Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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 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:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Higher |
Class | Sun Paladin |
Level / Exp | 23 / 95% |
Size | medium |
Lifes / Deaths | Killed by armoured skeleton warrior at level 23 on the 9th Mirth 123rd year of Ascendancy at 23:33 / 1 |
Primary Stats
Strength | 47 (base 25) |
Dexterity | 11 (base 10) |
Constitution | 54 (base 33) |
Magic | 61 (base 53) |
Willpower | 29 (base 10) |
Cunning | 21 (base 10) |
Resources
Life | -184/698 |
Positive | 36/116 |
Healing Factor | 1.8597803169826 |
Regeneration | 9.7638466641586 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | -1.1102230246252E-14% |
Global | +100% |
Vision
Sight | 12 |
Lite | 6 |
Infravision | 6 |
See Stealth | 21.970039208598 |
See Invisible | 21.970039208598 |
Offense: Mainhand
Damage | 65 |
Accuracy | 20 |
Crit Chance | 21% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 40 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Cold | +15% |
Lightning | +4% |
Light | +36% |
Nature | +8% |
Darkness | +11% |
Physical | +18% |
Fire | 0% |
All | 0% |
Defense: Base
Armour (hardiness) | 37.551211628464 (73.607947236566%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 46 |
Physical Save | 43 |
Spell Save | 43 |
Mental Save | 31 |
Defense: Resistances
Acid | + 19%( 70%) |
Blight | + 14%( 70%) |
Arcane | + 20%( 70%) |
Cold | + 43%( 70%) |
All | + 8%( 70%) |
Darkness | + 19%( 70%) |
Light | + 63%( 70%) |
Lightning | + 22%( 70%) |
Fire | + 28%( 70%) |
Nature | + 26%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 54% |
Bleed Resistance | 20% |
Confusion Resistance | 10% |
Inscriptions (3/3)
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 405 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 591% 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 81 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Class Talents
Celestial / Guardian | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 2/5 |
Celestial / Sun | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Celestial / Chants | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You failed to protect the lone alchemist from death by Shardskin. Escort: lone alchemist (level 4 of Old Forest) | failed |
You failed to protect the lost defiler from death by Mortain. Escort: lost defiler (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Track (+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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed skeleton mage skull. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(83 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | Gloreba the iron gauntlets (0 def, 1 armour) Gloreba the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str dps ---------- Phys.pwr +20 (+6 eff.) Melee+ 5 lightning Dmg.mod +4% lightning ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning Die.at -60.00 life Confus- +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 7 turns) 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 | gladiator's gold ring of luminosity gladiator's gold ring of luminosity0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Str +3 Mag +6 Con dps ---------- Phys.pwr +9 (+3 eff.) Melee+ 10 light Ranged+ 15 light Dmg.mod +15% light Rings make your fingers look great! |
On fingers | Ring of Growth Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around neck | savior's gold amulet of willpower (+4) savior's gold amulet of willpower (+4)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Wil ----- def ----- Phys.save +15 (+5 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+6 eff.) Amulets make your neck look great! |
In main hand | arcing stralite waraxe of daylight (32-46 power, 5 apr) arcing stralite waraxe of daylight (32-46 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Arcane Power 32.5 - 45.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +10 light Against +14% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 69 damage One-handed war axes. |
Around waist | insulating rough leather belt of unlife insulating rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +6% blight +6% cold +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In off hand | reinforced dwarven-steel shield of the stars (0 def, 9 armour, 31-37 power, 103.5 block) reinforced dwarven-steel shield of the stars (0 def, 9 armour, 31-37 power, 103.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 31.0 - 37.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +104 Melee+ +12 light +15 darkness While equipped: Stats +3 Cun +4 Mag dps ---------- Dmg.mod +11% light +11% darkness ----- def ----- Armour +9 Fatigue +8% Resists +12% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | cashmere cloak 'Tarrylen' (2 def, 0 armour) cashmere cloak 'Tarrylen' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +4 Cun +2 Wil ----- def ----- Defense +2 (+1 eff.) Resists +9% lightning +12% cold Crit.chn- 10.00% Max.HP +33.00 Heal.mod +15% Cut- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | searing steel plate armour of Eyal (0 def, 9 armour) searing steel plate armour of Eyal (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego++] Arcane/Nature While equipped: dps ---------- Melee+ 9 acid 8 fire Melee Ret 9 acid 8 fire ----- def ----- Armour +9 Fatigue +22% Resists +12% acid +16% fire Max.HP +25.00 HP.reg +2.00 Heal.mod +11% A suit of armour made of metal plates. |
