Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
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Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Higher |
Class | Sun Paladin |
Level / Exp | 20 / 93% |
Size | medium |
Lifes / Deaths | Killed by Silereda the sandworm at level 20 on the 1st Allure 123rd year of Ascendancy at 20:31 / 1 |
Primary Stats
Strength | 62 (base 48) |
Dexterity | 16 (base 10) |
Constitution | 10 (base 10) |
Magic | 51 (base 41) |
Willpower | 15 (base 10) |
Cunning | 20 (base 10) |
Resources
Life | -162/440 |
Positive | 53/107 |
Stamina | 94/170 |
Healing Factor | 1.1000003099961 |
Regeneration | 0.27500007749902 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 5 |
Infravision | 1 |
Offense: Mainhand
Damage | 78 |
Accuracy | 46 |
Crit Chance | 9% |
APR | 13 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 40 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Light | +20% |
Darkness | +3% |
Lightning | +6% |
Fire | +5% |
All | 0% |
Offense: Damage Penetration
Acid | +15% |
Physical | +12% |
Temporal | +20% |
Lightning | +40% |
Arcane | +15% |
Mind | +15% |
All | +5% |
Defense: Base
Armour (hardiness) | 49 (88.568973732692%) |
Defense | 5 |
Ranged Defense | 5 |
Fatigue | 28 |
Physical Save | 29 |
Spell Save | 31 |
Mental Save | 23 |
Defense: Resistances
Acid | + 28%( 70%) |
Blight | + 12%( 70%) |
Arcane | + 12%( 70%) |
Cold | + 17%( 70%) |
All | 0%( 70%) |
Darkness | + 11%( 70%) |
Light | + 66%( 70%) |
Temporal | + 13%( 70%) |
Physical | + 6%( 70%) |
Lightning | + 24%( 70%) |
Fire | + 20%( 70%) |
Nature | + 15%( 70%) |
Defense: Immunities
Blind Resistance | 60% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/4)
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 297 damage for 3 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 82 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 176 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 642% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Celestial / Radiance | 1.30 |
| 1/5 |
| 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 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Heart of the Gloom. Escort: lost defiler (level 1 of Heart of the Gloom)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Heart of the Gloom. Escort: lost warrior (level 2 of Heart of the Gloom)As a reward you improved Strength by +5. | done |
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 improved Strength by +5. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed warg claw. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' 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.' * You've found the needed red crystal shard. * You've found the needed sandworm tooth. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | grounding pair of dwarven-steel boots of speed (0 def, 4 armour) grounding pair of dwarven-steel boots of speed (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +9% lightning / +7% temporal Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(60 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Lavalady (0 def, 3 armour) Lavalady (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: +1 Dex / +2 Mag / +1 Cun Changes resistances: +6% fire / +5% cold Reduces incoming crit damage: 15.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | hardened leather gloves 'Delulekan' (0 def, 2 armour) hardened leather gloves 'Delulekan' (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +2 Damage (Melee): 7 lightning / 5 fire Changes stats: +3 Str Changes resistances: +6% lightning / +5% fire / +6% temporal Changes resistances penetration: +15% temporal Changes damage: +3% lightning / +5% fire When used to modify unarmed attacks: Power: 121% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Lightning Breath (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 3). Damage (radius 2) on crit: +8 lightning / +7 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | steel torque of psionic shield 'Barkwing' [power 43] (9/25 cooldown) steel torque of psionic shield 'Barkwing' [power 43] (9/25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +3% nature / +9% fire It can be used to setup a psionic shield, reducing all damage taken by 43 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce fatigue by 24% for 2 turns. * Cleanse 1 total effects of type disease, wound, or poison. * Gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | copper ring of luminosity copper ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 13 light Damage (Ranged): 11 light Changes stats: +2 Mag Changes damage: +10% light Rings make your fingers look great! |
On fingers | Ularan the Skybreak Ularan the SkybreakInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +28% acid / +9% lightning Changes resistances penetration: +25% lightning / +10% mind Changes damage: +11% acid / +3% lightning Rings make your fingers look great! |
