











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! 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:
Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Better Item Description 1.7.4This 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. 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: 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 | Ogre |
Class | Sun Paladin |
Level / Exp | 17 / 19% |
Size | big |
Lifes / Deaths | Killed by Yvith the giant red ant at level 17 on the 8th Regrowth 123rd year of Ascendancy at 04:49 / 1 |
Primary Stats
Strength | 50 (base 36) |
Dexterity | 14 (base 10) |
Constitution | 19 (base 10) |
Magic | 46 (base 44) |
Willpower | 8 (base 10) |
Cunning | 19 (base 10) |
Resources
Life | -69/672 |
Mana | 66/186 |
Stamina | 189/189 |
Positive | 58/98 |
Healing Factor | 1.1891723257555 |
Regeneration | 5.053982384461 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 1 |
Offense: Mainhand
Damage | 54 |
Accuracy | 40 |
Crit Chance | 6% |
APR | 8 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 33 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 13 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Physical | +12% |
Acid | +3% |
Light | 0% |
Temporal | +3% |
Lightning | +9% |
Arcane | +3% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Lightning | +5% |
Fire | +11% |
Arcane | +15% |
Defense: Base
Armour (hardiness) | 29.413408721348 (65.897138898113%) |
Defense | 13 |
Ranged Defense | 13 |
Fatigue | 31 |
Physical Save | 22 |
Spell Save | 27 |
Mental Save | 16 |
Defense: Resistances
Acid | + 17%( 70%) |
Blight | + 7%( 70%) |
Physical | + 2%( 70%) |
Cold | + 27%( 70%) |
All | 0%( 70%) |
Lightning | + 36%( 70%) |
Light | + 31%( 70%) |
Temporal | + 6%( 70%) |
Mind | + 3%( 70%) |
Darkness | + 6%( 70%) |
Fire | + 31%( 70%) |
Nature | + 6%( 70%) |
Defense: Immunities
Stun Resistance | 25% |
Confusion Resistance | 20% |
Instadeath Resistance | 100% |
Poison Resistance | 12% |
Blind Resistance | 43% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 213 damage for 3 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 111 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: Biting GaleUse 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 direct a cone of chilling stormwind doing 167.50 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Radiance | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 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 |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by shadow. Escort: lost sun paladin (level 2 of Scintillating Caves) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin! | active |
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 |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed sandworm tooth. * '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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed orc heart. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed bear paw. | 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 within | active |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid ----- def ----- Armour +3 Fatigue +2% Resists +6% acid +2% physical +6% darkness Max.HP +40.00 ---------- misc Stam/turn +0.40 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +5% lightning +5% fire Melee Ret 4 fire ----- def ----- Resists +6% light +3% fire Max.HP +40.00 ---------- 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. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +2 Dex +2 Cun dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +12% physical Apr +5 ----- def ----- Armour +3 Fatigue +5% ---------- misc Max.stam +10.00 Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +2 Str dps ---------- Spell.crit +3% Phys.pwr +5 (+2 eff.) Melee+ 7 fire Dmg.mod +5% fire Phasing +10% ----- def ----- Armour +5 Resists +6% fire Mind.save +7 (+5 eff.) Max.HP +40.00 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. |
Tool | ![]() 2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (126 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego++] Arcane/Nature While equipped: ----- def ----- Resists +11% acid +12% fire +7% blight +12% cold +6% nature +12% lightning Poison- +12% Disease- +11% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Str +2 Cun +6 Con dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 9 physical Ranged+ 12 physical Dmg.mod +9% lightning +3% arcane Res.pen +15% arcane On Hit (Melee): * 12% chance to reduce all saves and defense by 8 On Hit (Ranged): * 12% chance to reduce all saves and defense by 8 ----- def ----- Spell.save +11 (+5 eff.) ---------- misc Hate/m.crit +2.00 Max.stam +15.00 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! |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +12% lightning Stun/Frz- +25% Amulets make your neck look great! |
In main hand | ![]() 3.0 T2 mace 1H weapon [Ego+] Arcane Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * Create an explosion dealing 57 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +5% fire Res.pen +6% fire Blunt and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +3% temporal Acc +15 (+5 eff.) ----- def ----- Resists +6% lightning +6% temporal Die.at -60.00 life ---------- misc Stam/turn +3.00 Max.stam +10.00 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 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 (+7 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 | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +3% mind +6% lightning Max.HP +31.00 Confus- +20% Def/telep +10 Res/telep +10% Dur/telep +10% 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 T1 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Max.HP +54.00 HP.reg +1.00 Heal.mod +11% A suit of armour made of mail. |
Inventory
