Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.0 |
Addons | Items Vault 1.1.6Donators/Buyers bonus! Stone Wardens DLC Class 1.1.6Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Halfling |
Class | Sun Paladin |
Level / Exp | 30 / 21% |
Size | medium |
Lifes / Deaths | Killed by The Withering Thing at level 13 on the 25th Dusk 122nd year of Ascendancy at 06:49 0 / 7Killed by shadow at level 13 on the 25th Dusk 122nd year of Ascendancy at 07:30 Killed by Fedoc the halfling at level 13 on the 30th Dusk 122nd year of Ascendancy at 20:07 Killed by Elirina the sandworm destroyer at level 20 on the 19th Haze 122nd year of Ascendancy at 04:17 Killed by Voritta the golem at level 24 on the 72nd Haze 122nd year of Ascendancy at 22:50 Killed by enthralled slave at level 25 on the 8th Decay 122nd year of Ascendancy at 07:11 Killed by greater gwelgoroth at level 30 on the 67th Pyre 123rd year of Ascendancy at 06:45 |
Primary Stats
Strength | 75 (base 60) |
Dexterity | 13 (base 10) |
Constitution | 43 (base 10) |
Magic | 59 (base 48) |
Willpower | 19 (base 10) |
Cunning | 17 (base 10) |
Resources
Life | -128/907 |
Positive | 81/87 |
Stamina | 120/210 |
Healing Factor | 1.13 |
Regeneration | 39.443528204337 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -1 |
Infravision | 8 |
ESP Range | 10 |
ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
Damage | 97 |
Accuracy | 41 |
Crit Chance | 25% |
APR | 22 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 42.833333333333 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 24.3 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 72.32 (93.180064308682%) |
Defense | 28.519375 |
Ranged Defense | 33.519375 |
Fatigue | 48 |
Physical Save | 55.344225825217 |
Spell Save | 36.016338737826 |
Mental Save | 23.4875 |
Defense: Resistances
All | + 10%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Silence Resistance | 15% |
Disarm Resistance | 0% |
Poison Resistance | 15% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 200 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 421 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 90 with a minimum range of 15. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Guardian | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Technique / Shield offense | 1.10 |
| 4/5 |
| 4/5 |
| 2/5 |
| 1/5 |
Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 3/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
talent | Weapon of Wrath |
talent | Weapon of Light |
talent | Chant of Fortitude |
talent | Shield of Light |
beneficial effect | The target is able to instantly travel alongside Sun Paths. Path of the Sun |
beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 4. Militant Mind |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | The target is under protection and its life regeneration is boosted by 31. Providence |
beneficial effect | The target has 50% chance to evade melee attacks and gains 8 defense. Evasion |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You failed to protect the lone alchemist from death by Burb the snow giant champion. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You failed to protect the lost warrior from death by Anikor, the lost warrior. Escort: lost warrior (level 4 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | 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. | active |
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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 2. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed minotaur nose. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Aeronn the pair of hardened leather boots (0 def, 3 armour) =5 Mag= Aeronn the pair of hardened leather boots (0 def, 3 armour) =5 Mag=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Mag Changes resistances: +6% nature Changes damage: +7% acid / +6% blight Disease immunity: +20% Mana each turn: +0.04 Only die when reaching: -120.00 life Spellpower: +5 A pair of boots made of leather. |
Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | miner's iron helm of might (0 def, 5 armour) =3 Con= miner's iron helm of might (0 def, 5 armour) =3 Con=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 Armour: +5 Fatigue: +5% Changes stats: +2 Str / +3 Con Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | stone warden's hardened leather gloves (0 def, 10 armour) =7 Con= stone warden's hardened leather gloves (0 def, 10 armour) =7 Con=Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +10 Armour Hardiness: +9% Changes stats: +7 Con Changes resistances: +6% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | steel torque of charged psionic shield 'Duskvile' [power 39] (15 cooldown) =2 Con= steel torque of charged psionic shield 'Duskvile' [power 39] (15 cooldown) =2 Con=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Changes stats: +2 Str / +2 Con It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 39 for 7 turns, placing all other charms into a 15 cooldown. Torques are made by powerful psionics to store psionic powers. |
On fingers | Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
On fingers | Sunoracle SunoracleInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Cun / +2 Con Changes resistances: +9% fire Changes damage: +3% fire Physical save: +4 Rings can have magical properties. |
