









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official 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:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Better Item Description 1.5.10This 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 Embers of Rage 1.5.0Official 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 1.5.4Donators/Buyers bonus! Turn Separators v2 1.5.10Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Forbidden Cults 1.5.9Official 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 | Ogre |
Class | Sun Paladin |
Level / Exp | 14 / 72% |
Size | big |
Lifes / Deaths | Killed by Silyriata the dredgling at level 13 on the 62nd Dusk 122nd year of Ascendancy at 00:33 3 / 3Killed by Betyda the thief at level 14 on the 64th Dusk 122nd year of Ascendancy at 14:07 Killed by GAME_IS_TROLLING_ME at level 14 on the 64th Dusk 122nd year of Ascendancy at 14:34 |
Primary Stats
Strength | 45 (base 40) |
Dexterity | 10 (base 11) |
Constitution | 14 (base 12) |
Magic | 35 (base 28) |
Willpower | 8 (base 10) |
Cunning | 13 (base 10) |
Resources
Life | 454/454 |
Positive | 86/89 |
Stamina | 145/145 |
Healing Factor | 1.3326086956522 |
Regeneration | 6.6527477168379 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +104.2% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 1 |
Offense: Mainhand
Damage | 88 |
Accuracy | 29 |
Crit Chance | 5% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 27 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 12 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Physical | +10% |
Acid | +9% |
Arcane | +4% |
All | 0% |
Offense: Damage Penetration
Fire | +7% |
Defense: Base
Armour (hardiness) | 24.062037804251 (69.102564102564%) |
Defense | 4 |
Ranged Defense | 4 |
Fatigue | 14 |
Physical Save | 26 |
Spell Save | 22 |
Mental Save | 7 |
Defense: Resistances
Acid | + 10%( 70%) |
Blight | + 10%( 70%) |
Physical | + 12%( 70%) |
Cold | + 3%( 70%) |
All | 0%( 70%) |
Darkness | + 22%( 70%) |
Light | + 10%( 70%) |
Temporal | + 5%( 70%) |
Fire | + 10%( 70%) |
Lightning | + 5%( 70%) |
Defense: Immunities
Stun Resistance | 31% |
Confusion Resistance | 15% |
Blind Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 35% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 306 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 100 damage for 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 320% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Celestial / Light | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Magic by +2. | done |
You failed to protect the injured seer from death by Emilraba the brown bear. Escort: injured seer (level 3 of Scintillating Caves) | failed |
You failed to protect the lost sun paladin from death by stone troll. Escort: lost sun paladin (level 3 of Trollmire) | failed |
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 |
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: * You've found the needed warg claw. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' Marus of Elvala needs your help making an elixir of mysticism. 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 vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' | 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 | ![]() 3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +8 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +11.00 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +43.00 ---------- misc Light +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% physical ----- def ----- Defense +1 (+1 eff.) Resists +5% lightning +5% temporal +10% physical A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.10 Stun/Frz- +21% Rings can have magical properties. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +1 Cun dps ---------- Melee+ 10 bleed Ranged+ 6 bleed On Hit (Melee): * 12% chance to cause random gloom On Hit (Ranged): * 11% chance to cause random gloom ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +2 (+2 eff.) ----- def ----- Armour +4 Resists +3% cold +2% physical Phys.save +12 (+6 eff.) Die.at -40.00 life Knockbk- +20% A belt that goes around your waist. |
In main hand | ![]() 5.0 T3 greatmaul 2H weapon [Ego+] Nature/Master Power 52.0 - 78.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% On Crit.r2 +7 fire While equipped: dps ---------- All.spd +4% Res.pen +7% fire Massive two-handed mauls. |
