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 | Shalore |
Class | Sun Paladin |
Level / Exp | 21 / 84% |
Size | medium |
Lifes / Deaths | Killed by Glorenne the armoured skeleton warrior at level 11 on the 4th Flare 122nd year of Ascendancy at 18:45 0 / 6Killed by Ce'Nigann the brown bear at level 15 on the 50th Dusk 122nd year of Ascendancy at 23:50 Killed by Silywyn the green ooze at level 20 on the 24th Haze 122nd year of Ascendancy at 04:35 Killed by Porema the warg at level 20 on the 37th Haze 122nd year of Ascendancy at 00:40 Killed by Del at level 21 on the 8th Regrowth 123rd year of Ascendancy at 12:45 Killed by Lisethra the skeleton assassin at level 21 on the 9th Regrowth 123rd year of Ascendancy at 03:11 |
Primary Stats
Strength | 52 (base 42) |
Dexterity | 20 (base 10) |
Constitution | 17 (base 10) |
Magic | 63 (base 50) |
Willpower | 23 (base 10) |
Cunning | 20 (base 10) |
Resources
Life | -5/504 |
Positive | 50/110 |
Stamina | 192/192 |
Healing Factor | 1.1729415192739 |
Regeneration | 6.157942976188 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +46% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 69 |
Accuracy | 39 |
Crit Chance | 17% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +9% |
Light | 0% |
Physical | +9% |
Mind | +15% |
Arcane | +9% |
Fire | +2% |
All | 0% |
Offense: Damage Penetration
Acid | +20% |
Mind | +10% |
Physical | +15% |
Defense: Base
Armour (hardiness) | 49.551211628464 (73.607947236566%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 25 |
Mental Save | 20 |
Defense: Resistances
Acid | + 28%( 70%) |
Blight | + 13%( 70%) |
Physical | + 6%( 70%) |
Cold | + 12%( 70%) |
All | 0%( 70%) |
Darkness | + 12%( 70%) |
Light | + 24%( 70%) |
Temporal | + 6%( 70%) |
Lightning | + 33%( 70%) |
Fire | + 29%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Disarm Resistance | 40% |
Bleed Resistance | 30% |
Instadeath Resistance | 100% |
Stun Resistance | 50% |
Pinning Resistance | 100% |
Poison Resistance | 10% |
Blind Resistance | 43% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 170 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 296 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -248 life. The duration and life will increase by 1% for every 1% life you have lost (currently 499 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Crusader | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
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 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the injured seer from death by snow giant boulder thrower. Escort: injured seer (level 1 of Daikara) | failed |
You failed to protect the lone alchemist from death by Veludhera the large brown snake. Escort: lone alchemist (level 2 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 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. * 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. 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.' * You've found the needed bear paw. * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed naga tongue. * You've found the needed snow giant kidney. | 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 within2 lumberjacks have died. | done |
Equipment
On feet | Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | Planar Beacon Planar Beacon1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 95.97 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 95.97 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
On head | Driredin the Chargeshaper (0 def, 3 armour) Driredin the Chargeshaper (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning +6% physical Res.pen +15% physical ----- def ----- Armour +3 Fatigue +3% Resists +15% lightning Phys.save +15 (+8 eff.) ---------- misc Stam/turn +3.00 A cap made of leather. |
Tool | Gunefast the Dourimmortal [power 170] (15 cooldown) Gunefast the Dourimmortal [power 170] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% mind Res.pen +15% acid ----- def ----- Resists +15% acid +12% darkness Blast the opponent's mind dealing 195 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 29% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | copper quartz ring copper quartz ring0.1 T1 ring jewelry [Ego+] Arcane While equipped: ----- def ----- Resists +13% acid +12% fire +12% lightning +12% cold Stun/Frz- +30% Rings make your fingers look great! |
On fingers | Deligas the steel ring Deligas the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Wil dps ---------- Mov.spd +11% Dmg.mod +9% arcane Res.pen +10% mind Acc +7 (+2 eff.) ----- def ----- Defense +8 (+4 eff.) Resists +6% nature +7% blight Max.HP +41.00 HP.reg +5.00 Heal.mod +11% Poison- +10% Disease- +16% Blinding Speed: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 22% for 5 turns. Rings make your fingers look great! |
Around waist | rough leather belt 'Islewe' rough leather belt 'Islewe'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +6.00% Phys.pwr +4 (+2 eff.) ----- def ----- Armour +10 Resists +6% lightning +1% physical +6% nature Cut- +10% A belt that goes around your waist. |