Around neck | Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +15 Fatigue: +2% Changes stats: +6 Str / +6 Con Talent mastery: +0.20 Technique / Battle tactics Reduces opponents crit chance: 10% It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides 11% chances to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
In main hand | Mayevea the dwarven-steel waraxe (21.5-30.1 power, 15 apr) Mayevea the dwarven-steel waraxe (21.5-30.1 power, 15 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +25% When wielded/worn: Changes resistances: +6% acid Poison immunity: +15% Silence immunity: +15% Stun/Freeze immunity: +20% One-handed war axes. |
Around waist | hardened leather belt 'Silavea' hardened leather belt 'Silavea'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 Changes stats: +4 Str / +1 Wil / +4 Con Changes resistances penetration: +10% mind Grants telepathy: Humanoid/Orc Physical save: +9 Size category: +1 A belt that goes around your waist. |
In off hand | Shinemortal (10 def, 2 armour, 48.5 dam, 141 block) Shinemortal (10 def, 2 armour, 48.5 dam, 141 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 48.5 - 58.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +141 On weapon hit: * 20% chance to blind * reduce the cooldown of your ward talent by 1 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +15 acid Burst (radius 1) on hit: +12 light When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Effects when hit in melee: * 14% chance to corrode armor Damage when hit (Melee): 12 light Changes stats: +3 Con Changes resistances: +13% acid / +3% temporal / +3% light Maximum wards: +1 lightning / +2 temporal / +4 blight / +4 fire / +3 cold Changes damage: +3% temporal Talents granted: +4 Block +1 Ward Handheld deflection devices. |
Cloak | cashmere cloak 'Hathylen' (6 def, 0 armour) cashmere cloak 'Hathylen' (6 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +6 Changes stats: +2 Cun Changes resistances: +13% blight / +13% fire / +13% light / +13% nature Stealth bonus: +6 Mental save: +9 Life regen: +1.80 Hate when firing a critical mind attack: +2.00 Maximum life: +33.00 Mindpower: +4 Healing mod.: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Borfast's Cage (10 def, 20 armour) Borfast's Cage (10 def, 20 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
healing infusion of the titan (heal 150) healing infusion of the titan (heal 150)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 150 and cleanse 1 wound and poison effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+6 for 10 turns, die at -465) heroism infusion (+6 for 10 turns, die at -465)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 10 turns. While Heroism is active, you will only die when reaching -465 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+11 for 7 turns, die at -465) heroism infusion of the titan (+11 for 7 turns, die at -465)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 11 for 7 turns. While Heroism is active, you will only die when reaching -465 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (408% speed; 7 turns) movement infusion of the duelist (408% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 408% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 149 over 5 turns) regeneration infusion (heal 149 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 149 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 295 over 5 turns) regeneration infusion of the psychic (heal 295 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 295 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
lightning rune of the sneak (97 lightning damage) lightning rune of the sneak (97 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 32.20 to 96.60 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Cunning 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. |
phase door rune of the duelist (range 8; power 24; dur 3) phase door rune of the duelist (range 8; power 24; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Dexterity 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. |
phase door rune of the psychic (range 8; power 23; dur 5) phase door rune of the psychic (range 8; power 23; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Willpower 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. |
Tarralefast the gold amulet Tarralefast the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes resistances: +2% physical Talent mastery: +0.20 Technique / Two-handed assault Only die when reaching: -100.00 life Amulets can have magical properties. |
Xanudheba XanudhebaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% temporal Critical mult.: +6.00% Maximum encumbrance: +20 Pinning immunity: +21% Knockback immunity: +23% Maximum stamina: +5.00 Amulets can have magical properties. |
copper amulet 'Aeronne' copper amulet 'Aeronne'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances penetration: +10% mind Critical mult.: +5.00% Physical save: +6 Life regen: +0.90 Maximum life: +36.00 Healing mod.: +5% Amulets can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Singegasher the steel ring Singegasher the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +3 Con Changes damage: +6% mind / +3% fire Physical save: +6 Rings can have magical properties. |
