











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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:
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Golem Can Pass 1.6.0Fixes an apparent bug in game releases 1.6.0 thru 1.7.6, restoring the ability of Alchemist golems (and other NPCs) to displace and push past non-hostile NPCs. Also available as part of the Bugnibus Bugfix Pack. [NOTE: We anticipate/hope that the relevant bug will be fixed in a future game release, at which time this addon will be officially deprecated.] Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Cornac |
Class | Sun Paladin (Avatar of a Distant Sun) |
Level / Exp | 31 / 13% |
Size | medium |
Lifes / Deaths | Killed by Lady Zoisla the Tidebringer at level 4 on the 77th Pyre 122nd year of Ascendancy at 08:05 0 / 7Killed by Isylaith the red ooze at level 20 on the 42nd Dusk 122nd year of Ascendancy at 02:41 Killed by Minotaur of the Labyrinth at level 21 on the 44th Dusk 122nd year of Ascendancy at 11:14 Killed by Gloralenn the thief at level 22 on the 57th Dusk 122nd year of Ascendancy at 16:31 Killed by Gloridhena the assassin at level 24 on the 66th Dusk 122nd year of Ascendancy at 02:55 Killed by multi-hued crystal at level 25 on the 66th Dusk 122nd year of Ascendancy at 21:17 Killed by elven corruptor at level 31 on the 69th Haze 122nd year of Ascendancy at 09:55 |
Primary Stats
Strength | 83 (base 60) |
Dexterity | 22 (base 10) |
Constitution | 30 (base 10) |
Magic | 68 (base 59) |
Willpower | 38 (base 10) |
Cunning | 22 (base 10) |
Resources
Life | -317/947 |
Positive | 7/140 |
Stamina | 231/260 |
Healing Factor | 1.4392147729953 |
Regeneration | 14.751951423202 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 3 |
Offense: Mainhand
Damage | 141 |
Accuracy | 59 |
Crit Chance | 16% |
APR | 28 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 47 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +12% |
Light | +13% |
Mind | +9% |
Darkness | +3% |
Arcane | +3% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Acid | +23% |
Light | +55% |
Arcane | +28% |
Physical | +27% |
All | +8% |
Defense: Base
Armour (hardiness) | 62 (98.568973732692%) |
Defense | 53 |
Ranged Defense | 53 |
Fatigue | 37 |
Physical Save | 39 |
Spell Save | 33 |
Mental Save | 23 |
Defense: Resistances
Acid | + 32%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 38%( 70%) |
All | + 6%( 70%) |
Lightning | + 16%( 70%) |
Light | + 28%( 70%) |
Physical | + 25%( 70%) |
Darkness | + 35%( 70%) |
Fire | + 18%( 70%) |
Nature | + 12%( 70%) |
Defense: Immunities
Disarm Resistance | 100% |
Silence Resistance | 22% |
Confusion Resistance | 52% |
Knockback Resistance | 20% |
Stun Resistance | 86% |
Instadeath Resistance | 100% |
Blind Resistance | 25% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 379 damage for 4 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 833% 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 Magic stat. |
Class Talents
Celestial / Guardian | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Celestial / Crusader | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Technique / Shield offense | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Radiance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Celestial / Light | 1.30 |
| 3/5 |
| 2/5 |
| 4/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the injured seer from death by Zubyra the giant army ant. Escort: injured seer (level 1 of Old Forest) | failed |
You failed to protect the injured seer from death by Velugata the brown bear. Escort: injured seer (level 3 of Norgos Lair) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | 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 talent Vitality (+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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed honey tree root. * You've found the needed vial of greater demon bile. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed red crystal shard. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within8 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. | failed |
Equipment