Around neck | starlit gold amulet of dexterity (+4) starlit gold amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Dex Changes resistances: +19% light / +11% darkness Blindness immunity: +20% Amulets make your neck look great! |
In main hand | steel longsword 'Manoregohek' (119% power, 3 apr) steel longsword 'Manoregohek' (119% power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Power: 120% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 acid When wielded/worn: Accuracy: +16 (+5 eff.) Armour penetration: +10 Effects on melee hit: * 10% chance to reduce armor by 31% Damage when hit (Melee): 4 arcane Changes resistances penetration: +7% physical / +5% all Sharp, long, and deadly. |
Around 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. |
In off hand | reinforced steel shield of purity (0 def, 5 armour, 115% power, 59.5 block) reinforced steel shield of purity (0 def, 5 armour, 115% power, 59.5 block)Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 115% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +60 When wielded/worn: Armour: +5 Fatigue: +8% Changes resistances: +12% nature / +12% blight Talent granted: +1 Block Handheld deflection devices. |
Cloak | Arthohell the Eclipsefame (1 def, 6 armour) Arthohell the Eclipsefame (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Damage when hit (Melee): 4 darkness Changes stats: +4 Cun Changes resistances: +12% cold Changes resistances penetration: +10% lightning Changes damage: +3% darkness Maximum hate: +6.00 Mindpower: +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Gunyrand the dwarven-steel plate armour (0 def, 11 armour) Gunyrand the dwarven-steel plate armour (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes stats: +5 Cun / +4 Wil Changes resistances: +5% arcane / +6% physical Changes resistances penetration: +10% arcane / +10% acid Physical save: +14 (+7 eff.) Spell save: +14 (+7 eff.) Mental save: +15 (+8 eff.) Mana each turn: +0.04 Maximum mana: +20.00 Spellpower: +10 (+3 eff.) A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion (heal 48; cd 10)healing infusion (heal 48; cd 10) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 48 then cleanse 1 wound, poison, and disease effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
conjurer's gold ring of power conjurer's gold ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Mag / +4 Wil Spellpower: +15 (+5 eff.) Mindpower: +5 (+3 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. acidic steel dagger (104% power, 6 apr)acidic steel dagger (104% power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 105% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 116 damage over 5 turns and reducing armor and accuracy by 15 Sharp, short and deadly. |
Golden Three-Edged Sword 'The Truth' (160% power, 9 apr) Golden Three-Edged Sword 'The Truth' (160% power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 161% Range: 1.6x Uses stat: 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
This item will automatically be transmogrified when you leave the level. magelord's yew vilestaff (120% power, 4 apr, darkness element)magelord's yew vilestaff (120% power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Damage (Melee): 24 arcane Changes damage: +20% darkness Talent granted: +1 Command Staff Maximum mana: +32.00 Spellpower: +15 (+5 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. steel waraxe (105% power, 3 apr)steel waraxe (105% power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 106% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% One-handed war axes. |
Tempestslicer TempestslicerInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +17% lightning / +6% temporal / +3% fire Changes resistances penetration: +5% lightning / +5% fire / +25% darkness A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Bokorain the Strikeserpent (0 def, 3 armour)Bokorain the Strikeserpent (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +10% lightning / +9% temporal / +6% nature / +1% physical Changes resistances penetration: +10% lightning Changes damage: +9% lightning Physical save: +3 (+2 eff.) Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +2.00 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Layukira the hardened leather cap (0 def, 5 armour)Layukira the hardened leather cap (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +5 Fatigue: +3% Changes stats: +5 Str / +6 Dex / +4 Con Changes resistances: +2% physical It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 125.1 Physical damage. If the attack hits, the target is confused (28% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Manezilamnir (5 def, 3 armour) Manezilamnir (5 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +3 Defense: +5 (+5 eff.) Fatigue: +5% Changes resistances: +8% cold Changes damage: +12% mind Allows you to breathe in: water Maximum hate: +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Skyraider the cashmere wizard hat (2 def, 0 armour) Skyraider the cashmere wizard hat (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 15 Changes resistances: +22% lightning Changes resistances penetration: +25% mind Changes damage: +28% lightning / +6% acid A pointy cloth hat, very wizardly... |