In main hand | Isetha (24-38 power, 2 apr) Isetha (24-38 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Nature Power 24.0 - 38.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +9 Str +6 Dex +6 Mag +7 Wil +7 Cun +7 Con dps ---------- Dmg.mod +3% mind ----- def ----- Resists +3% nature +6% blight Max.HP +20.00 Cut- +20% Disarm- +20% Stun/Frz- +20% Massive two-handed swords. |
On hands | sand dwarven-steel gauntlets of strength (+3) (0 def, 7 armour) sand dwarven-steel gauntlets of strength (+3) (0 def, 7 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+3 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. |
Main armor | steel plate armour 'Earoldil' (0 def, 21 armour) steel plate armour 'Earoldil' (0 def, 21 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +2 Cun ----- def ----- Armour +21 Fatigue +22% Resists +17% fire +6% nature +6% temporal Mind.save +6 (+3 eff.) Disarm- +20% A suit of armour made of metal plates. |
Cloak | Sunswift the linen cloak (1 def, 0 armour) Sunswift the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +1 (+1 eff.) Mind.pwr +20 (+9 eff.) Dmg.mod +6% mind +3% fire Res.pen +5% acid Melee Ret 2 fire ----- def ----- Defense +1 (+1 eff.) Fatigue -3% ---------- misc Equi/ret +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Feathersteel Amulet Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+8 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
regeneration infusion of the psychic (heal 302; 12 cd) regeneration infusion of the psychic (heal 302; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 302 life over 5 turns. Its effects scale with your Willpower 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 titan (heal 183; 14 cd) regeneration infusion of the titan (heal 183; 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 183 life over 5 turns. Its effects scale with your Constitution 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 |
blink rune of the warrior (range 6; phase 17; cd 18) blink rune of the warrior (range 6; phase 17; cd 18)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; physical, darkness, arcane, fire, nature, cold) Prismatic Rune (6 turns; physical, darkness, arcane, fire, nature, cold)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 physical, 3 darkness, 3 arcane, 3 fire, 5 nature, 3 cold Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Hathyyon Hathyyon0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +4 Dex +3 Mag dps ---------- Crit.mult +5.00% Phys.pwr +10 (+4 eff.) ----- def ----- Die.at -20.00 life Amulets make your neck look great! |
The Far-Hand The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (141). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Branilenik the Pyrewild Branilenik the Pyrewild0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.crit +2.0% Dmg.mod +11% acid +3% fire +3% physical ----- def ----- Resists +22% acid Die.at -40.00 life Rings make your fingers look great! |
Zuburin Zuburin0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +6% acid +6% temporal +3% darkness HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
mule's steel ring mule's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +22 Rings make your fingers look great! |
blighted ash magestaff of warding (15-18 power, 3 apr, fire element) blighted ash magestaff of warding (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +10 (+3 eff.) Dmg.mod +15% fire ----- def ----- Armour +5 Defense +5 (+3 eff.) ---------- misc Vim/s.crit +2.00 Max.vim +15.00 Wards +2 fire Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Myrig the iron greatmaul (18-27 power, 1 apr) Myrig the iron greatmaul (18-27 power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Master Power 18.0 - 27.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% While equipped: Stats +2 Dex dps ---------- Phys.pwr +20 (+7 eff.) Acc +9 (+3 eff.) Apr +1 ----- def ----- Defense +7 (+4 eff.) Disarm- +29% ---------- misc Max.stam +10.00 Massive two-handed mauls. |
iron greatmaul of erosion (19-29 power, 1 apr) iron greatmaul of erosion (19-29 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Nature Power 19.5 - 29.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +9 nature Massive two-handed mauls. |
balanced steel greatmaul of corruption (25-37 power, 2 apr) balanced steel greatmaul of corruption (25-37 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego+] Arcane/Master Power 25.0 - 37.5 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% Curse of Impotence 2 While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +10 (+5 eff.) Disarm- +42% Massive two-handed mauls. |
iron greatsword (16-25 power, 1 apr) iron greatsword (16-25 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 16.0 - 25.6 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 'Nilethel' (23-37 power, 1 apr) iron greatsword 'Nilethel' (23-37 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Master Power 23.5 - 37.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Dex dps ---------- On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Resists +6% nature Massive two-handed swords. |
