Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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:
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: 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 | Cornac |
Class | Sun Paladin |
Level / Exp | 21 / 7% |
Size | medium |
Lifes / Deaths | Killed by Salutta the rattlesnake at level 21 on the 48th Dusk 122nd year of Ascendancy at 20:05 / 2Killed by ritch flamespitter at level 21 on the 48th Dusk 122nd year of Ascendancy at 20:38 |
Primary Stats
Strength | 53 (base 36) |
Dexterity | 13 (base 10) |
Constitution | 21 (base 21) |
Magic | 48 (base 45) |
Willpower | 12 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | -213/621 |
Positive | 56/110 |
Stamina | 185/185 |
Healing Factor | 1.434804467222 |
Regeneration | 8.9675279201377 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 68 |
Accuracy | 47 |
Crit Chance | 13% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 34 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 12 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +18% |
Light | +3% |
Temporal | +6% |
Mind | +16% |
All | 0% |
Offense: Damage Penetration
Physical | +10% |
Light | +20% |
Mind | +5% |
Defense: Base
Armour (hardiness) | 30 (30%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 23 |
Physical Save | 30 |
Spell Save | 40 |
Mental Save | 21 |
Defense: Resistances
Acid | + 3%( 70%) |
Physical | + 1%( 70%) |
Cold | + 28%( 70%) |
All | 0%( 70%) |
Lightning | + 31%( 70%) |
Light | + 31%( 70%) |
Temporal | + 6%( 70%) |
Mind | + 10%( 70%) |
Fire | + 13%( 70%) |
Nature | + 9%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Teleport Resistance | 10% |
Confusion Resistance | 24% |
Silence Resistance | 30% |
Knockback Resistance | 50% |
Instadeath Resistance | 100% |
Blind Resistance | 43% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 340 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 109 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 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Celestial / Guardian | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Celestial / Radiance | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Conditioning | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| 3/5 |
| 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 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed bear paw. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed xorn fragment. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed naga tongue. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
Equipment
On feet | pair of iron boots 'Naromileg' (0 def, 3 armour) pair of iron boots 'Naromileg' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Mag +2 Wil ----- def ----- Armour +3 Fatigue +2% Resists +3% lightning +6% temporal +3% cold Crit.chn- 5.00% Mind.save +9 (+4 eff.) Heal.mod +10% Disarm- +20% Blink to a nearby random location (rad 8) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Morningmoon the brass lantern Morningmoon the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light Res.pen +20% light Melee Ret 2 acid On Hit (Melee): * 10% chance to reduce armor by 29% ----- def ----- Resists +6% light Phys.save +6 (+3 eff.) Heal.mod +12% ---------- 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. |
On head | iron helm 'Airblack' (0 def, 3 armour) iron helm 'Airblack' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Melee Ret 6 lightning ----- def ----- Armour +3 Fatigue +5% Resists +9% nature Die.at -20.00 life Max.HP +20.00 Silence- +10% Teleport- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 127.11 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Tool | Armidekath the Deepsbutcher [power 110] (12/15 cooldown) Armidekath the Deepsbutcher [power 110] (12/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +18% darkness Melee Ret 2 mind Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Alemarek Alemarek0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Str dps ---------- Phys.crit +2.0% Melee Ret 2 physical On Hit (Melee): * 20% chance to reduce armor by 29% ----- def ----- Armour +2 Defense +5 (+3 eff.) Mind.save +6 (+3 eff.) Confus- +24% Rings make your fingers look great! |
On fingers | Khelulerath the copper ring Khelulerath the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +10% mind ----- def ----- Resists +10% mind +1% physical Phys.save +3 (+2 eff.) Die.at -60.00 life Rings make your fingers look great! |
Around neck | copper amulet 'Carriontreason' copper amulet 'Carriontreason'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Res.pen +5% mind Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 32% ----- def ----- Resists +3% lightning +3% fire Amulets make your neck look great! |
In main hand | Crooked Club (25-35 power, 4 apr) Crooked Club (25-35 power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Around waist | Emelarita Emelarita1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +10% physical Acc +10 (+3 eff.) ----- def ----- Armour +8 Resists +3% acid Die.at -40.00 life Max.HP +33.00 ---------- misc Max.stam +20.00 A belt that goes around your waist. |
In off hand | Coral Spray (8 def, 8 armour, 18-25 power, 48 block) Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Cloak | Armadur (1 def, 0 armour) Armadur (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Crit.mult +5.00% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -3% Die.at -60.00 life Silence- +20% ---------- misc Equi/ret +0.08 Hate/m.crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | cured leather armour 'Ce'Nuyaldaba' (9 def, 4 armour) cured leather armour 'Ce'Nuyaldaba' (9 def, 4 armour)9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +4 Str +3 Dex dps ---------- Dmg.mod +6% mind +6% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +9 (+5 eff.) Fatigue +7% Resists +15% lightning Phys.save +7 (+4 eff.) Max.HP +21.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of leather. |
Inventory
movement infusion (speed 475%; cd 16) movement infusion (speed 475%; cd 16)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 475% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Korodig the copper ring Korodig the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Resists +3% light +3% temporal +9% darkness +3% mind Rings make your fingers look great! |
Colaryem (48-77 power, 12 apr) Colaryem (48-77 power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 48.0 - 76.8 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