Inventory
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
mindweaver's gold amulet of mastery (0.16 Technique / Combat training) mindweaver's gold amulet of mastery (0.16 Technique / Combat training)0.1 T3 amulet jewelry [Ego+] Master/Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +7 (+3 eff.) ----- def ----- Mind.save +5 (+2 eff.) Confus- +10% ---------- misc Masteries +0.16 Technique/Combat training Amulets make your neck look great! |
flaming dwarven-steel dagger of crippling (17-22 power, 7 apr) flaming dwarven-steel dagger of crippling (17-22 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane/Master Power 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +8 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Sharp, short and deadly. |
warbringer's dwarven-steel dagger (18-23 power, 7 apr) warbringer's dwarven-steel dagger (18-23 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Power 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +7% physical ----- def ----- Disarm- +10% Sharp, short and deadly. |
elemental steel greatsword of shearing (26-42 power, 2 apr) elemental steel greatsword of shearing (26-42 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego++] Arcane/Master Power 26.5 - 42.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 69 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +13% lightning Res.pen +10% lightning +7% all Acc +10 (+5 eff.) Apr +10 Massive two-handed swords. |
plaguebringer's dwarven-steel longsword of corruption (23-32 power, 4 apr) plaguebringer's dwarven-steel longsword of corruption (23-32 power, 4 apr)3.0 T3 longsword 1H weapon [Ego++] Arcane Power 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +10 blight On Hit: 20% Curse of Death 3 On Hit: 20% Epidemic 3 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 21 While equipped: ----- def ----- Disease- +19% Sharp, long, and deadly. |
enhanced dwarven-steel mace of massacre (36-50 power, 4 apr) enhanced dwarven-steel mace of massacre (36-50 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Nature/Master Power 35.5 - 49.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +6 Str +6 Dex +7 Mag +4 Wil +6 Cun +4 Con Blunt and deadly. |
warbringer's dwarven-steel mace (30-42 power, 4 apr) warbringer's dwarven-steel mace (30-42 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Master Power 30.0 - 42.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +6% physical ----- def ----- Disarm- +17% Blunt and deadly. |
ash magestaff of illumination (15-18 power, 3 apr, cold element) ash magestaff of illumination (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego] Nature 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 +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% cold ----- def ----- Defense +7 (+3 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 120.69 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
infernal yew starstaff of fate (20-24 power, 4 apr, physical element) infernal yew starstaff of fate (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +21.00% Spell.pwr +12 (+4 eff.) Melee+ 18 fire Dmg.mod +20% physical ----- def ----- Phys.save +8 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +6 (+3 eff.) ---------- misc See.Invis +12 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's yew magestaff of might (20-24 power, 4 apr, arcane element) magelord's yew magestaff of might (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +13% Spell.pwr +15 (+5 eff.) Melee+ 17 arcane Dmg.mod +20% arcane ---------- misc Max.mana +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced dwarven-steel steamsaw of winter (24-35 power, 0 apr) balanced dwarven-steel steamsaw of winter (24-35 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego+] Nature/Master/Steamtech Power 23.5 - 35.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +52 Uses 1.0 Steam When used to Attack: Melee+ +11 cold While equipped: Stats +2 Wil dps ---------- Acc +7 (+3 eff.) On shield block: * Deals 76 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +4 Defense +13 (+6 eff.) Fatigue +8% Resists +12% cold Disarm- +25% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
dwarven-steel steamsaw of rage (22-32 power, 0 apr) dwarven-steel steamsaw of rage (22-32 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Power 21.5 - 32.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +49 Uses 1.0 Steam While equipped: Stats +2 Str dps ---------- Dmg.mod +7% physical Acc +7 (+3 eff.) ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