iron mace (11-15 power, 2 apr) iron mace (11-15 power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 11.0 - 15.4 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. |
Wind Worn Shot (24/25, 39-46 power, 15 apr) Wind Worn Shot (24/25, 39-46 power, 15 apr)3.0 T4 shot ammo Reqs Dex 28 [Unique] Nature Power 39.0 - 46.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
iron shield (0 def, 2 armour, 10-12 power, 20 block) iron shield (0 def, 2 armour, 10-12 power, 20 block)7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 10.5 - 12.6 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. |
Blazewreath the steel shield (0 def, 4 armour, 14-16 power, 42.5 block) Blazewreath the steel shield (0 def, 4 armour, 14-16 power, 42.5 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 14.0 - 16.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +42 Melee+ +10 fire +10 light +10 darkness On Hit.r1 +8 arcane While equipped: Stats +2 Str +3 Mag +3 Cun dps ---------- Dmg.mod +11% light +12% darkness Melee Ret 4 fire ----- def ----- Armour +4 Fatigue +8% Resists +15% acid +22% light +11% fire +5% arcane +10% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
Hellsraider (0 def, 6 armour, 30-36 power, 82 block) Hellsraider (0 def, 6 armour, 30-36 power, 82 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 30.0 - 36.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +82 Melee+ +8 fire On Hit: * 20% chance to reduce all saves and defense by 22 While equipped: dps ---------- Melee+ 5 cold Res.pen +25% acid Melee Ret 6 ice 4 fire ----- def ----- Armour +6 Fatigue +8% Resists +12% fire ---------- misc Talents +1 Block Handheld deflection devices. |
Aeriba (2 def, 13 armour) Aeriba (2 def, 13 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +7% Resists +6% mind Crit.chn- 15.00% Phys.save +8 (+4 eff.) Mind.save +13 (+7 eff.) Die.at -20.00 life Max.HP +21.00 ---------- misc Max.stam +10.00 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. |
rough leather belt 'Dayseam' rough leather belt 'Dayseam'1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Defense +5 (+3 eff.) Resists +6% lightning +6% temporal +3% light +6% nature A belt that goes around your waist. |
Gorogar the Wildsquall (1 def, 0 armour) Gorogar the Wildsquall (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Defense +1 (+1 eff.) Resists +6% light +3% blight Confus- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of Eldoral (6 def, 0 armour) enveloping linen cloak of Eldoral (6 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Defense +6 (+3 eff.) Phys.save +5 (+3 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 (1 def, 0 armour) linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) 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 (+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. |
Veletha the pair of iron boots (25 def, 3 armour) Veletha the pair of iron boots (25 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +3 Defense +25 (+13 eff.) Fatigue +2% Resists +6% lightning +6% temporal Disease- +10% ---------- misc Max.hate +2.00 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 (0 def, 3 armour) pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% 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 'Guma' (0 def, 17 armour) pair of iron boots 'Guma' (0 def, 17 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind ----- def ----- Armour +17 Fatigue +2% Resists +6% nature +9% acid HP.reg +2.00 Heal.mod +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sewertickler the iron gauntlets (0 def, 1 armour) Sewertickler the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Wil dps ---------- Crit.mult +10.00% Melee+ 5 cold Dmg.mod +4% cold Res.pen +5% mind ----- def ----- Armour +1 Fatigue +1% Resists +3% nature +6% cold 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. |
restful iron gauntlets of magic (+2) (0 def, 1 armour) restful iron gauntlets of magic (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 Fatigue +1% HP.reg +1.00 ---------- misc Stam/turn +0.50 Max.stam +11.00 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. |
Menik (0 def, 2 armour) Menik (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +7 (+3 eff.) Melee+ 9 acid 5 lightning Dmg.mod +4% acid +9% arcane +3% lightning Res.pen +5% arcane Melee Ret 4 arcane ----- def ----- Armour +2 Fatigue +3% Resists +7% acid +5% arcane +6% lightning 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. |
Salunor the rough leather cap (0 def, 1 armour) Salunor the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +3% fire Spell.save +3 (+1 eff.) Die.at -20.00 life HP.reg +4.00 Heal.mod +15% A cap made of leather. |
miner's rough leather cap of strength (+3) (0 def, 2 armour) miner's rough leather cap of strength (+3) (0 def, 2 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
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. |
7 spinel 7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine 10 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. |