On feet | ![]() 2.0 T3 feet armor [Ego++] Arcane While equipped: Stats +2 Mag +4 Wil ----- def ----- Armour +3 Silence- +22% Confus- +32% Stun/Frz- +31% Blink to a nearby random location (rad 8) Puts all charms on 25 cooldown A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Random Unique] Arcane/Master While equipped: dps ---------- Res.pen +15% acid +8% all Apr +8 Melee Ret 18 fire On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce armor by 34% ----- def ----- Resists +7% fire ---------- misc Light +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +3 (+1 eff.) Res.pen +20% arcane ----- def ----- Armour +7 Defense +10 (+3 eff.) Fatigue +4% Resists +7% nature Spell.save +3 (+1 eff.) Max.HP +53.00 Heal.mod +13% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +3 Dex +5 Mag +5 Wil +9 Con dps ---------- Spell.pwr +14 (+5 eff.) Mind.pwr +20 (+8 eff.) Melee+ 4 arcane Dmg.mod +3% arcane +9% mind Acc +14 (+3 eff.) ----- def ----- Armour +13 Hardiness +10% Fatigue +3% Resists +5% arcane +6% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning ----- def ----- Resists +6% light +18% darkness Max.HP +49.00 HP.reg +8.00 Heal.mod +15% ---------- misc Light +2 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Cun +6 Wil dps ---------- Dmg.mod +3% darkness +3% fire On Hit (Melee): * 10% chance to reduce damage dealt by 20% ----- def ----- HP.reg +2.00 Stun/Frz- +24% ---------- misc Infravis +2 Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: ----- def ----- Defense +20 (+6 eff.) Resists +11% lightning +3% acid Crit.chn- 15.00% Spell.save +6 (+3 eff.) Max.HP +20.00 Confus- +20% Stun/Frz- +31% Knockbk- +20% Amulets make your neck look great! |
In main hand | ![]() 3.0 T4 greatsword 2H weapon [Random Unique] Master/Psionic Power 51.0 - 81.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +27 mind On Crit.r2 +8 cold On Hit: * 24% chance to reduce all saves and defense by 24 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +7 Cun +7 Wil dps ---------- Dmg.mod +3% light Res.pen +19% physical Acc +21 (+5 eff.) Apr +17 Melee Ret 2 light 4 cold ----- def ----- Resists +15% cold Massive two-handed swords. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Mag +4 Wil +3 Con ----- def ----- Defense +10 (+3 eff.) Resists +6% fire +7% cold Die.at -40.00 life A belt that goes around your waist. |
In off hand | ![]() 7.0 T3 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 29.0 - 34.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +176 While equipped: Stats +4 Str +5 Dex +5 Con dps ---------- Acc +8 (+2 eff.) ----- def ----- Armour +12 Defense +25 (+8 eff.) Fatigue +8% Phys.save +6 (+2 eff.) Max.HP +51.00 ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% lightning ----- def ----- Defense +16 (+5 eff.) Resists +5% arcane +12% cold Mind.save +6 (+3 eff.) Max.HP +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T4 massive armor Reqs Massive armour training [Random Unique] Master While equipped: Stats +6 Str +1 Dex dps ---------- Acc +5 (+1 eff.) Melee Ret 4 physical On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +13 Defense +10 (+3 eff.) Fatigue +22% Resists +25% acid +14% physical +13% darkness Phys.save +13 (+4 eff.) Die.at -60.00 life ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 629% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 416 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd 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 103 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Res.pen +10% physical Melee Ret 4 physical ----- def ----- Armour +12 Disarm- +20% Knockbk- +20% ---------- misc Masteries +0.20 Celestial/Combat Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +1 Str ----- def ----- Fatigue -5% Resists +6% physical +10% mind +3% temporal Crit.chn- 10.00% HP.reg +1.00 Confus- +23% ---------- misc Stam/turn +0.40 Infravis +3 Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane While equipped: Stats +3 Cun +6 Mag dps ---------- Spell.pwr +6 (+2 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 24 ----- def ----- Resists +6% blight Spell.save +6 (+3 eff.) Blind- +22% ---------- misc Infravis +3 See.Stealth +7 See.Invis +9 Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 12.0 T3 greatsword 2H weapon [Unique] Psionic Power 49.0 - 78.4 Physical Uses 129% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Arcane Power 33.5 - 53.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +13 light Against +14% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 81 damage Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Master Power 62.0 - 99.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.pwr +13 (+4 eff.) Res.pen +17% physical ----- def ----- Disarm- +28% Massive two-handed swords. |
