












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Ignore Race/Class Locks 1.7.0Modifies 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: Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
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 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:
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 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 / 97% |
Size | medium |
Lifes / Deaths | Killed by Isurabeth the dremling at level 23 on the 14th Dearth 122nd year of Ascendancy at 00:19 / 2Killed by Vorudath the brecklorn at level 23 on the 14th Dearth 122nd year of Ascendancy at 00:25 |
Primary Stats
Strength | 57 (base 45) |
Dexterity | 17 (base 10) |
Constitution | 33 (base 10) |
Magic | 56 (base 53) |
Willpower | 26 (base 10) |
Cunning | 18 (base 10) |
Resources
Life | -251/679 |
Positive | 116/116 |
Stamina | 207/216 |
Healing Factor | 1.2989294477288 |
Regeneration | 7.0791654901218 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | -2.9976021664879E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 2 |
See Invisible | 9 |
Offense: Mainhand
Damage | 76 |
Accuracy | 53 |
Crit Chance | 19% |
APR | 14 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 54 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Light | +10% |
Cold | +10% |
Blight | +15% |
Mind | +10% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Blight | +5% |
Darkness | +15% |
Light | +27% |
Physical | +6% |
Defense: Base
Armour (hardiness) | 49.413408721348 (65.897138898113%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 18 |
Physical Save | 25 |
Spell Save | 25 |
Mental Save | 22 |
Defense: Resistances
Acid | + 23%( 70%) |
Blight | + 11%( 70%) |
Physical | + 10%( 70%) |
Cold | + 41%( 70%) |
All | + 6%( 70%) |
Lightning | + 26%( 70%) |
Light | + 29%( 70%) |
Temporal | + 18%( 70%) |
Mind | + 30%( 70%) |
Darkness | + 24%( 70%) |
Fire | + 31%( 70%) |
Nature | + 11%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Teleport Resistance | 20% |
Confusion Resistance | 28% |
Disarm Resistance | 20% |
Knockback Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 43% |
Inscriptions (4/4)
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 330 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse 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 unleash a cone dealing 184.58 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 57 up to 2 times. Its effects scale with your Dexterity 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 120 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 Strength stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Sun | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Technique / Shield offense | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Celestial / Radiance | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 Unflinching Resolve (+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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * '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 wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | 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 within4 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Res.pen +10% light ----- def ----- Armour +7 Defense +15 (+7 eff.) Resists +6% lightning +7% temporal +6% nature A pair of boots made of leather. |
Light source | ![]() 1.0 T1 lite [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +7% light ----- def ----- Resists +7% darkness Affinity +5% light ---------- misc Light +7 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 154.77 light damage. At talent level 3 you gain 27% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. 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 [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% cold Disarm- +10% Stun/Frz- +20% Knockbk- +10% Teleport- +20% A cap made of leather. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Acc +21 (+6 eff.) ----- def ----- Armour +13 Fatigue +1% Resists +6% acid +3% physical +6% 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 12 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Spell.pwr +15 (+5 eff.) ---------- misc Mana/turn +0.04 See.Invis +9 Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 337 Base Damage: 150 Armor: 0 All Resist: 4 Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +7 Dex dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +10% mind +10% cold Acc +6 (+2 eff.) ----- def ----- Resists +20% cold +10% mind +1% physical Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +1 Str +2 Wil dps ---------- Dmg.mod +12% fire Acc +8 (+2 eff.) Apr +9 On Hit (Melee): * 10% chance to reduce damage dealt by 13% ----- def ----- Defense +7 (+3 eff.) Fatigue -4% Resists +6% darkness +24% fire ---------- misc Max.enc +21 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 105% 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 [Random Unique] Nature While equipped: Stats +4 Str +2 Dex dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +15% blight Res.pen +5% blight ----- def ----- Resists +10% mind Confus- +28% Amulets make your neck look great! |