thorny mindstar (8-8 power, 24 apr, nature damage) thorny mindstar (8-8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Normal] Nature Power 7.5 - 8.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+6 eff.) ---------- misc Talents +1 Attune Mindstar 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. |
rough leather belt 'Zurak' rough leather belt 'Zurak'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind Acc +5 (+1 eff.) Melee Ret 6 physical On Hit (Melee): * 20% chance to reduce all saves and defense by 7 ----- def ----- Resists +9% mind Max.HP +37.00 A belt that goes around your waist. |
woollen robe 'Blasthacker' (2 def, 3 armour) woollen robe 'Blasthacker' (2 def, 3 armour)2.0 T2 cloth armor [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Res.pen +10% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 19 ----- def ----- Armour +3 Defense +2 (+1 eff.) Resists +3% lightning +11% darkness +8% blight +11% mind +9% all Phys.save +28 (+13 eff.) Spell.save +12 (+4 eff.) Mind.save +23 (+11 eff.) Max.HP +49.00 HP.reg +1.90 Heal.mod +13% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of iron boots 'Noonripper' (0 def, 3 armour) pair of iron boots 'Noonripper' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Mag +3 Con dps ---------- Dmg.mod +3% light ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +5% cold ---------- misc See.Invis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+2 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+4 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 168.88 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Xanubrena the iron gauntlets (15 def, 1 armour) Xanubrena the iron gauntlets (15 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Armour +1 Defense +15 (+8 eff.) Fatigue +1% Resists +3% fire Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Die.at -20.00 life Max.HP +20.00 Disarm- +20% 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. |
steel mail armour 'Artholdir' (9 def, 15 armour) steel mail armour 'Artholdir' (9 def, 15 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +15 Defense +9 (+5 eff.) Fatigue +12% Resists +18% acid +28% cold +6% light +12% temporal Spell.save +6 (+2 eff.) Mind.save +15 (+7 eff.) ---------- misc Breathe water A suit of armour made of mail. |
steel plate armour (0 def, 9 armour) steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Normal] While equipped: ----- def ----- Armour +9 Fatigue +22% A suit of armour made of metal plates. |
steel shield 'Loamjam' (0 def, 4 armour, 20-23 power, 40.5 block) steel shield 'Loamjam' (0 def, 4 armour, 20-23 power, 40.5 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 19.5 - 23.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 On Hit.r1 +12 nature While equipped: dps ---------- Melee Ret 6 nature ----- def ----- Armour +4 Fatigue +8% Resists +3% nature +22% physical Max.HP +51.00 ---------- misc Talents +1 Block Handheld deflection devices. |
5 agate 5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
145 alchemist agate 145 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
topaz topaz0.0 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. |
Glitterlady the iron pickaxe (dig speed 37 turns) Glitterlady the iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +2 Dex +1 Mag +3 Wil +1 Cun dps ---------- Dmg.mod +5% nature Res.pen +10% light ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
9 spinel 9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Aremina Aremina2.0 T1 lite [Rare] Arcane While equipped: Stats +4 Cun +2 Mag dps ---------- Spell.crit +2% Mind.crit +1% Spell.pwr +5 (+2 eff.) S.pwr/crit +6 Melee Ret 12 fire ----- def ----- Resists +5% fire Mind.save +3 (+1 eff.) ---------- 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. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+5 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 4 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Bizzare Contraption Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
amethyst amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
10 ametrine 10 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon 9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Menas the Cornac Sun Paladin level 10
2nd Mirth 122nd year of Ascendancy at 05:54 see stats
By Menas the Cornac Sun Paladin level 20
42nd Dusk 122nd year of Ascendancy at 15:38 see stats
By Menas the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 10:46 see stats
By Menas the Cornac Sun Paladin level 20
42nd Dusk 122nd year of Ascendancy at 20:45 see stats
By Menas the Cornac Sun Paladin level 16
3rd Flare 122nd year of Ascendancy at 17:52 see stats
By Menas the Cornac Sun Paladin level 16
1st Summertide 122nd year of Ascendancy at 10:35 see stats
By Menas the Cornac Sun Paladin level 21
48th Dusk 122nd year of Ascendancy at 20:05 see stats
Log
Menas's Deadly Poison from Salutta the rattlesnake was extended!
Menas's Off-balance was extended!
Melee retaliation hits Salutta the rattlesnake for 2 lightning, 1 physical, 1 acid, 0 mind, 1 nature (4 total damage).
Menas receives 6 healing from Shield of Light.
Salutta the rattlesnake hits Menas for 153 physical damage.
Menas resists!
Salutta the rattlesnake hits Menas for damage.
Salutta the rattlesnake bites poison into Menas.
Menas is poisoned!
Melee retaliation hits Salutta the rattlesnake for 2 lightning, 1 physical, 1 acid, 0 mind, 1 nature (4 total damage).
Menas receives 6 healing from Shield of Light.
Salutta the rattlesnake hits Menas for 9 nature damage.
The smoke around Menas dissipates.
Talent Block is ready to use.
Talent Brandish is ready to use.
Talent Shield Slam is ready to use.
Shield of Light hits Menas for 6 healing, 6 healing (0 total damage) [12 healing].
Deadly Poison from Salutta the rattlesnake hits Menas for 37 nature damage.
Poison from Salutta the rattlesnake hits Menas for 9 nature damage.
Menas activates Retribution.
Menas resists!
Salutta the rattlesnake hits Menas for damage.
Melee retaliation hits Salutta the rattlesnake for 2 lightning, 1 physical, 1 acid, 0 mind, 1 nature (4 total damage).
Salutta the rattlesnake hits Menas for (68 absorbed), 68 physical (68 total damage).
Menas receives 6 healing from Shield of Light.
Ritch flamespitter spits flames!
Menas receives 6 healing from Shield of Light.
Ritch flamespitter hits Menas for (45 absorbed), 45 fire (45 total damage).
Menas the level 21 cornac sun paladin was boiled to death by a ritch flamespitter on level 1 of The Maze.