












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description 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: 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:
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 Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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:
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 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: 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 Roguelike |
Sex | Male |
Race | Dwarf |
Class | Sun Paladin |
Level / Exp | 23 / 85% |
Size | medium |
Lifes / Deaths | Killed by Porokira the gigantic sandworm tunneler at level 23 on the 15th Wealth 122nd year of Ascendancy at 06:46 / 1 |
Primary Stats
Strength | 54 (base 46) |
Dexterity | 14 (base 10) |
Constitution | 21 (base 16) |
Magic | 48 (base 46) |
Willpower | 10 (base 10) |
Cunning | 21 (base 10) |
Resources
Life | -271/671 |
Positive | 3/116 |
Stamina | 216/216 |
Healing Factor | 1.194804467222 |
Regeneration | 0.2987011168055 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Offense: Mainhand
Damage | 53 |
Accuracy | 52 |
Crit Chance | 29% |
APR | 23 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 34 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 15 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Light | +24% |
Physical | +14% |
Nature | +3% |
Arcane | +12% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Physical | +11% |
Lightning | +11% |
Light | +33% |
Nature | +16% |
Darkness | +11% |
Arcane | +16% |
Fire | +11% |
All | +6% |
Defense: Base
Armour (hardiness) | 69.413408721348 (65.897138898113%) |
Defense | 33 |
Ranged Defense | 33 |
Fatigue | 24 |
Physical Save | 53 |
Spell Save | 50 |
Mental Save | 40 |
Defense: Resistances
Acid | + 25%( 70%) |
Blight | + 30%( 70%) |
Physical | + 6%( 70%) |
Cold | + 44%( 70%) |
All | + 3%( 70%) |
Darkness | + 31%( 70%) |
Light | + 55%( 70%) |
Temporal | + 8%( 70%) |
Fire | + 25%( 70%) |
Lightning | + 16%( 70%) |
Defense: Immunities
Teleport Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 45% |
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 269 life over 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 82 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. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 355 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Guardian | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Celestial / Sun | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Radiance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You 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 talent Vitality (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed warg claw. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Apr +3 ----- def ----- Armour +24 Defense +15 (+7 eff.) Resists +8% acid +8% fire +8% cold +7% lightning A pair of boots made of leather. |
Light source | ![]() 1.0 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.(50 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Dmg.mod +6% physical Res.pen +5% fire Apr +2 ----- def ----- Armour +10 Defense +6 (+3 eff.) Resists +6% lightning +5% temporal ---------- misc Max.stam +30.00 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 7 physical 7 fire Dmg.mod +3% fire +5% physical Res.pen +10% light +10% arcane ----- def ----- Armour +9 Resists +6% light +5% fire 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. |
Tool | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Str dps ---------- Crit.mult +15.00% Phys.pwr +5 (+1 eff.) Res.pen +5% lightning ----- def ----- Defense +5 (+3 eff.) Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 120 physical damage Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Cun +2 Mag dps ---------- Melee+ 14 light 9 physical Ranged+ 12 light 6 physical Dmg.mod +11% light +3% nature +12% arcane Res.pen +10% nature On Hit (Melee): * 11% chance to reduce all saves and defense by 10 On Hit (Ranged): * 11% chance to reduce all saves and defense by 10 ----- def ----- Phys.save +8 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+2 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +6.00 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 63%. Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +2 Dex dps ---------- Acc +13 (+4 eff.) Apr +9 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. 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 97% 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. Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