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +6 Cun dps ---------- Res.pen +5% darkness ----- def ----- Resists +6% lightning +5% arcane +18% light +3% nature Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +12% lightning Stun/Frz- +20% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12% light +12% darkness Blind- +21% ---------- misc Masteries +0.12 Celestial/Sun Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +6 (+6 eff.) Dmg.mod +6% blight +6% darkness Melee Ret 6 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 8% ----- def ----- Resists +6% blight Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+6 eff.) Dmg.mod +12% acid +12% fire +3% darkness ----- def ----- Resists +24% acid +24% fire +3% nature +6% temporal Spell.save +3 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +6% darkness Phys.save +6 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+5 eff.) HP.reg +2.00 Poison- +20% Disease- +10% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% blight ----- def ----- Resists +11% blight Rings make your fingers look great! |
![]() 3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Mind.crit +2% Crit.mult +6.00% Mind.pwr +4 (+4 eff.) ----- def ----- Max.HP +12.00 HP.reg +0.60 ---------- 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. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Arcane Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +4 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 57 damage While equipped: dps ---------- Dmg.mod +6% arcane ----- def ----- Armour +8 Resists +5% arcane +3% lightning One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str +2 Dex +4 Con dps ---------- Phys.pwr +3 (+1 eff.) Melee Ret 2 arcane ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Con dps ---------- Mind.pwr +4 (+4 eff.) Res.pen +5% nature Apr +3 On Hit (Melee): * 10% chance to slow global speed by 33% ----- def ----- Phys.save +6 (+3 eff.) ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Wil +2 Cun +2 Con dps ---------- Dmg.mod +15% mind Melee Ret 4 acid ----- def ----- Defense +2 (+2 eff.) ---------- misc Psi/ret +0.12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Wil +1 Con dps ---------- Mind.crit +1% Crit.mult +5.00% On Hit (Melee): * 20% chance to slow global speed by 33% ----- def ----- Defense +1 (+1 eff.) Resists +6% lightning +3% fire ---------- misc Max.psi +10.00 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] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 33% ----- def ----- Armour +1 Resists +9% blight ---------- misc Stam/turn +0.30 Max.stam +15.00 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Resists +5% fire +6% cold A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Ego+] Master While equipped: ----- def ----- Armour +4 Mind.save +6 (+5 eff.) Max.HP +40.00 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. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +6 Dex +1 Wil +5 Cun dps ---------- Dmg.mod +3% darkness Res.pen +15% darkness Acc +4 (+1 eff.) On Melee Ret: * 11% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +5 (+5 eff.) Fatigue +3% Resists +6% darkness ---------- misc Infravis +2 A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex +3 Cun +7 Con dps ---------- Apr +5 ----- def ----- Armour +1 Fatigue +1% Resists +9% fire A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 8% ----- def ----- Armour +8 Defense +4 (+4 eff.) Fatigue +5% Resists +3% acid +9% mind +3% all Phys.save +5 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +4 Wil +5 Cun +2 Con dps ---------- Spell.crit +3% ----- def ----- Armour +11 Defense +2 (+2 eff.) Fatigue +8% Resists +6% mind Phys.save +5 (+2 eff.) Mind.save +22 (+13 eff.) ---------- misc Max.vim +30.00 Infravis +2 A suit of armour made of mail. |
![]() 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: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +4 Mag +1 Wil +2 Con ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Armour +2 Resists +6% cold +6% light +5% arcane Phys.save +6 (+3 eff.) Heal.mod +13% ---------- 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Spell.pwr +25 (+10 eff.) Res.pen +5% arcane ----- def ----- Spell.save +3 (+1 eff.) ---------- misc Mana/s.crit +2.00 Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +3% blight Res.pen +5% blight Melee Ret 2 arcane ----- def ----- Spell.save +9 (+4 eff.) Setup a psionic shield, reducing all damage taken by 45 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 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 Unbo the Ogre Sun Paladin level 10
8th Flare 122nd year of Ascendancy at 01:23 see stats
By Unbo the Ogre Sun Paladin level 7
5th Mirth 122nd year of Ascendancy at 15:53 see stats
By Unbo the Ogre Sun Paladin level 7
7th Mirth 122nd year of Ascendancy at 00:31 see stats
Log
3-headed hydra misses Unbo.
Minotaur of the Labyrinth uses Stunning Blow.
Unbo resists the stunning blow!
Minotaur of the Labyrinth damages himself through Martyrdom!
Minotaur of the Labyrinth hits Unbo for 155 physical damage.
Melee retaliation hits Minotaur of the Labyrinth for 3 fire, 9 light (12 total damage).
Unbo hits Minotaur of the Labyrinth for 13 physical damage.
Yvith the giant red ant shares damage with his oozes!
Yvith the giant red ant hits Unbo for 36 nature, 2 lightning, 2 physical, 1 cold, 3 acid, 2 fire, 63 mind, 2 lightning, 2 physical, 1 cold, 3 acid, 2 fire (122 total damage).
Melee retaliation hits Yvith the giant red ant for 2 fire, 5 light, 2 fire, 5 light (14 total damage).
Unbo deactivates Second Life.
Unbo has been healed by a blast of positive energy!
Unbo speeds up.
Unbo is no longer poisoned.
Spydric Poison from Yvith the giant red ant hits Unbo for 10 nature damage.
Poison from Yvith the giant red ant hits Unbo for 0 nature damage.
Unbo receives 180 healing.
Unbo casts Providence.
3-headed hydra misses Unbo.
Minotaur of the Labyrinth is no longer influenced by martyrdom.
Minotaur of the Labyrinth uses Stunning Blow.
Unbo resists the stunning blow!
Unbo resists the stunning blow!
Minotaur of the Labyrinth hits Unbo for 74 physical, 68 physical (142 total damage).
Melee retaliation hits Minotaur of the Labyrinth for 4 fire, 11 light, 4 fire, 11 light (29 total damage).
Yvith the giant red ant shares damage with his oozes!
Yvith the giant red ant hits Unbo for 38 nature, 2 lightning, 2 physical, 1 cold, 3 acid, 2 fire, 59 mind (108 total damage).
Melee retaliation hits Yvith the giant red ant for 2 fire, 6 light, 2 fire, 6 light (16 total damage).
Unbo the level 17 ogre sun paladin was mindraped to death by Yvith the giant red ant on level 2 of The Maze.