elemental steel steamsaw of corruption (13-20 power, 0 apr) elemental steel steamsaw of corruption (13-20 power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego++] Arcane/Steamtech Power 13.0 - 19.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 On Hit: 20% Curse of Death 2 On Hit: * Create an explosion dealing 69 acid damage (1/turn) Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +6% acid Res.pen +9% acid ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
flaming dwarven-steel steamsaw of purity (18-28 power, 0 apr) flaming dwarven-steel steamsaw of purity (18-28 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Steamtech Power 18.5 - 27.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 Uses 1.0 Steam When used to Attack: On Hit.r1 +13 fire While equipped: dps ---------- Melee+ 6 fire Melee Ret 4 fire ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +12% nature +10% blight ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
mindwoven cashmere robe of life (0 def, 0 armour) mindwoven cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +3 (+1 eff.) ----- def ----- Resists +7% blight +11% all Mind.save +15 (+7 eff.) Max.HP +55.00 HP.reg +2.30 Heal.mod +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven cashmere robe (0 def, 0 armour) spellwoven cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) ----- def ----- Resists +11% all Spell.save +18 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe of lightning (+28%) (0 def, 0 armour) verdant silk robe of lightning (+28%) (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +13% nature +19% lightning ----- def ----- Resists +28% lightning +13% all Poison- +27% Disease- +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
traveler's pair of hardened leather boots of tirelessness (0 def, 3 armour) traveler's pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -4% Phys.save +10 (+4 eff.) ---------- misc Max.enc +23 Stam/turn +0.60 Max.stam +22.00 A pair of boots made of leather. |
wanderer's pair of rough leather boots of tirelessness (0 def, 1 armour) wanderer's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego+] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Armour +1 Phys.save +11 (+4 eff.) Mind.save +11 (+5 eff.) ---------- misc Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. |
hardened leather gloves of the nighthunter (0 def, 2 armour) hardened leather gloves of the nighthunter (0 def, 2 armour)1.0 T2 hands armor [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Acc +9 (+4 eff.) ----- def ----- Armour +2 Resists +9% darkness ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
temporal hardened leather gloves of strength (+3) (0 def, 2 armour) temporal hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 8 temporal Ranged+ 10 temporal Dmg.mod +3% temporal ----- def ----- Armour +2 Resists +8% temporal 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. |
shimmering cashmere wizard hat of the sentry (2 def, 0 armour) shimmering cashmere wizard hat of the sentry (2 def, 0 armour)2.0 T3 head armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% arcane ----- def ----- Defense +2 (+1 eff.) ---------- misc Max.mana +23.00 Infravis +5 See.Stealth +7 See.Invis +6 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 35% and attempts to push all creatures other than yourself out of its radius, inflicting 9.63 light damage and 7.86 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
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. |
radiant dwarven-steel mail armour of cold resistance (3 def, 8 armour) radiant dwarven-steel mail armour of cold resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +2 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +13% blight +15% cold +15% darkness ---------- misc Light +1 A suit of armour made of mail. |
radiant steel mail armour (2 def, 6 armour) radiant steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +2 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +10% blight +10% darkness ---------- misc Light +1 A suit of armour made of mail. |
stralite mail armour of Eyal (4 def, 8 armour) stralite mail armour of Eyal (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Max.HP +52.00 HP.reg +8.00 Heal.mod +11% A suit of armour made of mail. |
rejuvenating hardened leather armour of lightning resistance (9 def, 6 armour) rejuvenating hardened leather armour of lightning resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +18% lightning HP.reg +2.10 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
volcanic hardened leather armour (9 def, 14 armour) volcanic hardened leather armour (9 def, 14 armour)9.0 T3 light armor [Ego+] Nature While equipped: dps ---------- Melee+ 6 fire Ranged+ 6 fire ----- def ----- Armour +14 Defense +9 (+4 eff.) Fatigue +8% Resists +12% fire +13% physical A suit of armour made of leather. |
dwarven-steel shield of purity (0 def, 6 armour, 31-37 power, 70 block) dwarven-steel shield of purity (0 def, 6 armour, 31-37 power, 70 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 31.0 - 37.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +70 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +11% nature +11% blight ---------- misc Talents +1 Block Handheld deflection devices. |