On hands | ![]() 1.5 T1 hands armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane +9% acid ----- def ----- Armour +1 Confus- +15% Stun/Frz- +10% Knockbk- +15% Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 14.0 T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +0.50 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Bloodcasting: (Instant) Level 2.0 Pwr.cost 60 out of 60/60. Range 10 Travel.spd instantaneous Is a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. 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. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% light +12% darkness Blind- +20% Amulets can have magical properties. |
Inventory
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (9 radius) and to allow you to see invisible and stealthed creatures (power 22) for 16 turns. Your mind will become more receptive for 16 turns, allowing you to sense any horror around. 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 ability. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Str dps ---------- Crit.mult +20.00% Res.pen +5% blight Phasing +10% ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Mana/s.crit +2.00 Max.mana +40.00 Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +20% nature +25% mind ----- def ----- Resists +15% nature +6% physical ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Mag +3 Cun +4 Con dps ---------- Phys.pwr +10 (+4 eff.) Spell.pwr +15 (+8 eff.) Mind.pwr +9 (+8 eff.) ----- def ----- Spell.save +14 (+7 eff.) ---------- misc Mana/s.crit +3.00 Max.stam +22.00 Max.vim +20.00 Telepathy Humanoid/Orc Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +6% darkness ----- def ----- Resists +24% lightning +9% cold +3% temporal +12% blight Confus- +15% Pinning- +10% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +6 Dex +5 Cun +3 Con dps ---------- Res.pen +10% light Acc +7 (+4 eff.) ----- def ----- Armour +8 Resists +6% light Phys.save +6 (+3 eff.) ---------- misc Light +3 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Cun +3 Mag dps ---------- Spell.pwr +5 (+3 eff.) Dmg.mod +6% arcane +6% lightning On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Defense +6 (+6 eff.) Blind- +24% ---------- misc Infravis +3 See.Stealth +7 See.Invis +7 Rings can have magical properties. |
![]() 3.0 T2 greatsword 2H weapon [Rare] Psionic Power 23.5 - 37.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +8 acid On Hit.r1 +8 lightning On Crit.r2 +8 lightning On Hit: * 20% chance to corrode armour by 30% * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Res.pen +15% lightning ----- def ----- Resists +3% acid Massive two-handed swords. |
![]() 4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Rare] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +8 On Hit: * Slows global speed by 40% While equipped: Stats +3 Dex dps ---------- Dmg.mod +6% nature ----- def ----- Resists +6% acid +15% fire +3% darkness +9% light Longbows are used to shoot arrows at your foes. |
![]() 4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Arcane Acc+ +0.2% crit / acc Atk.spd 125% Range +7 Ranged+ +11 fire While equipped: dps ---------- Dmg.mod +15% fire Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 mace 1H weapon [Ego] Nature Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +6 nature +6 temporal Blunt and deadly. |
![]() 3.0 T2 mindstar 1H weapon Reqs Wil 16 [Rare] Nature Power 4.5 - 5.0 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit.r1 +12 mind On Crit.r2 +8 lightning +12 mind While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+8 eff.) Dmg.mod +3% acid ----- def ----- Resists +3% lightning ---------- misc Equi/ret +0.50 Hate/m.crit +1.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon Reqs Wil 16 [Rare] Nature Power 5.0 - 5.5 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +20 Crit +5.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Mind.crit +2% Crit.mult +3.00% Mind.pwr +8 (+8 eff.) ----- def ----- Resists +9% lightning Die.at -40.00 life Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 waraxe 1H weapon [Normal] Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Max.HP +31.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% fire Res.pen +10% nature +10% fire Melee Ret 20 fire ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +6% fire +3% nature +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Str +2 Mag +2 Wil +6 Cun dps ---------- Dmg.mod +9% light Melee Ret 16 light ----- def ----- Defense +1 (+1 eff.) Fatigue -2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.crit +4% Crit.mult +5.00% Dmg.mod +10% cold ----- def ----- Resists +15% cold Mind.save +3 (+3 eff.) Heal/summ +40 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego] Psionic While equipped: Stats +5 Wil +5 Mag ---------- misc Mana/turn +0.10 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Acc +11 (+6 eff.) ----- def ----- Armour +1 Resists +5% arcane +12% lightning Mind.save +9 (+9 eff.) Heal/summ +20 Stun/Frz- +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Ego] Disrupt/Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +6% blight A cap made of leather. |
