Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official 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 1.2.0Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 13 / 22% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton warrior at level 10 on the 2nd Mirth 122nd year of Ascendancy at 20:29 0 / 5Killed by skeleton warrior at level 10 on the 2nd Mirth 122nd year of Ascendancy at 21:16 Killed by skeleton mage at level 10 on the 2nd Mirth 122nd year of Ascendancy at 23:16 Killed by Krogar at level 13 on the 9th Mirth 122nd year of Ascendancy at 18:06 Killed by Lisyra the armoured skeleton warrior at level 13 on the 9th Mirth 122nd year of Ascendancy at 19:42 |
Primary Stats
| Strength | 38 (base 38) |
| Dexterity | 24 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 30 (base 30) |
| Willpower | 16 (base 10) |
| Cunning | 29 (base 10) |
Resources
| Life | -75/319 |
| Mana | 262/262 |
| Positive | 12/36 |
| Healing Factor | 1 |
| Regeneration | 4.0922739800088 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 37 |
| Accuracy | 34 |
| Crit Chance | 10% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21.4 |
| Crit Chance | 7% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 22.24 (76.629213483146%) |
| Defense | 22.45 |
| Ranged Defense | 26.45 |
| Fatigue | 26 |
| Physical Save | 23.95 |
| Spell Save | 37.95 |
| Mental Save | 25.875 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 58% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 62 with a minimum range of 15. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 5 Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 188.70 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Shield of Light |
| talent | Chant of Fortress |
| talent | Weapon of Light |
| talent | Searing Sight |
| detrimental effect | The target is on fire, taking 29.40 fire damage per turn. Burning |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The target's spellpower has been increased by 2. Spellsurge |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
| beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
Quests
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 must stop the nagas. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
Equipment
| On feet | Glidanor the pair of hardened leather boots (0 def, 3 armour) Glidanor the pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +3 Fatigue: +3% Changes stats: +1 Dex Changes resistances: +16% darkness / +17% temporal Changes resistances penetration: +15% temporal / +14% darkness / +10% physical Changes damage: +3% arcane Physical save: +9 Spellpower on spell critical (stacks up to 3 times): +2 Defense after a teleport: +21 Resist all after a teleport: +16% New effects duration reduction after a teleport: +18% A pair of boots made of leather. |
| Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
| Tool | Thunderglamour [power 13] (4/6 cooldown) Thunderglamour [power 13] (4/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to daze Changes resistances: +3% nature Changes damage: +15% lightning Talent cooldown: Void Blast (+6 turn) Talent granted: +3 Void Blast It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 13), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | sneakthief's stralite ring of corrosion (+30%) sneakthief's stralite ring of corrosion (+30%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 Changes stats: +8 Cun / +4 Dex Changes resistances: +30% acid Changes damage: +15% acid Rings can have magical properties. |
| Around waist | grounding rough leather belt grounding rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +5% temporal A belt that goes around your waist. |
| In main hand | stralite longsword 'Glimmerstriker' (48-67.2 power, 5 apr) stralite longsword 'Glimmerstriker' (48-67.2 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to blind When wielded/worn: Changes resistances: +9% fire Changes resistances penetration: +15% light Changes damage: +3% fire Sharp, long, and deadly. |
| Main armor | enlightening stralite mail armour (4 def, 8 armour) enlightening stralite mail armour (4 def, 8 armour)Requires: - Strength 38 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 Fatigue: +16% Changes stats: +5 Cun / +6 Wil Mental save: +16 A suit of armour made of mail. |
| In off hand | dwarven-steel shield of cold resistance (+15%) (8 def, 2 armour, 33.5 dam, 85 block) dwarven-steel shield of cold resistance (+15%) (8 def, 2 armour, 33.5 dam, 85 block)Requires: - Strength 24 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 33.5 - 40.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +85 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Changes resistances: +15% cold Talent granted: +3 Block Handheld deflection devices. |
| Cloak | Xeronn the cashmere cloak (8 def, 0 armour) Xeronn the cashmere cloak (8 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 Changes resistances: +15% light / +18% fire Stealth bonus: +10 Spell save: +20 Mana each turn: +0.12 Maximum mana: +60.00 Spellpower: +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | wanderer's stralite amulet of dexterity (+9) wanderer's stralite amulet of dexterity (+9)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -5% Changes stats: +9 Dex / +6 Cun / +6 Con Life regen: +0.70 Stamina each turn: +0.30 Movement speed: +10% Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. acid wave rune of the titan (173 acid damage; dur 5; apply 35)acid wave rune of the titan (173 acid damage; dur 5; apply 35) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 173.42 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 35. The surge of natural acids will remove one detrimental magical effect from you. 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 ability. |
