Preventing damage
I had many options for preventing enemies from damaging me. I started out with Block and high armour class, later added Retribution, and finally added a Shield rune and the ring of the war master for 100% armour hardiness. I also had just over 1700 HP and Second Life by endgame, so I could afford to let some damage get through without risking getting one-shotted.
Two talents that really shine for me are Retribution and Block. My shield blocked physical and all elemental damage, meaning that it was very useful against mages as well as martial enemies. An odd thing about Block is that it subtracts its value before damage is increased by the enemy and before you have your resistances applied as well. For me, this meant it was generally more useful, but it would be disappointing for others.
Retribution is also a very good talent. It negated 300+ damage, and the fact that it left 50% of it through was irrelevant, as I had more than 300 HP. Its short (10) cooldown meant that it could be used multiple times in one fight, as well as it being a very good AoE attack when it deactivated.
Healing
I had many ways of healing damage that got through my prevention measures. Throughout the early game, I had a regen infusion as well as Healing Light. I later got the rest of the Light tree, the Guardian tree and a Healing infusion. I could use these along with Healing nexus to nearly double their effectiveness. I also had high passive regen and healing mod (a peak of just over 200% in the late Prides).
One often overlooked talent is Bathe in Light. I invested 5 points into it, which (along with the Summertide Phial and a +0.4 mastery amulet) let me heal 63 HP per turn for 10 turns, on a cooldown of 9. I could also cast Healing Nexus with that if there were enemies around to triple it or more. (1.9x if no enemies, 2.8x for one, 3.7x for two etc...). It was also a fairly powerful attack against undead, and the healing usually didn't matter if I was fighting enemies anyway, as I could kill one much faster than that, and the others are usually at full HP.
Status Effects
I maxed Chant of Fortitude early in the game, and the bonus Physical and Spell saves served me well. I had 40% stun immunity by the final fight, as well as 50% confusion immunity. That is the highest my immunities ever went, and it was...OK. I could have used higher confusion immunity or mental saves, but my physical saves were enough to stop nearly any enemy from applying any physical effect. My spell saves also helped against random bosses, as I could avoid many of their attempts at debuffing me. I had a 12 CD phys/magic wild infusion throughout the late game, as well as Providence and Relentless Pursuit to deal with effects that got through.
One interesting thing about Confusion is that it does not affect activated items. I used Gwai's Burninator, the Rod of Spidric Poison, and the Serpentine Cloak's phase door often when confused, as they have a 100% chance of success.
Killing enemies
I didn't have very good damage overall, but I had enough through positioning combined with counterstrikes, shield attacks, the Sun tree and items to whittle enemies down. I also had good positioning, using Rush, Mindhook (from artifact gloves), a movement infusion, and Phase Door (from Serpentine Cloak) to fight effectively against both melee and ranged enemies, and I had a variety of AoE attacks from Sunburst, Sun Flare, Brandish, and Gwai's Burninator to fight groups effectively.
Counterstrikes are your friend for killing enemies. I was dealing about 1000 damage to the mage boss with a counterstrike assault, or I could just attack normally for increased damage. With a duration of 3, and a cooldown of 3, I could consistently counterstrike an enemy, doubling my damage output while reducing damage taken.
Escape
I generally could tank through damage instead of needing to run away, but it was very important to have options available. I had a movement infusion and Phase Door from an artifact throughout most of the game, and that was enough.
I can't emphasize enough how useful of an artifact the Serpentine Cloak is. It gives you a teleportation ability with a fairly quick cooldown, as well as having two charges. Its range of 10 is not always enough to get you out of trouble, but a second use had always worked. Furthermore, it does not have the drawbacks of other methods (rune shot, silenceable, confusable, single use, requires resource), which makes it awesome.
General
This character was very good by the end game. I had some early, experimental deaths against adventurers, and had trouble dealing with Wight's confusion attacks early on, but I never died after Tempest Peak (I took a bad risk to kill the boss in one last turn). The healing combined with recovery and escape options meant that I could survive nearly anything, while damage and positioning helped me to kill enemies efficiently.