dwarven-steel shield of resistance (0 def, 6 armour, 27-32 power, 78.5 block) dwarven-steel shield of resistance (0 def, 6 armour, 27-32 power, 78.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 27.0 - 32.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +78 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +8% acid +6% fire +7% lightning +7% cold ---------- misc Talents +1 Block Handheld deflection devices. |
9 agate 9 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. |
3 onyx 3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine 6 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. |
12 opal 12 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. |
sapphire sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
6 spinel 6 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet 2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Bizzare Contraption Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
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. |
2 quartz 2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 ametrine 10 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 citrine 12 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon 10 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Mortain the Higher Sun Paladin level 19
70th Dusk 122nd year of Ascendancy at 09:22 see stats
By Mortain the Higher Sun Paladin level 19
30th Haze 122nd year of Ascendancy at 02:18 see stats
By Mortain the Higher Sun Paladin level 21
32nd Regrowth 123rd year of Ascendancy at 11:04 see stats
By Mortain the Higher Sun Paladin level 19
74th Dusk 122nd year of Ascendancy at 12:09 see stats
By Mortain the Higher Sun Paladin level 21
1st Allure 123rd year of Ascendancy at 01:36 see stats
By Mortain the Higher Sun Paladin level 10
5th Mirth 122nd year of Ascendancy at 17:57 see stats
By Mortain the Higher Sun Paladin level 20
40th Haze 122nd year of Ascendancy at 18:09 see stats
By Mortain the Higher Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 19:53 see stats
By Mortain the Higher Sun Paladin level 23
9th Mirth 123rd year of Ascendancy at 17:05 see stats
By Mortain the Higher Sun Paladin level 13
21st Dusk 122nd year of Ascendancy at 18:04 see stats
By Mortain the Higher Sun Paladin level 23
73rd Pyre 123rd year of Ascendancy at 14:35 see stats
By Mortain the Higher Sun Paladin level 20
10th Decay 122nd year of Ascendancy at 20:09 see stats
By Mortain the Higher Sun Paladin level 23
72nd Pyre 123rd year of Ascendancy at 23:33 see stats
By Mortain the Higher Sun Paladin level 19
72nd Dusk 122nd year of Ascendancy at 08:38 see stats
Log
Armoured skeleton warrior hits Mortain for (52 blocked), 0 physical, (6 blocked), 0 fire, (12 blocked), 0 fire, (70 blocked), 0 physical, (6 blocked), 0 fire, (12 blocked), 0 fire (0 total damage).
Armoured skeleton warrior is a martyr.
The shield around armoured skeleton warrior crumbles.
Melee retaliation hits Mortain for (4 absorbed), 0 fire, (4 absorbed), 0 fire (0 total damage).
Weapon of Wrath hits Armoured skeleton warrior for (35 absorbed), 13 fire (13 total damage).
Shield of Light hits Armoured skeleton warrior for (6 absorbed), 0 light, (6 absorbed), 0 light, (5 absorbed), 0 darkness, (3 absorbed), 0 acid, (18 absorbed), 0 light, (2 absorbed), 0 lightning, (3 absorbed), 0 fire, (7 absorbed), 0 light (0 total damage).
Mortain hits Ghoul for (23 absorbed), 0 lightning (0 total damage).
Mortain hits Armoured skeleton warrior for (60 absorbed), 0 physical, (5 absorbed), 0 light, (3 absorbed), 0 acid, (18 absorbed), 0 light, (2 absorbed), 0 lightning, (3 absorbed), 0 fire, (7 absorbed), 0 light, (26 absorbed), 0 lightning (0 total damage).
Celia casts Rigor Mortis.
Your shield crumbles under the damage!
The shield around Mortain crumbles.
Mortain feels death coming!
Celia hits Mortain for (53 absorbed), 179 cold, 255 darkness (435 total damage).
Shield of Light hits Mortain for 12 healing, 12 healing (0 total damage) [24 healing].
Armoured skeleton warrior damages himself through Martyrdom!
Mortain hits Armoured skeleton warrior for 2 physical damage.
Shield of Light hits Mortain for 12 healing, 12 healing (0 total damage) [24 healing].
Bleeding from Armoured skeleton warrior hits Mortain for 52 physical damage.
Poison from Ghoul hits Mortain for 18 nature damage.
Mortain receives 12 healing from Shield of Light.
Melee retaliation hits Ghoul for (3 absorbed), 0 acid, (3 absorbed), 0 fire, (7 absorbed), 0 light (0 total damage).
Ghoul hits Mortain for 15 physical damage.
Armoured skeleton warrior damages himself through Martyrdom!
Melee retaliation hits Armoured skeleton warrior for 3 acid, 3 fire, 5 light (10 total damage).
Mortain hits Armoured skeleton warrior for 3 physical damage.
Shield of Light hits Mortain for 12 healing, 12 healing, 12 healing (0 total damage) [36 healing].
Spikes of Decrepitude hits Mortain for 14 cold, 16 darkness (31 total damage).
Armoured skeleton warrior hits Mortain for 97 physical damage.
Mortain the level 23 higher sun paladin was hacked apart to death by an armoured skeleton warrior on level 2 of Last Hope Graveyard.