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 | 18 / 48% |
Size | medium |
Lifes / Deaths | Killed by skeleton magus at level 8 on the 3rd Mirth 122nd year of Ascendancy at 00:50 0 / 6Killed by aether beam at level 14 on the 9th Flare 122nd year of Ascendancy at 07:54 Killed by Gloramithra the fire drake at level 16 on the 20th Dusk 122nd year of Ascendancy at 21:46 Killed by Emusemina the devourer at level 16 on the 33rd Dusk 122nd year of Ascendancy at 21:46 Killed by Isabretira the red crystal at level 18 on the 46th Dusk 122nd year of Ascendancy at 22:46 Killed by Vorymida the gelatinous cube at level 18 on the 53rd Dusk 122nd year of Ascendancy at 00:54 |
Primary Stats
Strength | 49 (base 37) |
Dexterity | 15 (base 10) |
Constitution | 11 (base 10) |
Magic | 53 (base 46) |
Willpower | 20 (base 10) |
Cunning | 18 (base 10) |
Resources
Life | -41/389 |
Positive | 50/101 |
Stamina | 161/176 |
Healing Factor | 1.0097162075846 |
Regeneration | 4.2912938822345 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | -3.3306690738755E-14% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 1 |
See Invisible | 6 |
Offense: Mainhand
Damage | 83 |
Accuracy | 38 |
Crit Chance | 8% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 36 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Acid | +8% |
Nature | +10% |
Darkness | +9% |
Lightning | +12% |
Fire | +5% |
All | 0% |
Offense: Damage Penetration
Blight | +5% |
Defense: Base
Armour (hardiness) | 38.413408721348 (65.897138898113%) |
Defense | 15 |
Ranged Defense | 15 |
Fatigue | 22 |
Physical Save | 23 |
Spell Save | 30 |
Mental Save | 24 |
Defense: Resistances
Acid | + 6%( 70%) |
Blight | + 6%( 70%) |
Physical | + 6%( 70%) |
Cold | + 18%( 70%) |
All | 0%( 70%) |
Darkness | + 6%( 70%) |
Light | + 31%( 70%) |
Temporal | + 10%( 70%) |
Lightning | + 24%( 70%) |
Fire | + 10%( 70%) |
Nature | + 19%( 70%) |
Defense: Immunities
Stun Resistance | 39% |
Disarm Resistance | 39% |
Silence Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 43% |
Inscriptions (3/3)
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 373 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 209 damage for 3 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 148 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 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
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 |
Generic Talents
Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
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 successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Elogalle the blue crystal. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | 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 ritch stinger. Keep as much venom in it as possible.' * You've found the needed giant spider spinneret. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | 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 |
Equipment
On feet | Cloudfear (0 def, 3 armour) Cloudfear (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Dmg.mod +3% lightning Melee Ret 4 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +2% Resists +6% temporal Def/telep +10 Res/telep +10% Dur/telep +10% Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 99% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
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 89.51 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 89.51 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 | Loamstreaker the iron helm (0 def, 3 armour) Loamstreaker the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid On Hit (Melee): * 10% chance to slow global speed by 45% ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +5% temporal +6% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Velutira [power 150] (12/15 cooldown) Velutira [power 150] (12/15 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: ----- def ----- Resists +9% lightning Phys.save +3 (+2 eff.) Die.at -20.00 life HP.reg +4.00 Blast the opponent's mind dealing 150 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | warrior's steel ring warrior's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +5 Str ----- def ----- Armour +10 Rings make your fingers look great! |
On fingers | Thunderpall the copper ring Thunderpall the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +15 (+7 eff.) Dmg.mod +10% nature +9% lightning ----- def ----- Resists +20% nature Rings make your fingers look great! |
Around waist | rough leather belt 'Beligata' rough leather belt 'Beligata'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Spell.crit +4% Res.pen +5% blight Melee Ret 2 mind ----- def ----- Resists +5% fire +7% cold Spell.save +6 (+3 eff.) ---------- misc Psi/ret +0.08 A belt that goes around your waist. |
In main hand | steel greatsword 'Velobeth' (32-52 power, 2 apr) steel greatsword 'Velobeth' (32-52 power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Master Power 32.5 - 52.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +7 fire While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +9 (+7 eff.) Spell.save +9 (+4 eff.) Disarm- +39% Stun/Frz- +20% Massive two-handed swords. |