In main hand | ![]() 3.0 T4 waraxe 1H weapon [Random Unique] Nature/Master Power 136% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +1 Mag +9 Wil +11 Con dps ---------- Phys.crit +7.0% Crit.mult +5.00% Phys.pwr +6 (+2 eff.) Spell.pwr +15 (+5 eff.) Res.pen +6% physical ----- def ----- Max.HP +10.00 Disarm- +10% One-handed war axes. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Wil +1 Cun +5 Con ----- def ----- Resists +6% lightning +6% temporal Crit.chn- 15.00% Die.at -80.00 life A belt that goes around your waist. |
In off hand | ![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 182% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +192 Melee+ +15 acid While equipped: Stats +1 Con dps ---------- On Melee Ret: * 12% chance to reduce armor by 36% ----- def ----- Armour +10 Fatigue +8% Resists +12% acid ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +15% darkness ----- def ----- Armour +6 Defense +6 (+3 eff.) Resists +11% cold Die.at -40.00 life ---------- misc Max.stam +10.00 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 [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +3% acid ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% blight +3% fire +6% mind +9% lightning Spell.save +3 (+2 eff.) Mind.save +10 (+5 eff.) Max.HP +20.00 HP.reg +5.20 Heal.mod +12% ---------- misc Stam/turn +0.70 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 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 466% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 132 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 250 life over 5 turns. 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. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd 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 54 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Random Unique] Disrupt/Master While equipped: Stats +4 Dex +2 Wil +5 Cun +4 Con dps ---------- Crit.mult +5.00% Mov.spd +10% Dmg.mod +6% mind ----- def ----- Fatigue -4% Resists +13% nature +11% blight HP.reg +2.00 Poison- +23% Disease- +26% ---------- misc Stam/turn +0.50 Equi/ret +0.04 Masteries +0.17 Technique/Two-handed assault Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +1 Wil +5 Cun +5 Con dps ---------- Phys.pwr +5 (+1 eff.) Mind.pwr +10 (+5 eff.) Dmg.mod +3% darkness +6% mind Res.pen +15% mind Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning +10% cold ----- def ----- Resists +20% cold +9% nature +3% fire Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Str +2 Wil +2 Cun dps ---------- Melee+ 6 physical Ranged+ 6 physical Dmg.mod +3% nature On Hit (Melee): * 20% chance to slow global speed by 41% * 11% chance to reduce all saves and defense by 15 On Hit (Ranged): * 11% chance to reduce all saves and defense by 15 ----- def ----- Resists +5% arcane ---------- misc Hate/m.crit +1.00 Max.hate +6.00 See.Invis +9 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +36 (+18 eff.) ----- def ----- Mind.save +3 (+2 eff.) ---------- misc Hate/m.crit +2.00 Rings make your fingers look great! |
![]() 5.0 T2 greatmaul 2H weapon [Random Unique] Master Power 144% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit.r1 +12 darkness On Crit: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Str dps ---------- Phys.crit +9.0% Phys.pwr +7 (+2 eff.) Dmg.mod +7% physical Res.pen +10% acid Acc +12 (+4 eff.) ----- def ----- Resists +3% acid Massive two-handed mauls. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Ego+] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +8 Con +11 Wil ----- def ----- Max.HP +15.00 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T1 longsword 1H weapon [Rare] Nature Power 101% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +7 nature On Crit.r2 +4 light While equipped: Stats +2 Str +1 Cun +3 Con ---------- misc Light +3 Sharp, long, and deadly. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Dex +5 Mag +4 Wil +5 Con dps ---------- Spell.crit +3% Dmg.mod +6% arcane ----- def ----- Resists +6% nature ---------- misc Infravis +2 See.Invis +3 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +7% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue -2% Resists +3% fire Phys.save +6 (+3 eff.) ---------- misc Max.enc +24 Infravis +2 See.Invis +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Rare] Psionic While equipped: Stats +4 Str +3 Con dps ---------- Dmg.mod +6% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Armour +1 HP.reg +2.00 ---------- misc Stam/turn +0.70 Max.stam +11.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Str dps ---------- Crit.mult +5.00% Phys.pwr +5 (+1 eff.) Melee+ 5 light Dmg.mod +4% light Acc +5 (+1 eff.) Apr +1 ----- def ----- Armour +1 Fatigue +1% Resists +6% light +6% darkness 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. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Str +4 Mag dps ---------- Dmg.mod +9% physical Apr +2 ----- def ----- Defense +1 (+0 eff.) Resists +5% fire +6% cold ---------- misc Stam/turn +1.