Aruth the Dazzlebreeze (30-45 power, 2 apr) Aruth the Dazzlebreeze (30-45 power, 2 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to blind Damage (Melee): +48 insidious poison When wielded/worn: Damage when hit (Melee): 8 darkness Changes resistances: +9% light Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. acidic dwarven-steel battleaxe of evisceration (30-45 power, 2 apr)acidic dwarven-steel battleaxe of evisceration (30-45 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% On weapon crit: * wounds the target reducing their healing * splashes the target with acid Damage (Melee): +10 acid When wielded/worn: Physical crit. chance: +14.0% Physical power: +7 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel battleaxe (30.5-45.75 power, 2 apr)dwarven-steel battleaxe (30.5-45.75 power, 2 apr) Requires: - Strength 24 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.5 - 45.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Massive two-handed battleaxes. |
manaburning dwarven-steel battleaxe of projection (31.5-47.25 power, 2 apr) manaburning dwarven-steel battleaxe of projection (31.5-47.25 power, 2 apr)Requires: - Strength 24 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.5 - 47.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 17 arcane resource burn Damage (Melee): +10 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. blighted yew magestaff of channeling (20-24 power, 4 apr, arcane element)blighted yew magestaff of channeling (20-24 power, 4 apr, arcane element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 9% chance to disease Changes damage: +20% arcane Talent granted: +1 Command Staff Mana each turn: +0.10 Vim when firing critical spell: +3.00 Maximum vim: +13.00 Spellpower: +19 Spell crit. chance: +3% It can be used to channel mana (increasing mana regen by 500% for ten turns), placing all other charms into a 30 cooldown. Staves designed for wielders of magic, by the greats of the art. |
potent yew vilestaff of breaching (24-28.8 power, 4 apr, acid element) potent yew vilestaff of breaching (24-28.8 power, 4 apr, acid element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 24.0 - 28.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +12% acid Changes damage: +24% acid Talent granted: +1 Command Staff Spellpower: +12 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. insulating hardened leather belt of the giantsinsulating hardened leather belt of the giants Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +3 Changes resistances: +8% cold / +5% fire Spell save: +7 Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. dreamer's silk robe of protection (6 def, 3 armour)dreamer's silk robe of protection (6 def, 3 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +3 Defense: +6 Changes resistances: +16% mind / +22% darkness Physical save: +41 Spell save: +13 Mental save: +25 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. icy dwarven-steel shield (8 def, 2 armour, 27 dam, 83.5 block)icy dwarven-steel shield (8 def, 2 armour, 27 dam, 83.5 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 27.0 - 32.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +84 Damage (Melee): +13 cold When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Damage (Melee): 6 cold Damage when hit (Melee): 10 ice Talent granted: +3 Block Handheld deflection devices. |
iron shield (4 def, 2 armour, 8.5 dam, 20 block) iron shield (4 def, 2 armour, 8.5 dam, 20 block)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +20 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
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, costing 202 power out of 206/400. 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), costing 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. |
Dawnwish (18/18, 43.5-52.2 power, 5 apr) Dawnwish (18/18, 43.5-52.2 power, 5 apr)Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 43.5 - 52.2 Uses stats: 50% Cun, 70% Dex Damage type: Light Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 18 On weapon hit: * 20% chance to blind Damage (Ranged): +9 light / +12 mind Burst (radius 1) on hit: +12 light Damage against: +13% Undead Shots are used with slings to pummel your foes to death. |
deadly pouch of stralite shots of wind (22/22, 45.5-54.6 power, 5 apr) deadly pouch of stralite shots of wind (22/22, 45.5-54.6 power, 5 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 45.5 - 54.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 22 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Shots are used with slings to pummel your foes to death. |
iron torque of kinetic psionic shield [power 25] (4/20 cooldown) iron torque of kinetic psionic shield [power 25] (4/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
Achievements
Level 10
Got a character to level 10.By Solaire the Cornac Sun Paladin level 10
76th Pyre 122nd year of Ascendancy at 08:09 see stats
Log
Solaire receives 6 healing from Shield of Light.
Burning from Lisyra the armoured skeleton warrior hits Solaire for 21 fire damage.
Solaire hits Islosewen the orc blood mage for 6 light damage.
Solaire hits Lisyra the armoured skeleton warrior for (4 to psi shield), 4 light (4 total damage).
Lisyra the armoured skeleton warrior uses Disarm.
Solaire's spell attains critical power!
Solaire is surging arcane power.
Solaire is disarmed!
Shield of Light hits Solaire for 9 healing, 9 healing (0 total damage) [17 healing].
Lisyra the armoured skeleton warrior hits Solaire for 85 physical, 12 nature (97 total damage).
Solaire hits Lisyra the armoured skeleton warrior for (4 to psi shield), 4 light (4 total damage).
Luminous horror casts Firebeam.
Islosewen the orc blood mage casts Turn Back the Clock.
Luminous horror hits Solaire for 54 fire damage.
Solaire receives 9 healing from Shield of Light.
Lisyra the armoured skeleton warrior hits Solaire for 20 physical damage.
Solaire receives 9 healing from Shield of Light.
Talent Path of the Sun is ready to use.
Solaire receives 6 healing from Shield of Light.
Burning from Lisyra the armoured skeleton warrior hits Solaire for 21 fire damage.
Solaire hits Lisyra the armoured skeleton warrior for (4 to psi shield), 3 light (3 total damage).
Islosewen the orc blood mage calms down.
Luminous horror casts Providence.
Islosewen the orc blood mage casts Soul Rot.
Islosewen the orc blood mage's spell attains critical power!
Lisyra the armoured skeleton warrior hits Solaire for 20 physical damage.
Solaire receives 6 healing from Shield of Light.
Lisyra the armoured skeleton warrior uses Sunder Armour.
Saving game...