![]() 4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Ego++] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 On Crit.r2 +44 fire While equipped: dps ---------- All.spd +8% Res.pen +17% fire +15% all Acc +8 (+2 eff.) Apr +12 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +6 Dex dps ---------- Phys.crit +5.0% Res.pen +9% physical Acc +14 (+3 eff.) Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 longsword 1H weapon [Ego+] Psionic Power 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Sharp, long, and deadly. |
![]() 3.0 T4 mace 1H weapon [Random Unique] Arcane/Master Power 35.5 - 49.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +14 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +19.0% Crit.mult +24.00% Apr +9 ----- def ----- Resists +3% darkness +3% temporal Poison- +20% Confus- +20% Pinning- +10% Blunt and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 7.5 - 8.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +8 acid +8 fire +8 cold On Hit.r1 +4 fire While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +6% cold Res.pen +20% cold +5% fire Melee Ret 8 cold ----- def ----- Resists +12% cold Mind.save +5 (+3 eff.) ---------- misc Max.psi +27.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +21 (+7 eff.) S.pwr/crit +6 Dmg.mod +25% lightning Phasing +13% ----- def ----- Defense +15 (+5 eff.) Shield.pwr +5% ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 8 cone, dealing 44.81 to 53.78 lightning damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T4 steamgun 1H weapon Reqs Dex 35 Shoot Steam Pool [Ego+] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Crit.r2 +5 fire Uses 2.0 Steam While equipped: Stats +4 Cun dps ---------- Steampwr +5 (+2 eff.) All.spd +5% Res.pen +11% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 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. |
![]() 2.0 T3 cloak armor [Ego+] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +11% darkness Res.pen +8% darkness ----- def ----- Defense +2 (+0 eff.) Resists +12% darkness Stealth +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloth armor [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Dmg.mod +9% arcane +25% cold Melee Ret 4 arcane ----- def ----- Armour +5 Defense +4 (+1 eff.) Resists +12% temporal +11% darkness +37% cold +14% mind +13% all Phys.save +36 (+12 eff.) Spell.save +14 (+7 eff.) Mind.save +36 (+18 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Arcane While equipped: dps ---------- Spell.pwr +16 (+5 eff.) Dmg.mod +9% all ----- def ----- Resists +7% lightning +9% darkness +11% light +7% blight +8% fire +9% cold +13% all Phys.save +13 (+4 eff.) Spell.save +25 (+10 eff.) Mind.save +13 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Random Unique] Nature/Master While equipped: Stats +9 Lck +5 Dex dps ---------- Mov.spd +10% Res.pen +15% blight Melee Ret 6 blight On Hit (Melee): * 20% chance to reduce armor by 34% ----- def ----- Armour +9 Fatigue -6% Resists +16% acid +10% fire +10% lightning +10% cold Stealth +10 Max.HP +43.00 ---------- misc Stam/turn +0.60 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +6% darkness Acc +20 (+5 eff.) Apr +2 ----- def ----- Armour +11 Resists +8% fire +9% cold Die.at -80.00 life ---------- misc Stam/turn +1.00 A pair of boots made of leather. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +18% lightning +9% cold +6% mind Acc +11 (+2 eff.) Melee Ret 4 mind ----- def ----- Armour +2 Fatigue +3% Resists +6% lightning +6% cold +10% darkness +9% mind ---------- misc Infravis +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T2 hands armor [Ego+] Master/Psionic While equipped: Stats +2 Str +4 Wil +2 Con dps ---------- Acc +7 (+1 eff.) ----- def ----- Armour +2 Phys.