 30 |
Physical Save | 20 |
Spell Save | 24 |
Mental Save | 17 |
Defense: Resistances
Acid | + 28%( 70%) |
Blight | + 23%( 70%) |
Physical | + 6%( 70%) |
Cold | + 32%( 70%) |
All | 0%( 70%) |
Lightning | + 6%( 70%) |
Light | + 24%( 70%) |
Mind | + 9%( 70%) |
Darkness | + 15%( 70%) |
Fire | + 21%( 70%) |
Nature | + 9%( 70%) |
Defense: Immunities
Silence Resistance | 10% |
Disarm Resistance | 51% |
Knockback Resistance | 21% |
Confusion Resistance | 10% |
Stun Resistance | 44% |
Pinning Resistance | 17% |
Instadeath Resistance | 100% |
Blind Resistance | 43% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 417 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 360 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 594% 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. |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Crusader | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
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 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 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 failed to protect the lost defiler from death by Zubavena the polar bear. Escort: lost defiler (level 1 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * '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 xorn fragment. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 within3 lumberjacks have died. | done |
Equipment
On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 30.71 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
On head | Frostvengeance the rough leather cap (0 def, 1 armour) Frostvengeance the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Wil +3 Con dps ---------- Melee Ret 8 cold ----- def ----- Armour +1 Fatigue +1% Resists +3% blight +3% cold Heal.mod +15% Silence- +10% Confus- +10% A cap made of leather. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 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. |
On fingers | Arthefang Arthefang0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Mind.save +3 (+3 eff.) ---------- misc Stam/turn +2.00 Max.hate +2.00 Rings make your fingers look great! |
On fingers | copper ring 'Manildir' copper ring 'Manildir'0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +10% mind +3% acid On Hit (Melee): * 20% chance to reduce armor by 32% ----- def ----- Resists +10% mind Spell.save +3 (+2 eff.) Rings make your fingers look great! |
Around waist | Breezefurnace Breezefurnace1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 40% ----- def ----- Armour +2 Resists +9% blight +6% fire +3% darkness Max.HP +32.00 Stun/Frz- +10% A belt that goes around your waist. |
Main armor | radiant iron plate armour of the dragon (0 def, 7 armour) radiant iron plate armour of the dragon (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Ego++] Nature While equipped: Stats +2 Wil ----- def ----- Armour +7 Fatigue +22% Resists +6% acid +6% physical +12% darkness +11% blight +6% fire +6% lightning +6% cold Disarm- +21% Stun/Frz- +24% Knockbk- +21% ---------- misc Light +1 Cooldown Rush -5 A suit of armour made of metal plates. |
In main hand | Dimblow (36-54 power, 2 apr) Dimblow (36-54 power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Arcane/Master Power 36.0 - 54.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * 20% chance to reduce damage dealt by 13% * 25% chance for lightning to strike from the target to a second target dealing 76 damage While equipped: dps ---------- Acc +7 (+3 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Defense +9 (+5 eff.) Die.at -20.00 life Disarm- +30% Massive two-handed mauls. |
Cloak | linen cloak 'Mardydas' (21 def, 0 armour) linen cloak 'Mardydas' (21 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +1 Wil +2 Cun ----- def ----- Defense +21 (+10 eff.) Resists +3% cold Die.at -80.00 life Stun/Frz- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Light source | Eilinytha the Airpain Eilinytha the Airpain2.0 T1 lite [Rare] Nature While equipped: dps ---------- Spell.pwr +20 (+6 eff.) Dmg.mod +3% lightning +3% blight Melee Ret 2 arcane ----- def ----- Max.HP +44.00 ---------- misc Mana/turn +0.04 Max.vim +10.00 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. |
Inventory
movement infusion of the warrior (speed 529%; cd 16) movement infusion of the warrior (speed 529%; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 529% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. 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 |
movement infusion of the wizard (speed 605%; cd 17) movement infusion of the wizard (speed 605%; cd 17)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 605% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Prismatic Rune (6 turns; nature, physical, light, darkness) Prismatic Rune (6 turns; nature, physical, light, darkness)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 nature, 3 physical, 5 light, 5 darkness Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
balanced steel battleaxe of massacre (31-46 power, 2 apr) balanced steel battleaxe of massacre (31-46 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Master Power 31.0 - 46.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +9 (+5 eff.) Disarm- +32% Massive two-handed battleaxes. |
