Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Cornac |
Class | Sun Paladin |
Level / Exp | 19 / 98% |
Size | medium |
Lifes / Deaths | Killed by Emoritta the bloated horror at level 14 on the 16th Dusk 122nd year of Ascendancy at 03:46 0 / 6Killed by Voruba the dreaming giant venus flytrap at level 18 on the 40th Dusk 122nd year of Ascendancy at 03:34 Killed by Ancaibo the halfling at level 19 on the 54th Dusk 122nd year of Ascendancy at 16:10 Killed by Zubesemira the carrion worm mass at level 19 on the 62nd Dusk 122nd year of Ascendancy at 11:30 Killed by Zubesemira the carrion worm mass at level 19 on the 62nd Dusk 122nd year of Ascendancy at 12:39 Killed by Zubesemira the carrion worm mass at level 19 on the 62nd Dusk 122nd year of Ascendancy at 13:45 |
Primary Stats
Strength | 34 (base 25) |
Dexterity | 40 (base 24) |
Constitution | 11 (base 10) |
Magic | 57 (base 47) |
Willpower | 23 (base 10) |
Cunning | 22 (base 10) |
Resources
Life | -2/447 |
Positive | 48/104 |
Stamina | 212/212 |
Equilibrium | 0 |
Healing Factor | 1.0097162075846 |
Regeneration | 8.3301587125727 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 6 |
See Stealth | 5 |
See Invisible | 16 |
Offense: Mainhand
Damage | 58 |
Accuracy | 56 |
Crit Chance | 13% |
APR | 9 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 43 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Physical | +21% |
Light | +29% |
All | 0% |
Offense: Damage Penetration
Mind | +20% |
Defense: Base
Armour (hardiness) | 31 (35.65183292883%) |
Defense | 52 |
Ranged Defense | 52 |
Fatigue | 7 |
Physical Save | 15 |
Spell Save | 24 |
Mental Save | 26 |
Defense: Resistances
Acid | + 9%( 70%) |
Light | + 52%( 70%) |
Cold | + 21%( 70%) |
Blight | + 3%( 70%) |
Physical | + 5%( 70%) |
Fire | + 13%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 40% |
Silence Resistance | 25% |
Confusion Resistance | 21% |
Knockback Resistance | 10% |
Stun Resistance | 28% |
Instadeath Resistance | 100% |
Blind Resistance | 91% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 122 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Guardian | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Radiance | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 1/5 |
| 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 temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved talent Spit Poison (+1 level(s)). | 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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
On feet | Choldir (0 def, 4 armour) Choldir (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Str / +2 Dex / +1 Cun Changes resistances: +3% acid Silence immunity: +25% Confusion immunity: +21% Stun/Freeze immunity: +28% Stamina each turn: +0.30 Maximum stamina: +16.00 Spellpower: +5 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Berablek the brass lantern Berablek the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +20 (+7 eff.) Changes damage: +18% physical Light radius: +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. |
On head | Glintrage (0 def, 3 armour) Glintrage (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Cun / +3 Wil Changes resistances: +6% light / +3% fire Changes resistances penetration: +20% mind Changes damage: +9% light Mindpower: +4 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Dawnshear (0 def, 1 armour) Dawnshear (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% acid Changes damage: +3% light Mental save: +12 (+6 eff.) Disarm immunity: +20% Knockback immunity: +10% Life regen: +2.00 Stamina each turn: +0.50 Maximum stamina: +10.00 When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Dazzlewilter [power 25] (25 cooldown) Dazzlewilter [power 25] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +5 (+2 eff.) Changes stats: +2 Dex Changes damage: +6% light / +3% physical Critical mult.: +5.00% It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
On fingers | Mardynik the copper ring Mardynik the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +8 Fatigue: -5% Changes resistances: +3% cold Maximum encumbrance: +21 Life regen: +2.00 Psi when hit: +0.04 Mindpower: +10 (+5 eff.) Rings make your fingers look great! |
On fingers | steel ring 'Dayclamor' steel ring 'Dayclamor'Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+3 eff.) Damage (Melee): 15 light Damage (Ranged): 15 light Damage when hit (Melee): 2 light Changes stats: +3 Mag / +1 Wil / +1 Cun Changes resistances: +6% light Changes damage: +11% light Blindness immunity: +24% Spellpower: +7 (+2 eff.) Mindpower: +7 (+4 eff.) Infravision radius: +4 See stealth: +5 See invisible: +7 Rings make your fingers look great! |