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +58% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane/Nature While equipped: Stats +7 Mag +5 Wil dps ---------- Spell.pwr +10 (+3 eff.) Melee+ 12 arcane 9 lightning Dmg.mod +6% arcane +6% lightning ----- def ----- Armour +3 Fatigue +5% Resists +6% arcane +6% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Melee Ret 8 light ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +7% cold +6% blight Crit.chn- 10.00% Spell.save +9 (+4 eff.) Die.at -40.00 life Disease- +20% ---------- misc Breathe water A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +17% mind Mind.save +18 (+9 eff.) Confus- +23% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +5 Con dps ---------- Acc +15 (+3 eff.) Apr +2 ----- def ----- Armour +16 Defense +3 (+1 eff.) Fatigue +12% Resists +7% acid +10% physical +8% cold +8% lightning +7% fire ---------- misc Max.stam +30.00 A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +3 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +12% blight +20% darkness Max.HP +32.00 HP.reg +3.00 Heal.mod +11% ---------- misc Light +1 A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +4 Wil ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +15% blight +18% darkness ---------- misc Light +1 A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +4 Wil ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +18% blight +11% darkness ---------- misc Light +2 A suit of armour made of mail. |
![]() 9.0 T3 light armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +6.0% Apr +11 ----- def ----- Armour +6 Defense +17 (+5 eff.) Fatigue +8% HP.reg +2.80 ---------- misc Stam/turn +1.70 Second Wind: (Instant) Puts all charms on 35 cooldown Level 4.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 138 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +14.00% Phys.pwr +8 (+3 eff.) ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% HP.reg +3.60 ---------- misc Stam/turn +1.00 A suit of armour made of leather. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Rare] Arcane While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +6% arcane Crit.chn- 15.00% Spell.save +13 (+6 eff.) Mind.save +12 (+6 eff.) Die.at -40.00 life Stun/Frz- +20% ---------- misc Psi/ret +0.32 A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +21 Fatigue +22% Resists +9% acid +9% cold ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 28.0 - 33.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +74 Melee+ +8 arcane On Crit.r2 +4 mind +20 arcane While equipped: Stats +5 Cun +2 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Armour +6 Fatigue +8% Resists +24% acid +5% arcane +6% light ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 26.5 - 31.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +75 Melee+ +12 acid While equipped: Stats +2 Con dps ---------- On Melee Ret: * 14% chance to reduce armor by 34% ----- def ----- Armour +6 Fatigue +8% Resists +12% acid +21% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego++] Arcane When used to Attack: Power 26.5 - 31.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +82 Melee+ +12 lightning +12 light +12 darkness While equipped: Stats +3 Dex +5 Cun +4 Mag dps ---------- Dmg.mod +11% light +12% darkness Melee Ret 4 lightning ----- def ----- Armour +6 Fatigue +8% Resists +12% lightning +13% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T3 arrow ammo Reqs Dex 24 [Ego++] Master/Psionic Power 42.0 - 58.8 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +13.0% Capacity 21 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo Reqs Dex 35 [Ego+] Psionic Power 42.0 - 58.8 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 22 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +7% nature +9% blight Phasing +30% Melee Ret 6 blight ----- def ----- Resists +12% nature Crit.chn- 15.00% ---------- misc Vim/s.crit +2.00 Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Random Unique] Master While equipped: Stats +5 Str dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Armour +2 Defense +6 (+2 eff.) Fatigue -6% Resists +8% physical Die.at -80.00 life ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(94 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 T3 lite [Ego++] Arcane While equipped: dps ---------- Dmg.mod +8% light ----- def ----- Resists +5% temporal +8% darkness +6% cold Affinity +5% light Def/telep +12 Res/telep +12% Dur/telep +18% ---------- misc Light +5 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 140.83 light damage. At talent level 3 you gain 24% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T4 shot ammo Reqs Dex 35 [Ego+] Nature/Psionic Power 46.5 - 55.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 18 Ranged+ +9 nature +25 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 150 physical damage Shots are used with slings to pummel your foes to death. |