Dump
Code: Select all
Sex : Female STR: 97
Race : Cornac DEX: 85
Class : Sun Paladin MAG: 86
Level : 50 WIL: 39
Exp : 2007% CUN: 29
Gold : 888.44 CON: 71
Accuracy(Main Hand): 76 Life : 1070/1661Encumbrance : 165/214
Damage (Main Hand): 130 Stamina : 68/326 Difficulty : Normal
Permadeath : Adventure
APR (Main Hand): 16 Mana : 429/429
Crit (Main Hand): 62% Positive : 0/107
Speed (Main Hand): 1.11
Equilibrium : 20
Fatigue : 41% Spellpower : 55.333333333333
Armor : 75.6 Spell Crit : 26.2%
Armor Hardiness : 100% Spell Speed : 1
Defense : 47.083333333333
Ranged Defense : 51.083333333333
All damage : 7%
Physical damage : 33%
Fire damage : 33%
Light damage : 25%
Physical Save : 65.916686091098
Spell Save : 74.154186091095
Mental Save : 43.141666666667
All Resists: 19%
Physical Resist(cap): 27%( 70%)
Arcane Resist(cap): 45%( 70%)
Fire Resist(cap): 39%( 70%)
Cold Resist(cap): 49%( 70%)
Lightning Resist(cap): 52%( 70%)
Acid Resist(cap): 38%( 70%)
Nature Resist(cap): 39%( 70%)
Blight Resist(cap): 31%( 70%)
Light Resist(cap): 31%( 70%)
Darkness Resist(cap): 47%( 70%)
Poison Resistance: 19%
Disease Resistance: 39%
Confusion Resistance: 50%
Blind Resistance: 20%
Disarm Resistance: 20%
Stun Resistance: 100%
Number of NPC killed: 5270
Most killed NPC: orc soldier (183)
[Winner!]
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
[Talents Chart]
- Technique / Shield offense (mastery 1.40)
Shield Pummel (class) 5/5
Riposte (class) 4/5
Overpower (class) 1/5
Assault (class) 1/5
- Technique / Combat techniques (mastery 1.40)
Precise Strikes (class) 5/5
Rush (class) 5/5
Perfect Strike (class) 1/5
Blinding Speed (class) 1/5
- Technique / Combat veteran (mastery 1.40)
Quick Recovery (class) 4/5
Fast Metabolism (class) 5/5
Spell Shield (class) 5/5
Unending Frenzy (class) 1/5
- Technique / Combat training (mastery 1.40)
Thick Skin (generic) 4/5
Armour Training (generic) 10/10
Combat Accuracy (generic) 4/10
Weapons Mastery (generic) 4/10
Knife Mastery (generic) 0/10
- Wild-gift / Harmony (mastery 1.00)
Waters of Life (generic) 1/5
Elemental Harmony (generic) 5/5
One with Nature (generic) 1/5
Healing Nexus (generic) 5/5
- Celestial / Guardian (mastery 1.30)
Shield of Light (class) 5/5
Brandish (class) 5/5
Retribution (class) 5/5
Second Life (class) 1/5
- Celestial / Chants (mastery 1.30)
Chant of Fortitude (generic) 5/5
Chant of Fortress (generic) 0/5
Chant of Resistance (generic) 0/5
Chant of Light (generic) 0/5
- Celestial / Light (mastery 1.70)
Healing Light (generic) 1/5
Bathe in Light (generic) 5/5
Barrier (generic) 1/5
Providence (generic) 5/5
- Celestial / Combat (mastery 1.30)
Weapon of Light (class) 1/5
Martyrdom (class) 1/5
Wave of Power (class) 1/5
Crusade (class) 1/5
- Celestial / Sun (mastery 1.00)
Searing Light (class) 1/5
Sun Flare (class) 5/5
Firebeam (class) 1/5
Sunburst (class) 1/5
- Cursed / Cursed aura (mastery 1.00)
Defiling Touch (generic) 1/5
Dark Gifts (generic) 0/5
Ruined Earth (generic) 0/5