Around neck | warrior's copper amulet of dexterity (+3) warrior's copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +5% physical Stamina each turn: +0.30 Amulets make your neck look great! |
In main hand | balanced stralite longsword (36-50 power, 5 apr) balanced stralite longsword (36-50 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 35.5 - 49.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +5 (+2 eff.) Disarm immunity: +20% Sharp, long, and deadly. |
Around waist | Bymnir the rough leather belt Bymnir the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 22 Changes stats: +3 Mag / +2 Wil / +1 Con Maximum encumbrance: +20 Infravision radius: +2 See invisible: +9 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)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Cloak | Hanarach (1 def, 0 armour) Hanarach (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +2.0% Physical power: +5 (+2 eff.) Defense: +1 (+1 eff.) Changes stats: +3 Wil Changes resistances: +3% blight / +3% cold Mental save: +5 (+2 eff.) Life regen: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | duelist's cured leather armour of the hero (10 def, 7 armour) duelist's cured leather armour of the hero (10 def, 7 armour)Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +7 Defense: +10 (+4 eff.) Fatigue: +7% Changes stats: +5 Str / +9 Dex / +4 Mag / +4 Wil / +8 Cun Maximum life: +39.00 A suit of armour made of leather. |
Inventory
shatter afflictions rune of the titan (absorb 46; cd 13) shatter afflictions rune of the titan (absorb 46; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 46 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 Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
clarifying copper amulet of strength (+3) clarifying copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +10% mind Confusion immunity: +23% Amulets make your neck look great! |
starlit copper amulet of willpower (+2) starlit copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +10% light / +11% darkness Blindness immunity: +21% Amulets make your neck look great! |
copper ring 'Blizzardwish' copper ring 'Blizzardwish'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Wil Changes resistances: +11% mind / +9% cold Changes damage: +11% mind Mental crit. chance: +1% Rings make your fingers look great! |
savior's steel ring of light (+20%) savior's steel ring of light (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% light Changes damage: +10% light Physical save: +9 (+7 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+3 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. chilling steel greatmaul of paradox (26-40 power, 2 apr)chilling steel greatmaul of paradox (26-40 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.5 - 39.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +13 temporal / +14 cold When wielded/worn: Changes resistances: +7% temporal Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. mighty yew longbow of firemighty yew longbow of fire Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (Ranged): +8 fire When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +3 Str Changes damage: +21% fire Longbows are used to shoot arrows at your foes. |
Polanne (12-17 power, 2 apr) Polanne (12-17 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +20% When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +6 Damage when hit (Melee): 10 blight Changes resistances penetration: +6% all Spellpower: +10 (+3 eff.) Spell crit. chance: +4% Sharp, long, and deadly. |
Turarorach the Snowlore (11-15 power, 2 apr) Turarorach the Snowlore (11-15 power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +5 darkness / +12 cold Damage (radius 1) on hit: +8 cold Damage against: +7% Living When wielded/worn: Changes stats: +1 Str Changes resistances: +3% darkness / +9% cold See invisible: +6 Sharp, long, and deadly. |
balanced iron longsword of massacre (19-27 power, 2 apr) balanced iron longsword of massacre (19-27 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +5 (+2 eff.) Disarm immunity: +20% Sharp, long, and deadly. |
Tempestwinter (18-25 power, 2 apr) Tempestwinter (18-25 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +1 Mag Changes resistances: +3% acid Changes resistances penetration: +5% acid Blunt and deadly. |
Tulykalthobers the Flashvein (15-18 power, 3 apr, lightning element) Tulykalthobers the Flashvein (15-18 power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +1% physical Changes damage: +15% lightning / +9% light Talent granted: +1 Command Staff Critical mult.: +11.00% Physical save: +7 (+6 eff.) Spell save: +5 (+2 eff.) Mental save: +7 (+3 eff.) Stamina each turn: +1.00 Mana each turn: +0.14 Maximum mana: +38.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