flaming iron greatmaul (17-25 power, 1 apr) flaming iron greatmaul (17-25 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane Power 17.0 - 25.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit.r1 +9 fire Massive two-handed mauls. |
iron greatmaul 'Ashwend' (20-30 power, 1 apr) iron greatmaul 'Ashwend' (20-30 power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Arcane Power 20.0 - 30.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +9 light +4 acid Against +9% Undead While equipped: dps ---------- Dmg.mod +3% acid +6% fire Res.pen +10% acid Melee Ret 6 fire ----- def ----- Resists +6% fire Massive two-handed mauls. |
Corpathus (40-56 power, 12 apr) Corpathus (40-56 power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +6.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +4.00% Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
thought-forged steel mace (15-21 power, 3 apr) thought-forged steel mace (15-21 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Psionic Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +5 mind On Hit: * 10% chance to reduce all saves and defense by 15 While equipped: Stats +2 Cun +1 Wil Blunt and deadly. |
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 (+4 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. |
Earigar (0 def, 4 armour, 17-21 power, 39 block) Earigar (0 def, 4 armour, 17-21 power, 39 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature/Master/Psionic When used to Attack: Power 17.5 - 21.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +39 Melee+ +13 physical On Hit.r1 +4 acid While equipped: Stats +3 Cun +1 Wil dps ---------- Dmg.mod +3% acid On Melee Ret: * 14% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Fatigue +8% Resists +6% acid +10% temporal +11% physical +17% cold Shield.near.proj +10 Proj.slow +16% ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield 'Falurain' (0 def, 7 armour, 17-21 power, 68.5 block) steel shield 'Falurain' (0 def, 7 armour, 17-21 power, 68.5 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 17.5 - 21.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +68 On Hit: * 10 arcane resource burn While equipped: dps ---------- Dmg.mod +6% acid On shield block: * Cause enemies within radius 6 to bleed for 178 physical damage over 5 turns (1/turn) On Melee Ret: * 16% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +7 Fatigue +8% Resists +12% temporal +3% nature +9% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Robes of Deflection (0 def, 7 armour) Robes of Deflection (0 def, 7 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Armour +7 Hardiness +30% Resists +7% all On Spell Hit: 4% Evasion 1 This set of robes seems to shine with metallic colors. |
mindwoven Rags of the Sanctuary (0 def, 0 armour) mindwoven Rags of the Sanctuary (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+2 eff.) ----- def ----- Resists +7% all Mind.save +16 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
impenetrable dwarven-steel mail armour of acid resistance (3 def, 13 armour) impenetrable dwarven-steel mail armour of acid resistance (3 def, 13 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +13 Defense +3 (+2 eff.) Fatigue +12% Resists +15% acid 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. |
Serpentbreaker Serpentbreaker1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Dex dps ---------- Crit.mult +5.00% Mind.pwr +4 (+2 eff.) Dmg.mod +9% physical Apr +2 On Hit (Melee): * 20% chance to slow global speed by 40% ----- def ----- Phys.save +6 (+3 eff.) A belt that goes around your waist. |
grounding rough leather belt of carrying grounding rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane/Nature While equipped: ----- def ----- Fatigue -4% Resists +5% lightning +6% temporal ---------- misc Max.enc +24 A belt that goes around your waist. |
Hazebutcher the linen cloak (1 def, 6 armour) Hazebutcher the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% cold On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +3% acid +12% cold +3% light +3% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Demonwish (0 def, 1 armour) Demonwish (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex dps ---------- Mind.crit +1% Crit.mult +5.00% ----- def ----- Armour +1 Resists +6% darkness Stealth +6 ---------- misc Equi/ret +0.12 A pair of boots made of leather. |
miner's pair of iron boots of speed (0 def, 5 armour) miner's pair of iron boots of speed (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +5 Fatigue +2% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Mirerock' (0 def, 5 armour) pair of iron boots 'Mirerock' (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature Res.pen +5% blight On Hit (Melee): * 10% chance to slow global speed by 40% ----- def ----- Armour +5 Fatigue +2% Resists +3% blight ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves 'Isirabeth' (0 def, 2 armour) hardened leather gloves 'Isirabeth' (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% acid Melee Ret 8 acid 2 arcane 8 blight On Hit (Melee): * 20% chance to reduce armor by 32% ----- def ----- Armour +2 Resists +5% arcane HP.reg +4.00 ---------- misc Stam/turn +0.90 Max.stam +26.00 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. |