In main hand | ![]() 3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master Power 112% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +20 darkness On Hit: * 10% chance to reduce damage dealt by 9% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 98 damage over 5 turns and reducing armor and accuracy by 13 While equipped: dps ---------- Phys.crit +7.0% Res.pen +6% all Acc +7 (+2 eff.) Apr +6 Sharp, long, and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str +2 Con dps ---------- Phys.crit +3.0% Crit.mult +5.00% Phys.pwr +3 (+1 eff.) Dmg.mod +3% physical Res.pen +5% physical Melee Ret 6 acid ----- def ----- Die.at -60.00 life ---------- misc Max.stam +20.00 A belt that goes around your waist. |
In off hand | ![]() 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +10% fire +15% cold ---------- 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. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Wil +2 Mag ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T2 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Wil dps ---------- Res.pen +5% darkness Acc +30 (+9 eff.) ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +13% blight +3% physical +14% darkness +9% cold Blind- +20% Teleport- +10% ---------- misc Light +1 A suit of armour made of mail. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 168 then cleanse 1 wound, poison, and disease effect. 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. |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +18% physical ----- def ----- Phys.save +9 (+3 eff.) Max.HP +100.00 ---------- misc Max.stam +20.00 Masteries +0.28 Celestial/Crusader +0.28 Celestial/Chants Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +8 (+6 eff.) ----- def ----- Mind.save +7 (+2 eff.) Confus- +12% Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +9 Con +2 Wil dps ---------- Dmg.mod +27% light Melee Ret 4 light ----- def ----- Phys.save +14 (+4 eff.) ---------- misc Light +2 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Cun +4 Mag dps ---------- Spell.pwr +8 (+4 eff.) ----- def ----- HP.reg +3.00 Stun/Frz- +33% Rings make your fingers look great! |
![]() 5.0 T3 greatmaul 2H weapon [Ego+] Nature/Master Power 152% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +7 Wil +10 Con dps ---------- Acc +12 (+4 eff.) ----- def ----- Defense +13 (+7 eff.) Max.HP +34.00 Disarm- +43% Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Ego+] Psionic Power 147% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) Massive two-handed swords. |
![]() 3.0 T1 mace 1H weapon [Rare] Psionic Power 102% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +7 mind On Hit: * 13% chance to reduce all saves and defense by 10 While equipped: Stats +5 Cun +2 Wil dps ---------- Mind.crit +2% Res.pen +5% mind +15% lightning ----- def ----- Resists +9% darkness Blunt and deadly. |
![]() 3.0 T2 waraxe 1H weapon [Ego+] Arcane/Nature Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 98 damage over 5 turns and reducing armor and accuracy by 13 While equipped: Stats +7 Wil +8 Con ----- def ----- Max.HP +10.00 One-handed war axes. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Arcane/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +5% arcane Spell.save +11 (+4 eff.) Mind.save +11 (+3 eff.) A suit of armour made of mail. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Rare] Nature While equipped: dps ---------- Phys.pwr +20 (+6 eff.) Apr +2 On Hit (Melee): * 20% chance to reduce damage dealt by 9% ----- def ----- Armour +14 Fatigue +22% Resists +10% acid +7% cold +12% light +2% physical ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +2 Con dps ---------- Mind.crit +2% Dmg.mod +9% cold Res.pen +20% mind ----- def ----- Armour +15 Fatigue +22% Resists +11% acid +11% cold ---------- misc Light +3 See.Invis +6 Breathe water A suit of armour made of metal plates. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +4 Cun dps ---------- Mind.pwr +10 (+7 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +3% fire +5% arcane +3% light Max.HP +34.00 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 feet armor [Rare] Psionic While equipped: Stats +3 Wil +5 Cun +4 Con dps ---------- Mind.pwr +30 (+17 eff.) Res.pen +5% darkness ----- def ----- Armour +1 Defense +5 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Acc +6 (+2 eff.) Apr +5 ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +1 Cun +1 Wil dps ---------- Mind.crit +6% Spell.pwr +6 (+3 eff.) ----- def ----- Defense +2 (+1 eff.) Mind.save +12 (+4 eff.) ---------- misc Mana/turn +0.80 Mana/ret +0.80 Max.mana +66.00 Manaflow: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 11 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +7 Cun +1 Wil dps ---------- Mind.pwr +30 (+17 eff.) Melee Ret 4 darkness ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Dex +5 Con dps ---------- Phys.crit +8.0% Res.pen +5% lightning ----- def ----- Armour +4 Fatigue +4% ---------- misc Max.stam +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature 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: 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. |
![]() 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 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. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +15% fire ----- def ----- Fatigue -4% Resists +3% acid +6% temporal While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 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. |
Achievements
By DwarfPaladin the Dwarf Sun Paladin level 9
25th Voratun 122nd year of Ascendancy at 03:39 see stats
By DwarfPaladin the Dwarf Sun Paladin level 23
13rd Wealth 122nd year of Ascendancy at 03:28 see stats
By DwarfPaladin the Dwarf Sun Paladin level 10
1st Acquisition 122nd year of Ascendancy at 15:40 see stats
By DwarfPaladin the Dwarf Sun Paladin level 20
43rd Profit 122nd year of Ascendancy at 16:21 see stats
By DwarfPaladin the Dwarf Sun Paladin level 19
26th Profit 122nd year of Ascendancy at 04:28 see stats
By DwarfPaladin the Dwarf Sun Paladin level 6
19th Voratun 122nd year of Ascendancy at 12:18 see stats
By DwarfPaladin the Dwarf Sun Paladin level 10
1st Acquisition 122nd year of Ascendancy at 15:42 see stats
By DwarfPaladin the Dwarf Sun Paladin level 13
5th Profit 122nd year of Ascendancy at 23:58 see stats
By DwarfPaladin the Dwarf Sun Paladin level 23
10th Wealth 122nd year of Ascendancy at 05:59 see stats
By DwarfPaladin the Dwarf Sun Paladin level 16
17th Profit 122nd year of Ascendancy at 02:56 see stats
Log
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DwarfPaladin uses Infusion: Regeneration.
DwarfPaladin starts regenerating health quickly.
Your shield crumbles under the damage!
The shield around DwarfPaladin crumbles.
Porokira the gigantic sandworm tunneler shrugs off the effect 'Dazed'!
Porokira the gigantic sandworm tunneler damages himself through Martyrdom!
DwarfPaladin hits Porokira the gigantic sandworm tunneler for 2 physical, 2 physical (4 total damage).
Searing Sight hits Porokira the gigantic sandworm tunneler for 10 light damage.
Shield of Light hits DwarfPaladin for 5 healing, 5 healing (0 total damage) [9 healing].
Bleeding from Porokira the gigantic sandworm tunneler hits DwarfPaladin for 22 physical damage.
Deep Wound from Porokira the gigantic sandworm tunneler hits DwarfPaladin for (25 absorbed), 14 physical (14 total damage).
Burning from Porokira the gigantic sandworm tunneler hits DwarfPaladin for (70 absorbed), 0 fire (0 total damage).
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DwarfPaladin stops burning.
Porokira the gigantic sandworm tunneler damages himself through Martyrdom!
DwarfPaladin hits Porokira the gigantic sandworm tunneler for 4 physical, 2 physical (7 total damage).
Searing Sight hits Porokira the gigantic sandworm tunneler for 10 light damage.
Shield of Light hits DwarfPaladin for 5 healing, 5 healing (0 total damage) [9 healing].
Deep Wound from Porokira the gigantic sandworm tunneler hits DwarfPaladin for 38 physical damage.
Bleeding from Porokira the gigantic sandworm tunneler hits DwarfPaladin for 22 physical damage.
Porokira the gigantic sandworm tunneler damages himself through Martyrdom!
DwarfPaladin hits Porokira the gigantic sandworm tunneler for 31 fire damage.
DwarfPaladin receives 5 healing from Shield of Light.
Porokira the gigantic sandworm tunneler hits DwarfPaladin for 387 fire damage.
DwarfPaladin the level 23 dwarf sun paladin was scorched to death by Porokira the gigantic sandworm tunneler on level 3 of Sandworm lair.
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Porokira the gigantic sandworm tunneler killed DwarfPaladin!