On hands | dwarven-steel gauntlets 'Elenyndil' (0 def, 2 armour) dwarven-steel gauntlets 'Elenyndil' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Nature While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun dps ---------- Melee+ 5 acid 5 fire Dmg.mod +5% acid +5% fire ----- def ----- Armour +2 Fatigue +3% Resists +6% acid +6% fire +7% light +6% darkness ---------- misc Infravis +1 See.Invis +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 54.13 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | steel mail armour 'Boltvenom' (2 def, 8 armour) steel mail armour 'Boltvenom' (2 def, 8 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Dmg.mod +9% darkness ----- def ----- Armour +8 Defense +2 (+2 eff.) Fatigue +12% Resists +9% lightning Phys.save +3 (+2 eff.) Mind.save +15 (+7 eff.) Silence- +10% Stun/Frz- +20% A suit of armour made of mail. |
Cloak | Elessra the linen cloak (1 def, 6 armour) Elessra the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Dex +1 Con dps ---------- Crit.mult +5.00% ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +12% cold ---------- misc Mana/turn +0.12 Max.mana +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | warrior's copper amulet of strength (+4) warrior's copper amulet of strength (+4)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
Inventory
wild infusion of the wizard (res 26%; mental; dur 4; cd 13) wild infusion of the wizard (res 26%; mental; dur 4; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
biting gale rune (damage 40; dur 4; cd 20) biting gale rune (damage 40; dur 4; cd 20)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 40.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 311; dur 5; cd 16) shielding rune of the wizard (absorb 311; dur 5; cd 16)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 311 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
copper amulet copper amulet0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
stabilizing copper amulet of mastery (0.10 Celestial / Chants) stabilizing copper amulet of mastery (0.10 Celestial / Chants)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% temporal Pinning- +21% Knockbk- +20% ---------- misc Masteries +0.10 Celestial/Chants Amulets make your neck look great! |
wizard's copper ring wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
savior's steel ring of light (+22%) savior's steel ring of light (+22%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Phys.save +7 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great! |
iron greatsword (15-24 power, 1 apr) iron greatsword (15-24 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 15.5 - 24.8 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. |
Spectral Blade (26-41 power, 25 apr) Spectral Blade (26-41 power, 25 apr)0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+3 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
balanced steel greatsword of erosion (24-38 power, 2 apr) balanced steel greatsword of erosion (24-38 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Nature/Master 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% Melee+ +10 nature While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +9 (+7 eff.) Disarm- +36% Massive two-handed swords. |
flaming steel greatsword of erosion (24-39 power, 2 apr) flaming steel greatsword of erosion (24-39 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane/Nature Power 24.5 - 39.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 nature On Hit.r1 +10 fire Massive two-handed swords. |
iron mace (13-18 power, 2 apr) iron mace (13-18 power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 13.0 - 18.2 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. |
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 (+6 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. |
iron shield (0 def, 2 armour, 7-8 power, 16.5 block) iron shield (0 def, 2 armour, 7-8 power, 16.5 block)7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 7.0 - 8.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +16 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield 'Deepsclamor' (0 def, 6 armour, 15-18 power, 59.5 block) steel shield 'Deepsclamor' (0 def, 6 armour, 15-18 power, 59.5 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 15.5 - 18.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +59 On Hit.r1 +16 darkness On Hit: * 20% chance to reduce damage dealt by 16% While equipped: dps ---------- Dmg.mod +9% darkness ----- def ----- Armour +6 Fatigue +8% Resists +9% acid ---------- misc Talents +1 Block Handheld deflection devices. |
shimmering woollen robe (0 def, 0 armour) shimmering woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +16% arcane ----- def ----- Resists +9% all ---------- misc Max.mana +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
impenetrable steel mail armour of Eyal (2 def, 14 armour) impenetrable steel mail armour of Eyal (2 def, 14 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +14 Defense +2 (+2 eff.) Fatigue +12% Max.HP +27.00 HP.reg +2.00 Heal.mod +11% A suit of armour made of mail. |
prismatic steel mail armour of cold resistance (2 def, 6 armour) prismatic steel mail armour of cold resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +16% cold +10% light +10% darkness A suit of armour made of mail. |