7 agate 7 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. |
9 spinel 9 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 (+2 eff.) Item imbue powers: Defense +2 (+1 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. |
8 ametrine 8 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. |
3 citrine 3 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. |
2 zircon 2 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. |
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. |
127 alchemist agate 127 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. |
bright brass lantern of clarity bright brass lantern of clarity2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+4 eff.) ---------- misc Light +5 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. |
sapper's iron pickaxe (dig speed 29 turns) sapper's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str dps ---------- Acc +4 (+2 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 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. |
Camydil the Skytitan [power 105] (15 cooldown) Camydil the Skytitan [power 105] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Con dps ---------- Crit.mult +5.00% Phys.pwr +15 (+5 eff.) Res.pen +15% physical Melee Ret 2 lightning ----- def ----- Defense +5 (+3 eff.) Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Tidesweeper the ash totem of summon tentacle [power 155] (25 cooldown) Tidesweeper the ash totem of summon tentacle [power 155] (25 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +15% cold Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 310 Base Damage: 159 Armor: 1 All Resist: 2 Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Urthustir [power 122] (20 cooldown) Urthustir [power 122] (20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +6 Dex +1 Con dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- HP.reg +4.00 Confus- +20% Pinning- +20% Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick elm wand of shielding [power 98] (14 cooldown) quick elm wand of shielding [power 98] (14 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 98 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 14 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Deltora the Cornac Sun Paladin level 12
15th Dusk 122nd year of Ascendancy at 17:36 see stats
By Deltora the Cornac Sun Paladin level 10
5th Mirth 122nd year of Ascendancy at 10:47 see stats
By Deltora the Cornac Sun Paladin level 20
72nd Dusk 122nd year of Ascendancy at 02:15 see stats
By Deltora the Cornac Sun Paladin level 4
78th Pyre 122nd year of Ascendancy at 03:50 see stats
By Deltora the Cornac Sun Paladin level 7
78th Pyre 122nd year of Ascendancy at 23:37 see stats
By Deltora the Cornac Sun Paladin level 14
31st Dusk 122nd year of Ascendancy at 22:57 see stats
By Deltora the Cornac Sun Paladin level 17
46th Dusk 122nd year of Ascendancy at 07:35 see stats
Log
Deltora deactivates Second Life.
Deltora has been healed by a blast of positive energy!
Deltora is weakened by the darkness!
Deltora's armor corrodes!
Deltora is a martyr.
Deltora burns with light!
Deltora's Inner Demon HEALS from light damage!
Deltora's Inner Demon reflects damage back to Deltora!
Deltora HEALS from light damage!
Nerylle the treant converts some damage to Psi!
Nerylle the treant mentally dismisses some damage!
Deltora's Inner Demon HEALS from light damage!
Deltora's Inner Demon hits Deltora for 0 physical, 6 light, 2 healing, 8 reflected, 5 reflected, 1 reflected, 37 lightning (59 total damage) [2 healing].
Deltora's Inner Demon's Judgement hits Lisarin the large brown snake for 55 light damage.
Deltora's Inner Demon's Judgement hits Deltora for 41 light, 15 healing (42 total damage) [15 healing].
Deltora's Inner Demon's Judgement hits Deltora's Inner Demon for 57 healing, 57 healing, 57 healing, 57 healing (0 total damage) [231 healing].
Deltora's Inner Demon's Judgement hits Nerylle the treant for (22 dismissed), 7 to psi, 11 light (19 total damage).
Deltora's Inner Demon's Judgement hits Deltora's Inner Demon for 41 light, 15 healing (42 total damage) [15 healing].
Melee retaliation hits Deltora's Inner Demon for (8 absorbed), 0 light, 3 healing, (5 absorbed), 0 cold, (1 absorbed), 0 arcane (0 total damage) [3 healing].
Deltora receives 138 healing.
Nerylle the treant is fully armored again.
Thought-forged bowman's light is back.
Thought-forged bowman is no longer cursed.
Thought-forged bowman shoots!
Lisarin the large brown snake uses Lunge.
Deltora resists the blow!
Deltora damages himself through Martyrdom!
Lisarin the large brown snake hits Deltora for 244 physical damage.
Melee retaliation hits Lisarin the large brown snake for 11 light, 7 cold, 1 arcane (21 total damage).
Deltora the level 20 cornac sun paladin was mutilated to death by Lisarin the large brown snake on level 1 of Old Forest.