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Phys.crit +2.0% Crit.mult +15.00% Dmg.mod +9% physical ----- def ----- Armour +1 Fatigue +1% Resists +3% light ---------- misc Stam/ret +0.90 Equi/ret +0.70 A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +4 Dex +4 Wil +3 Cun +3 Con ----- def ----- Armour +1 Fatigue +1% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 163.3 Physical damage. If the attack hits, the target is confused (29% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Wil +1 Cun +2 Con ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning +6% temporal +6% fire Crit.chn- 15.00% A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Dex dps ---------- Res.pen +10% mind ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +5% Resists +5% arcane +6% cold Crit.chn- 5.00% Blind- +20% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 T1 light armor [Rare] Master While equipped: Stats +1 Cun +4 Con dps ---------- Res.pen +5% mind ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +6% physical +3% mind +6% light Phys.save +11 (+6 eff.) ---------- misc Light +1 A suit of armour made of leather. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 150% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +120 While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
![]() 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 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 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +3 Con ----- def ----- Resists +5% fire +6% darkness +5% arcane ---------- misc See.Invis +12 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Rare] Master While equipped: ----- def ----- Resists +6% mind Mind.save +6 (+3 eff.) Die.at -40.00 life Disarm- +20% ---------- misc Light +6 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] Nature While equipped: dps ---------- Dmg.mod +6% lightning +3% acid Res.pen +10% darkness +15% lightning Melee Ret 2 lightning ----- def ----- Resists +6% acid +12% lightning Max.HP +45.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +5 (+3 eff.) ---------- misc Light +5 See.Stealth +6 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 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 202/400 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. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% darkness ----- def ----- Armour +4 Resists +3% lightning +6% darkness Max.HP +40.00 Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 137 mind damage and silencing them for 4 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40% Puts all charms on 20 cooldown 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: 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. |
Achievements
By Dwarfadin the Dwarf Sun Paladin level 9
25th Voratun 122nd year of Ascendancy at 13:09 see stats
By Dwarfadin the Dwarf Sun Paladin level 23
13rd Dearth 122nd year of Ascendancy at 00:31 see stats
By Dwarfadin the Dwarf Sun Paladin level 10
1st Acquisition 122nd year of Ascendancy at 14:37 see stats
By Dwarfadin the Dwarf Sun Paladin level 20
4th Wealth 122nd year of Ascendancy at 11:09 see stats
By Dwarfadin the Dwarf Sun Paladin level 14
26th Profit 122nd year of Ascendancy at 06:44 see stats
By Dwarfadin the Dwarf Sun Paladin level 9
1st Acquisition 122nd year of Ascendancy at 02:10 see stats
By Dwarfadin the Dwarf Sun Paladin level 11
2nd Profit 122nd year of Ascendancy at 03:07 see stats
By Dwarfadin the Dwarf Sun Paladin level 23
12nd Dearth 122nd year of Ascendancy at 23:16 see stats
By Dwarfadin the Dwarf Sun Paladin level 16
32nd Profit 122nd year of Ascendancy at 22:27 see stats
By Dwarfadin the Dwarf Sun Paladin level 23
14th Dearth 122nd year of Ascendancy at 00:19 see stats
Log
The shield around Dwarfadin crumbles.
Dwarfadin is knocked back!
Bethoriwen the cutpurse is knocked back!
Bethoriwen the cutpurse is cut deeply.
Isurabeth the dremling's Shoot hits Bethoriwen the cutpurse for 135 physical, 8 acid, 11 nature, 82 physical (237 total damage).
Isurabeth the dremling's Shoot hits Dwarfadin for (9 absorbed), 0 acid, (11 absorbed), 0 nature, (25 absorbed), 67 physical (67 total damage).
Dwarfadin uses Infusion: Regeneration.
Dwarfadin starts regenerating health quickly.
Vorudath the brecklorn casts Channel Staff.
Vorudath the brecklorn's spell attains critical power!
Deep Wound from Isurabeth the dremling hits Bethoriwen the cutpurse for 23 physical damage.
Vorudath the brecklorn's Channel Staff hits Dwarfadin for 70 blight damage.
Isurabeth the dremling shoots!
Bethoriwen the cutpurse casts Life Tap.
Bethoriwen the cutpurse looks healthier as he deals damage.
Bethoriwen the cutpurse uses Infusion: Healing.
Bethoriwen the cutpurse's deep wound closes.
Bethoriwen the cutpurse receives 75 healing from Infusion: Healing.
Bethoriwen the cutpurse casts Drain.
Bethoriwen the cutpurse hits Dwarfadin for 193 blight damage.
Dwarfadin uses Shield Pummel.
Bethoriwen the cutpurse is stunned!
Dwarfadin hits Bethoriwen the cutpurse for 82 physical, 15 acid, 105 physical, 15 acid (217 total damage).
Isurabeth the dremling's Shoot hits Bethoriwen the cutpurse for 100 physical damage.
Vorudath the brecklorn casts Channel Staff.
Vorudath the brecklorn's Channel Staff hits Dwarfadin for 46 blight damage.
Dwarfadin the level 23 dwarf sun paladin was plagued to death by Vorudath the brecklorn on level 4 of The Maze.
Space restabilizes around you.