![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+2 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 53 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +6% lightning Spell.save +9 (+4 eff.) Die.at -20.00 life HP.reg +2.00 Confus- +20% Pinning- +10% Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 110 physical damage Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 99 for 5 turns Puts all charms on 25 cooldown 100% to heal for 91. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Blongord the Cornac Sun Paladin level 20
31st Dusk 122nd year of Ascendancy at 08:12 see stats
By Blongord the Cornac Sun Paladin level 24
66th Dusk 122nd year of Ascendancy at 04:08 see stats
By Blongord the Cornac Sun Paladin level 30
49th Haze 122nd year of Ascendancy at 00:29 see stats
By Blongord the Cornac Sun Paladin level 25
22nd Haze 122nd year of Ascendancy at 15:47 see stats
By Blongord the Cornac Sun Paladin level 10
5th Mirth 122nd year of Ascendancy at 23:28 see stats
By Blongord the Cornac Sun Paladin level 20
8th Dusk 122nd year of Ascendancy at 01:57 see stats
By Blongord the Cornac Sun Paladin level 30
47th Haze 122nd year of Ascendancy at 04:51 see stats
By Blongord the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 07:43 see stats
By Blongord the Cornac Sun Paladin level 28
39th Haze 122nd year of Ascendancy at 04:49 see stats
By Blongord the Cornac Sun Paladin level 9
3rd Mirth 122nd year of Ascendancy at 21:28 see stats
By Blongord the Cornac Sun Paladin level 22
45th Dusk 122nd year of Ascendancy at 06:16 see stats
By Blongord the Cornac Sun Paladin level 30
68th Haze 122nd year of Ascendancy at 04:28 see stats
By Blongord the Cornac Sun Paladin level 22
44th Dusk 122nd year of Ascendancy at 12:39 see stats
By Blongord the Cornac Sun Paladin level 15
2nd Summertide 122nd year of Ascendancy at 09:48 see stats
Log
Blongord lessens the pain.
Blongord casts Mark of Light.
Grand Corruptor is marked by light!
Blongord receives 13 healing from Shield of Light.
Grand Corruptor hits Blongord for 44 fire damage.
Blongord uses Assault.
Grand Corruptor is weakened by the darkness!
Blongord performs a melee critical strike against Grand Corruptor!
Blongord is filled with the Sun's fury!
Blongord performs a melee critical strike against Grand Corruptor!
Blongord receives 13 healing from Shield of Light.
Mark of Light from Blongord hits Blongord for 18 healing, 10 healing, 104 healing, 93 healing (0 total damage) [225 healing].
Grand Corruptor hits Blongord for 35 fire damage.
Shield of Light hits Grand Corruptor for 52 light, 50 light, 3 light, 3 arcane (108 total damage).
Blongord hits Elven corruptor for 5 light, 4 cold, 5 light, 4 cold (17 total damage).
Blongord hits Grand Corruptor for 29 light, 25 physical, (50 to bones), 0 light, 3 light, 3 arcane, 174 light, 150 physical, 13 light, 10 mind, 30 light, 2 light, 2 arcane, 4 light, 3 cold, 155 light, 134 physical, 6 light, 5 mind, 30 light, 2 light, 2 arcane, 4 light, 3 cold (791 total damage).
Grand Corruptor casts Drain.
Grand Corruptor's spell attains critical power!
Blongord is afflicted by a weakness disease!
Blongord is knocked back!
Shield of Light hits Blongord for 13 healing, 13 healing, 13 healing (0 total damage) [38 healing].
Grand Corruptor hits Blongord for 140 blight damage.
Grand Corruptor's bloodspring area effect hits Blongord for 157 blight damage.
Weakness Disease from Grand Corruptor hits Blongord for 65 blight damage.
Grand Corruptor receives 94 healing from Blongord.
Elven corruptor casts Soul Rot.
Elven corruptor's spell attains critical power!
Blongord receives 13 healing from Shield of Light.
Elven corruptor's Soul Rot hits Blongord for 257 blight damage.
Blongord the level 31 cornac sun paladin was fouled to death by an elven corruptor on level 2 of Mark of the Spellblaze.