Kindlevile the steel shield (0 def, 4 armour, 103% power, 36 block) Kindlevile the steel shield (0 def, 4 armour, 103% power, 36 block)Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Power: 104% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +36 Damage (Melee): +4 fire When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 9 lightning Damage when hit (Melee): 3 lightning / 2 fire / 8 mind Changes resistances: +16% fire Talent granted: +1 Block Critical mult.: +5.00% Maximum life: +43.00 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. quiver of yew arrows of accuracy (18/18, 136% power, 10 apr)quiver of yew arrows of accuracy (18/18, 136% power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 137% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 18 Arrows are used with bows to pierce your foes to death. |
5 agate 5 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. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+8 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+8 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel 9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 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. |
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 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. |
5 ametrine 5 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. |
7 citrine 7 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. |
9 zircon 9 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 Lucian the Higher Sun Paladin level 15
79th Dusk 122nd year of Ascendancy at 10:52 see stats
By Lucian the Higher Sun Paladin level 10
6th Flare 122nd year of Ascendancy at 17:30 see stats
By Lucian the Higher Sun Paladin level 20
41st Haze 122nd year of Ascendancy at 02:26 see stats
By Lucian the Higher Sun Paladin level 4
78th Pyre 122nd year of Ascendancy at 02:15 see stats
By Lucian the Higher Sun Paladin level 20
68th Haze 122nd year of Ascendancy at 00:44 see stats
By Lucian the Higher Sun Paladin level 15
16th Dusk 122nd year of Ascendancy at 21:47 see stats
By Lucian the Higher Sun Paladin level 20
67th Haze 122nd year of Ascendancy at 18:11 see stats
By Lucian the Higher Sun Paladin level 7
3rd Mirth 122nd year of Ascendancy at 09:50 see stats
By Lucian the Higher Sun Paladin level 7
5th Mirth 122nd year of Ascendancy at 07:24 see stats
By Lucian the Higher Sun Paladin level 16
14th Haze 122nd year of Ascendancy at 08:34 see stats
Log
Melee retaliation hits Silereda the sandworm for 8 light, 2 arcane, 2 darkness, 8 light, 2 arcane, 2 darkness (23 total damage).
Lucian receives 97 healing.
Lucian uses Assault.
Silereda the sandworm is a martyr.
Lucian performs a melee critical strike against Silereda the sandworm!
Lucian performs a melee critical strike against Silereda the sandworm!
Silereda the sandworm shares damage with his oozes!
Weapon of Wrath hits Silereda the sandworm for 44 fire damage.
Lucian hits Bloated ooze for 12 light damage.
Lucian hits Silereda the sandworm for 47 physical, 6 lightning, 15 light, 2 fire, 8 light, 88 physical, 2 acid, 2 lightning, 8 light, 1 fire, 4 light, 50 physical, 2 acid, 2 lightning, 8 light, 1 fire, 4 light (249 total damage).
Lucian hits Bloated ooze for 6 light, 6 light (13 total damage).
The unstable sand tunnel collapses!
Lucian killed Bloated ooze!
Talent Shield Pummel is ready to use.
Talent Path of the Sun is ready to use.
Silereda the sandworm damages himself through Martyrdom!
Silereda the sandworm shares damage with his oozes!
Poison from Silereda the sandworm hits Lucian for 28 nature damage.
Lucian hits Silereda the sandworm for 0 nature damage.
Mayitha the sand-drake throws a finishing uppercut.
Melee retaliation hits Yellow ooze for 11 light, 2 arcane, 2 darkness (14 total damage).
Melee retaliation hits Mayitha the sand-drake for (8 flat reduction), 0 light, (2 flat reduction), 0 arcane, (2 flat reduction), 0 darkness (0 total damage).
Mayitha the sand-drake hits Lucian for 96 physical, 13 arcane (109 total damage).
Silereda the sandworm uses Oozebeam.
Silereda the sandworm damages himself through Martyrdom!
Silereda the sandworm shares damage with his oozes!
Silereda the sandworm hits Lucian for 123 nature damage.
Lucian hits Silereda the sandworm for 2 nature damage.
Lucian the level 20 higher sun paladin was slimed to death by Silereda the sandworm on level 1 of Sandworm lair.