potent ash starstaff of illumination (17-20 power, 3 apr, light element) potent ash starstaff of illumination (17-20 power, 3 apr, light element)Requires: - Magic 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 17.0 - 20.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +7 (+3 eff.) Changes damage: +17% light Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 88.91 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Hailmaim the rough leather belt Hailmaim the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 18% Damage when hit (Melee): 6 light Changes resistances: +3% cold Changes resistances penetration: +10% cold Changes damage: +6% darkness Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt 'Hazewing' rough leather belt 'Hazewing'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +2 Damage when hit (Melee): 2 physical Changes stats: +1 Str Changes resistances: +6% lightning / +7% temporal Changes resistances penetration: +5% cold Changes damage: +3% cold Critical mult.: +10.00% Physical save: +6 (+5 eff.) A belt that goes around your waist. |
Sunrebel the linen cloak (1 def, 0 armour) Sunrebel the linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes damage: +3% light / +12% temporal Spell save: +5 (+2 eff.) Mental save: +6 (+3 eff.) Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tulantir the linen cloak (1 def, 0 armour) Tulantir the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 4 mind Changes stats: +3 Con Changes damage: +12% mind Maximum life: +32.00 See invisible: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Eldoral (1 def, 0 armour) linen cloak of Eldoral (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Cun / +1 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Iron Throne (1 def, 0 armour) linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +2 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robes of Deflection (0 def, 7 armour) Robes of Deflection (0 def, 7 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 Armour Hardiness: +30% Changes stats: +3 Con / +3 Mag Changes resistances: +7% all Spellpower: +5 (+1 eff.) Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. |
stargazer's silk robe of power (0 def, 0 armour) stargazer's silk robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +2 Cun Changes resistances: +13% all Changes damage: +9% darkness / +11% light / +13% all Spellpower: +17 (+5 eff.) Spell crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of iron boots 'Thunderquell' (0 def, 3 armour) pair of iron boots 'Thunderquell' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 20% chance to reduce all saves and defense by 22 Changes stats: +3 Cun / +3 Dex Changes resistances: +3% lightning Changes resistances penetration: +5% lightning Changes damage: +9% lightning / +6% darkness It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 148% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Cloudbreacher' (0 def, 1 armour) pair of rough leather boots 'Cloudbreacher' (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Cun / +3 Wil Changes resistances: +9% lightning Changes resistances penetration: +20% lightning / +15% light / +5% acid Changes damage: +3% acid Physical save: +6 (+5 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) A pair of boots made of leather. |
rough leather gloves 'Malyregodar' (0 def, 9 armour) rough leather gloves 'Malyregodar' (0 def, 9 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +9 Changes resistances: +3% mind / +5% arcane Physical save: +3 (+3 eff.) Life regen: +2.00 Stamina each turn: +0.50 Maximum stamina: +13.00 When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of strength (+2) (0 def, 1 armour) rough leather gloves of strength (+2) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Changes stats: +2 Str When used to modify unarmed attacks: Base power: 12.0 - 13.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm dwarven-steel gauntlets of strength (+4) (0 def, 2 armour) storm dwarven-steel gauntlets of strength (+4) (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 7 lightning Changes stats: +4 Str Changes resistances: +5% lightning Changes damage: +3% lightning When used to modify unarmed attacks: Base power: 23.5 - 32.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Lightning Breath (10% chance level 3). Damage (radius 2) on crit: +6 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