Cursed Sentry (generic) 0/5
[Inscriptions (5/5)]
Infusion: Wild
Infusion: Regeneration
Infusion: Healing
Infusion: Movement
Rune: Shielding
[Current Effects]
- Shield of Light
- Precise Strikes
- Chant of Fortitude
- Elemental Harmony
- Premonition
- Second Life
- Premonition Shield
- Curse of Corpses
- Elemental Harmony
- Providence
[Character Equipment]
In main hand
a) Spellblade (50-70 power, 2 apr) (Corpses)
Type: weapon / longsword
Base power: 50.0 - 70.0
Uses stat: 100% Str
Damage type: Physical
Armour Penetration: +2
Physical crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Changes stats: +4 Str / +4 Mag
Changes damage: +18% physical / +18% fire / +18% light
Spellpower: +20
Spell crit. chance: +9%
Light radius: +1
Curse of Corpses
In off hand
b) blood-etched voratun shield of resistance (12 def, 3 armour, 65.5 dam, 206 block)
Type: armor / shield
When used to attack (with talents):
Base power: 65.5 - 78.6
Uses stat: 100% Str
Damage type: Physical
Physical crit. chance: +5.0%
Block value: +206
When wielded/worn:
Armour: +3
Defense: +12
Ranged Defense: +12
Fatigue: +14%
Changes stats: +6 Con
Changes resistances: +10% fire / +10% cold / +11% lightning / +9% acid
Talent granted: +5 Block
Life regen: +1.40
Healing mod.: +23%
Dropped by Betewyn the orc cryomancer
On fingers
c) Camebar
Type: jewelry / ring
When wielded/worn:
Accuracy: +10
Armour penetration: +14
Physical power: +2
Defense: +10
Changes stats: +10 Dex / +8 Mag / +8 Wil / +6 Con
Changes resistances: +5% arcane / +12% cold
Changes damage: +8% fire
Spell save: +10
Life regen: +0.60
Mana each turn: +0.40
Maximum mana: +10.00
Maximum stamina: +37.00
It can be used to activate talent Disengage, placing all other charms into a 30 cooldown :
Effective talent level: 2.0
Use mode: Activated
Power cost: 30 out of 30/30.
Range: 7.00
Travel Speed: instantaneous
Description: Jump away 4 grids from your target.
d) Ring of the War Master
Type: jewelry / ring
When wielded/worn:
Changes stats: +3 Str / +3 Dex / +3 Con
Talent masteries: +0.30 Technique / Dual weapons +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Combat veteran +0.30 Technique / Shield offense +0.30 Technique / Archery prowess +0.30 Technique / Superiority +0.30 Technique / Combat techniques +0.30 Technique / Archery - bows +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Two-handed maiming +0.30 Technique / Warcries +0.30 Technique / Archery training +0.30 Technique / Archery - slings
Around neck
e) restful voratun amulet of mastery (0.40 Celestial / Light)
Type: jewelry / amulet
When wielded/worn:
Fatigue: -9%
Talent mastery: +0.40 Celestial / Light
Light source
f) Summertide Phial
Type: lite / lite
When wielded/worn:
Talents cooldown: Healing Light (-1 turn) Barrier (-2 turns) Providence (-5 turns) Bathe in Light (-1 turn)
P.Energy each turn: +0.20
Light radius: +4
Healing mod.: +10%
It can be used to call light, costing 10 power out of 15/15.