3 aquamarine 3 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. |
3 opal 3 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. |
topaz topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 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. |
111 alchemist agate 111 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. |
Gekalthorab the brass lantern Gekalthorab the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid ----- def ----- Resists +3% lightning Crit.chn- 10.00% Die.at -60.00 life Disarm- +20% Stun/Frz- +10% ---------- misc Light +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. |
Plaguerazor Plaguerazor2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% mind Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Resists +6% fire Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +7 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. |
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.(73 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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 focus brass lantern of focus2.0 T1 lite [Ego] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind ---------- 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. |
miner's iron pickaxe (dig speed 28 turns) miner's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 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 (+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. |
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. |
iron torque of psionic shield [power 25] (25 cooldown) iron torque of psionic shield [power 25] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
Earatogorn the Deepscrypt [power 53] (25 cooldown) Earatogorn the Deepscrypt [power 53] (25 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +9% darkness Res.pen +15% darkness ---------- misc Max.psi +20.00 Setup a psionic shield, reducing all damage taken by 53 for 5 turns Puts all charms on 25 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
supercharged steel torque of clear mind [power 2] (33 cooldown) supercharged steel torque of clear mind [power 2] (33 cooldown)2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 33 cooldown Torques are made by powerful psionics to store psionic powers. |
Mayonn [power 188] (15 cooldown) Mayonn [power 188] (15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Res.pen +5% acid Melee Ret 10 acid Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 15 cooldown 100% to reduce fatigue by 23% for 2 turns. 100% to heal for 35. Natural totems are made by powerful wilders to store nature power. |
ash totem of stinging 'Ashdare' [power 170] (15 cooldown) ash totem of stinging 'Ashdare' [power 170] (15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Res.pen +10% fire Melee Ret 2 fire On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% Sting an enemy dealing 170 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce fatigue by 22% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Del the Shalore Sun Paladin level 17
78th Dusk 122nd year of Ascendancy at 00:08 see stats
By Del the Shalore Sun Paladin level 10
10th Mirth 122nd year of Ascendancy at 08:27 see stats
By Del the Shalore Sun Paladin level 20
23rd Haze 122nd year of Ascendancy at 20:50 see stats
By Del the Shalore Sun Paladin level 4
78th Pyre 122nd year of Ascendancy at 03:51 see stats
By Del the Shalore Sun Paladin level 15
52nd Dusk 122nd year of Ascendancy at 12:55 see stats
By Del the Shalore Sun Paladin level 6
3rd Mirth 122nd year of Ascendancy at 09:47 see stats
By Del the Shalore Sun Paladin level 10
2nd Summertide 122nd year of Ascendancy at 17:33 see stats
By Del the Shalore Sun Paladin level 14
17th Dusk 122nd year of Ascendancy at 16:16 see stats
Log
Xivea the skeleton warrior activates Chemical Grenade.
Xivea the skeleton warrior deactivates Shock Grenade.
Degenerated skeleton archer shoots!
Xivea the skeleton warrior's mark disappears.
Degenerated skeleton archer's Shoot hits Del for 8 physical, 20 blight (29 total damage).
Xivea the skeleton warrior shoots!
Degenerated skeleton archer shoots!
Degenerated skeleton archer's Shoot misses Del.
Del is not crippled anymore.
Xivea the skeleton warrior uses Implant: Steam Generator.
Del speeds up.
Talent Death Dance is ready to use.
Talent Stunning Blow is ready to use.
Talent Absorption Strike is ready to use.
Del casts Healing Light.
Del receives 177 healing.
Del vanishes from sight.
Del deactivates Secrets of the Eternals.
Del starts to bleed.
Del has temporarily forgotten Dig for 3 turns!
Melee retaliation hits Lisethra the skeleton assassin for 1 fire, 9 light, 1 fire, 9 light, 1 fire, 9 light, 1 fire, 9 light (44 total damage).
Lisethra the skeleton assassin hits Del for 65 physical, 4 lightning, 12 darkness, 39 physical, 4 darkness, 4 lightning, 12 darkness, 49 physical, 4 lightning, 12 darkness, 28 physical, 4 darkness, 4 lightning, 12 darkness, 44 physical, 4 lightning, 12 darkness (323 total damage).
Del the level 21 shalore sun paladin was shadowed to death by Lisethra the skeleton assassin on level 3 of Ruined halfling complex.