thick linen cloak (1 def, 5 armour) thick linen cloak (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Veladhenne the Rootbringer (0 def, 1 armour) Veladhenne the Rootbringer (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature +6% light Melee Ret 2 light On Hit (Melee): * 20% chance to slow global speed by 45% ----- def ----- Armour +1 Fatigue -4% Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
pair of rough leather boots (0 def, 1 armour) pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. |
pair of rough leather boots of tirelessness (0 def, 1 armour) pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +13.00 A pair of boots made of leather. |
stealthy pair of rough leather boots of speed (0 def, 1 armour) stealthy pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: Stats +6 Lck +4 Dex dps ---------- Mov.spd +25% ----- def ----- Armour +1 Stealth +5 A pair of boots made of leather. |
pair of iron boots 'Aeruwyn' (0 def, 3 armour) pair of iron boots 'Aeruwyn' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +2 Mag +2 Con ----- def ----- Armour +3 Fatigue -3% Resists +1% physical Phys.save +6 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.enc +21 Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sepsiscrack the rough leather gloves (0 def, 1 armour) Sepsiscrack the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +1 Cun +3 Wil dps ---------- Dmg.mod +3% nature Res.pen +5% darkness ----- def ----- Armour +1 Mind.save +6 (+3 eff.) HP.reg +1.00 ---------- misc Stam/turn +0.80 Max.stam +11.00 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. |
restful iron gauntlets of strength (+2) (0 def, 1 armour) restful iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +12.00 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. |
insulating iron helm (0 def, 3 armour) insulating iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate 2 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. |
5 spinel 5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
5 ametrine 5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
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. |
3 amethyst 3 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. |
370 alchemist agate 370 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 clarity brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +7 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. |
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. |
soothing ash totem of stinging [power 200] (12/15 cooldown) soothing ash totem of stinging [power 200] (12/15 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 220 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to heal for 43. Natural totems are made by powerful wilders to store nature power. |
ash wand of conjuration 'Jetworth' [power 155] (12/15 cooldown) ash wand of conjuration 'Jetworth' [power 155] (12/15 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +9% darkness +3% arcane Melee Ret 2 arcane ----- def ----- Resists +5% arcane Fire a magical bolt dealing 167 acid damage Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. 100% to reduce 1 talent cooldowns by 2. 100% to gain a 11% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Kain the Cornac Sun Paladin level 10
4th Mirth 122nd year of Ascendancy at 09:17 see stats
By Kain the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 17:18 see stats
By Kain the Cornac Sun Paladin level 6
78th Pyre 122nd year of Ascendancy at 06:12 see stats
By Kain the Cornac Sun Paladin level 17
42nd Dusk 122nd year of Ascendancy at 05:44 see stats
By Kain the Cornac Sun Paladin level 14
8th Flare 122nd year of Ascendancy at 23:20 see stats
Log
Kain is disabled.
Porotta the yellow ooze hits Kain for damage.
The unstable sand tunnel collapses!
Searing Sight hits Vorymida the gelatinous cube for 6 light damage.
Unstable sand tunnel hits Porotta the yellow ooze for (10 flat reduction), 95 physical (95 total damage).
Porotta the yellow ooze is not stunned anymore.
Vorymida the gelatinous cube's Volcano hits Kain for 64 fire, 59 physical (123 total damage).
Vorymida the gelatinous cube uses Continuous Butchery.
Vorymida the gelatinous cube uses Block.
Kain is not stunned anymore.
Searing Sight hits Vorymida the gelatinous cube for (12 blocked), 0 light (0 total damage).
Kain deactivates Second Life.
Kain has been healed by a blast of positive energy!
Kain receives 136 healing.
Vorymida the gelatinous cube's Volcano hits Kain for 0 fire, 59 physical (59 total damage).
Searing Sight hits Vorymida the gelatinous cube for (12 blocked), 0 light (0 total damage).
Vorymida the gelatinous cube stops burning.
Kain casts Barrier.
A shield forms around Kain.
Vorymida the gelatinous cube uses To The Arms.
Your shield crumbles under the damage!
The shield around Kain crumbles.
Kain starts to bleed.
Kain is suffering and fails to concentrate on dealing damage.
Vorymida the gelatinous cube hits Kain for (126 absorbed), 60 physical (61 total damage).
Vorymida the gelatinous cube's Volcano hits Kain for 64 fire damage.
Melee retaliation hits Vorymida the gelatinous cube for 3 temporal, 18 light, 2 mind (24 total damage).
Kain the level 18 cornac sun paladin was scorched to death by Vorymida the gelatinous cube on level 1 of Sandworm lair.