![]() 9.0 T1 light armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% HP.reg +2.20 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
![]() 7.0 T2 shield armor [Random Unique] Arcane/Master When used to Attack: Power 17.0 - 20.4 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.0% Block +42 Melee+ +10 light +11 fire While equipped: Stats +2 Str +1 Mag +4 Con dps ---------- Melee Ret 13 fire On Hit (Melee): * 15% chance to inflict 15% damage reduction * 20% chance to disease On Melee Ret: * 18% chance to blind ----- def ----- Armour +2 Defense +10 (+10 eff.) Rng.Def +6 (+6 eff.) Fatigue +8% Resists +6% blight +12% fire +11% light Proj.evade +6% ---------- misc Talents +2 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor [Rare] Master When used to Attack: Power 15.5 - 18.6 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.0% Block +41 On Hit.r1 +16 lightning On Crit.r2 +4 lightning While equipped: dps ---------- Dmg.mod +3% acid Res.pen +5% lightning ----- def ----- Armour +2 Defense +6 (+6 eff.) Rng.Def +6 (+6 eff.) Fatigue +8% Resists +18% lightning +18% cold ---------- misc Talents +2 Block Handheld deflection devices. |
![]() 3.0 T2 arrow ammo Reqs Dex 16 [Rare] Master Power 20.5 - 28.7 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +7 Crit +3.5% Capacity 18 Proj.spd +200% Ranged+ +9 bleed On Crit: * wounds the target for 7 turns: 11 bleeding, 47% reduced healing While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% lightning Res.pen +20% lightning +5% mind On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Fatigue -4% Resists +9% lightning While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +18% blight Res.pen +25% blight ----- def ----- Resists +6% blight +5% arcane Blind- +22% Confus- +12% ---------- misc Light +6 See.Stealth +6 See.Invis +7 Track: Puts all charms on 40 cooldown Level 5.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 8 turns. The radius will increase with your Cunning. 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. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind +9% lightning ----- def ----- Resists +5% arcane +6% fire Mind.save +3 (+3 eff.) Blind- +15% Confus- +15% ---------- misc Light +2 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. |
![]() 2.0 T1 lite [Ego] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Phys.save +5 (+2 eff.) Heal.mod +12% ---------- misc Light +2 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. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 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. |
![]() 3.0 T2 shot ammo Reqs Dex 16 [Ego] Master Power 20.5 - 24.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Acc +8 Apr +2 Crit +4.5% Capacity 18 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +18% fire Res.pen +15% fire On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +3% darkness Heal a target within range 5 (based on Willpower) for 80 Puts all charms on 20 cooldown 100% to regenerate 2 equilibrium. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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 GAME_IS_TROLLING_ME the Ogre Sun Paladin level 9
16th Dusk 122nd year of Ascendancy at 23:35 see stats
By GAME_IS_TROLLING_ME the Ogre Sun Paladin level 10
23rd Dusk 122nd year of Ascendancy at 11:43 see stats
By GAME_IS_TROLLING_ME the Ogre Sun Paladin level 7
1st Dusk 122nd year of Ascendancy at 12:39 see stats
By GAME_IS_TROLLING_ME the Ogre Sun Paladin level 10
27th Dusk 122nd year of Ascendancy at 13:10 see stats
By GAME_IS_TROLLING_ME the Ogre Sun Paladin level 14
63rd Dusk 122nd year of Ascendancy at 17:23 see stats
Log
Talent Wave of Power is ready to use.
Talent Healing Light is ready to use.
Talent Execution is ready to use.
Talent Dig is ready to use.
Talent Sun Ray is ready to use.
Talent Stunning Blow is ready to use.
Talent Infusion: Movement is ready to use.
Talent Death Dance is ready to use.
Talent Weapon of Light is ready to use.
Talent Ogric Wrath is ready to use.
Talent Weapon of Wrath is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Rune: Shielding is ready to use.
Talent Chant of Fortress is ready to use.
Talent Path of the Sun is ready to use.
Rested for 14 turns (stop reason: all resources and life at maximum).
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Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting character).
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Saving game...