Dropped by Lady Zoisla the Tidebringer
Main armor
g) Zubinn the Nightwasp (agate) (9 def, 39 armour)
Type: armor / massive
When wielded/worn:
Accuracy: +14
Physical crit. chance: +4.0%
Armour: +39
Defense: +9
Fatigue: +26%
Changes stats: +7 Str / +1 Dex / +1 Mag / +11 Wil / +1 Cun / +8 Con
Changes resistances: +15% lightning / +20% darkness
Stun/Freeze immunity: +40%
Maximum life: +95.00
Spell crit. chance: +6%
Cloak
h) Serpentine Cloak (10 def, 0 armour)
Type: armor / cloak
When wielded/worn:
Defense: +10
Changes stats: +6 Cun / +5 Con
Changes resistances penetration: +15% nature
Talent mastery: +0.10 Cunning / Stealth
It can be used to activate talent Phase Door (costing 30 power out of 60/60) :
Effective talent level: 2.0
Use mode: Activated
Power cost: 30 out of 60/60.
Range: melee/personal
Travel Speed: instantaneous
Is Spell: true
Description: Teleports you randomly with a small range of up to 10 grids.
At level 4 it allows you to specify which creature to teleport.
At level 5 it allows you to choose the target area (radius 5). If the target area is not in line of sight there is a chance the spell will fizzle.
The range will increase with your Spellpower.
On head
i) leafwalker's voratun helm of the depths (0 def, 5 armour)
Type: armor / head
When wielded/worn:
Armour: +5
Fatigue: +5%
Changes resistances: +10% nature
Allows you to breathe in: water
Poison immunity: +19%
Disease immunity: +19%
Maximum life: +95.00
Healing mod.: +22%
Dropped by orc cryomancer
Around waist
j) Girdle of Preservation
Type: armor / belt
When wielded/worn:
Changes stats: +5 Wil / +5 Con
Changes resistances: +10% physical / +10% arcane / +15% fire / +15% cold / +15% lightning / +15% acid / +15% nature / +15% blight / +15% light / +15% darkness
Physical save: +15
Spell save: +15
Mental save: +15
Confusion immunity: +20%
On hands
k) Fists of the Desert Scorpion (8 def, 4 armour)
Type: armor / hands
When wielded/worn:
Armour: +4
Defense: +8
Changes stats: +3 Str / +3 Cun / +3 Wil
Changes damage: +8% physical
Talent masteries: +0.20 Psionic / Grip +0.20 Technique / Grappling
When used to modify unarmed attacks:
Base power: 25.0 - 35.0
Uses stats: 40% Cun, 40% Dex, 40% Str
Damage type: Physical
Armour Penetration: +10
Physical crit. chance: +10.0%
Attack speed: 75%
When this weapon hits: Poisonous Bite (20% chance level 1).
It can be used to activate talent Mindhook (costing 20 power out of 30/30) :
Effective talent level: 4.0
Use mode: Activated
Power cost: 20 out of 30/30.
Range: 6.00
Travel Speed: instantaneous
Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you.
Works on enemies up to 6 squares away. The cooldown decreases and the range increases with additional talent points spent.
On feet
l) pair of drakeskin leather boots 'Lisavea' (0 def, 5 armour)
Type: armor / feet
When wielded/worn:
Accuracy: +6
Physical crit. chance: +12.0%
Physical power: +13
Armour: +5
Fatigue: +5%
Changes stats: +6 Con
Changes resistances penetration: +14% physical
Physical save: +8
Spell save: +8
Mental save: +8
Blindness immunity: +20%
Disease immunity: +20%
Disarm immunity: +20%
Confusion immunity: +20%
It can be used to activate talent Evasion, placing all other charms into a 30 cooldown :
Effective talent level: 4.4
Use mode: Activated
Power cost: 30 out of 30/30.
Range: melee/personal
Travel Speed: instantaneous
Description: Your quick wit allows you to see attacks before they come, granting you a 50% chance to completely evade them for 8 turns.
Duration increases with Willpower, and chance to evade with Cunning and Dexterity.
Dropped by Yakrias the d??athedlen
Tool
m) dwarven voratun pickaxe (dig speed 13 turns)
Type: tool / digger
When wielded/worn:
Physical save: +8
Spell save: +6
Mental save: +5
Maximum life: +88.00
It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1.
Dropped by Layabressra the orc cryomancer