Malidur (0 def, 3 armour) Malidur (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex / +5 Con Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. insulating dwarven-steel helm of the depths (0 def, 4 armour)insulating dwarven-steel helm of the depths (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +5% fire / +7% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Shiverterror' (0 def, 1 armour) rough leather cap 'Shiverterror' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +1 Wil / +2 Con Changes resistances penetration: +5% lightning / +5% cold Changes damage: +9% cold See invisible: +3 A cap made of leather. |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
123 alchemist agate 123 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Scumlace (dig speed 38 turns) Scumlace (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +4 Effects on melee hit: * 10% chance to slow global speed by 48% Changes stats: +5 Str / +1 Dex / +1 Con Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Lightshine the brass lantern Lightshine the brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 acid / 12 fire / 6 light Changes resistances: +15% fire Changes resistances penetration: +5% light Changes damage: +3% fire Light radius: +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. |
brass lantern 'Eclipseclash' brass lantern 'Eclipseclash'Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 22 * 10% chance to slow global speed by 48% * 10% chance to reduce damage dealt by 18% Damage when hit (Melee): 12 fire Changes resistances: +3% nature / +6% fire Changes resistances penetration: +10% darkness Light radius: +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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
iron torque of mindblast [power 100] (15 cooldown) iron torque of mindblast [power 100] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
Brandfame [power 100] (25 cooldown) Brandfame [power 100] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +9% temporal / +3% light / +6% darkness Changes resistances penetration: +10% fire Changes damage: +3% fire It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 210 Base Damage: 104 Armor: 4 All Resist: 0 Activation puts all charms on cooldown for 25 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Xarina the elm totem of healing [power 110] (15 cooldown) Xarina the elm totem of healing [power 110] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +4 Str / +1 Dex / +4 Mag / +2 Cun See invisible: +9 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
7 ametrine 7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Kidr the Cornac Sun Paladin level 8
10th Mirth 122nd year of Ascendancy at 19:49 see stats
By Kidr the Cornac Sun Paladin level 10
6th Flare 122nd year of Ascendancy at 12:58 see stats
By Kidr the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 16:21 see stats
By Kidr the Cornac Sun Paladin level 8
3rd Flare 122nd year of Ascendancy at 05:45 see stats
By Kidr the Cornac Sun Paladin level 11
9th Flare 122nd year of Ascendancy at 14:12 see stats
By Kidr the Cornac Sun Paladin level 18
31st Dusk 122nd year of Ascendancy at 05:31 see stats
Log
Zubesemira the carrion worm mass receives 8 healing (8 psi heal).
Kidr uses Infusion: Healing.
Kidr receives 123 healing from Infusion: Healing.
Kidr casts Path of the Sun.
Zubesemira the carrion worm mass uses Resonance Field.
A psychic field forms around Zubesemira the carrion worm mass.
Zubesemira the carrion worm mass converts some damage to Psi!
Kidr's sun path area effect hits Zubesemira the carrion worm mass for (18 resonance), 6 to psi, 9 light (15 total damage).
Zubesemira the carrion worm mass uses Slime Spit.
Zubesemira the carrion worm mass's mind surges with critical power!
Zubesemira the carrion worm mass converts some damage to Psi!
Searing Sight hits Zubesemira the carrion worm mass for (6 resonance), 2 to psi, 3 light (5 total damage).
Kidr slows down.
Kidr receives 13 healing from Shield of Light.
Zubesemira the carrion worm mass's Slime Spit hits Kidr for 228 nature damage.
Zubesemira the carrion worm mass receives 8 healing (8 psi heal).
Kidr casts Healing Light.
Kidr receives 158 healing.
Zubesemira the carrion worm mass converts some damage to Psi!
Kidr's sun path area effect hits Zubesemira the carrion worm mass for (18 resonance), 6 to psi, 9 light (15 total damage).
Zubesemira the carrion worm mass uses Mind Sear.
Zubesemira the carrion worm mass uses Flame Fury.
Zubesemira the carrion worm mass's mind surges with critical power!
Kidr is on fire!
Kidr is knocked back!
Burning from Zubesemira the carrion worm mass hits Kidr for 24 fire damage.
Zubesemira the carrion worm mass hits Kidr for 270 mind, 70 fire (340 total damage).
Shield of Light hits Kidr for 13 healing, 13 healing, 13 healing (0 total damage) [38 healing].
Kidr the level 19 cornac sun paladin was fried to death by Zubesemira the carrion worm mass on level 1 of The Maze.