copper ring 'Choregorion' copper ring 'Choregorion'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 physical Disarm immunity: +22% Pinning immunity: +25% Knockback immunity: +25% Life regen: +0.60 Maximum life: +21.00 Maximum stamina: +5.00 Healing mod.: +5% Rings can have magical properties. |
voratun dagger 'Mayymiwyn' (36-46.8 power, 16 apr) voratun dagger 'Mayymiwyn' (36-46.8 power, 16 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 36.0 - 46.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +16 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 4% chance to daze * 20% chance to torment the target Damage Shield penetration (this weapon only): +28% Damage (Melee): +4 blight When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +3 Str / +2 Dex / +6 Mag / +3 Wil / +2 Cun / +2 Con Changes resistances penetration: +11% lightning / +8% mind / +12% darkness Changes damage: +3% blight Spell save: +3 Sharp, short and deadly. |
steel waraxe 'Tarrezor' (15.5-21.7 power, 3 apr) steel waraxe 'Tarrezor' (15.5-21.7 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +8 light Damage against: +7% Undead When wielded/worn: Changes resistances: +6% acid Reduces incoming crit damage: 15.00% One-handed war axes. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Yvarin YvarinCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 blight Changes stats: +3 Cun / +3 Dex Changes resistances penetration: +5% blight Changes damage: +6% arcane Mental crit. chance: +10% A belt that goes around your waist. |
Drorach the cashmere cloak (9 def, 4 armour) Drorach the cashmere cloak (9 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +4 Defense: +9 Changes resistances: +1% physical Physical save: +8 Teleport immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Issesta the linen cloak (1 def, 0 armour) Issesta the linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Wil / +1 Mag Changes resistances: +6% mind Changes damage: +3% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wind's Whisper (4 def, 0 armour) Wind's Whisper (4 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% It can be used to activate talent Evasion (costing 50 power out of 50/50) : Effective talent level: 2.2 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 19% chance to completely evade them and granting you 7 defense for 7 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
Vorenor the Eclipsekarma (0 def, 10 armour) =5 Mag= Vorenor the Eclipsekarma (0 def, 10 armour) =5 Mag=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +4.0% Physical power: +5 Armour: +10 Fatigue: +5% Damage when hit (Melee): 8 darkness / 4 temporal Changes stats: +5 Mag Changes resistances: +11% acid / +8% fire / +5% cold / +7% lightning Changes damage: +12% darkness / +6% temporal Spell save: +7 Lowers spell cool-downs by: 10% A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 8 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 8 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of dwarven-steel boots 'Glimmernail' (0 def, 6 armour) pair of dwarven-steel boots 'Glimmernail' (0 def, 6 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Changes stats: +2 Wil / +3 Mag Changes resistances: +6% light Changes damage: +6% light Confusion immunity: +10% Activating this item is instant. It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Durotar the hardened leather gloves (0 def, 2 armour) Durotar the hardened leather gloves (0 def, 2 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 Armour: +2 Changes stats: +1 Str / +3 Mag / +3 Cun Changes resistances: +7% light / +5% darkness Physical save: +18 Mental save: +7 Life regen: +1.50 Stamina each turn: +0.70 Equilibrium when hit: +0.08 Maximum stamina: +16.00 Infravision radius: +1 It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 55.19 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Faloharagas (0 def, 1 armour) =2 Mag= Faloharagas (0 def, 1 armour) =2 Mag=Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 Armour: +1 Changes stats: +2 Mag Grants telepathy: Demon/Minor Demon/Major Physical save: +6 Mental save: +5 Mindpower: +4 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Spell save: +4 Mindpower: +4 Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
hardened leather gloves 'Brenydar' (0 def, 2 armour) hardened leather gloves 'Brenydar' (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +10 Armour: +2 Changes stats: +4 Str Changes resistances: +6% darkness / +9% blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. Alugochik the rough leather cap (0 def, 1 armour)Alugochik the rough leather cap (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +6 Armour: +1 Fatigue: +1% Changes resistances: +6% cold / +6% fire Changes resistances penetration: +5% physical A cap made of leather. |
Vorynor (6 def, 5 armour) Vorynor (6 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 Armour: +5 Defense: +6 Fatigue: +3% Effects when hit in melee: * 14% chance to gain 10% of a turn Changes stats: +4 Cun / +1 Con Changes resistances: +13% mind Critical mult.: +6.00% Mental save: +16 Confusion immunity: +28% Only die when reaching: -100.00 life Maximum life: +10.00 Infravision radius: +2 A cap made of leather. |
Xanoba the hardened leather cap (0 def, 3 armour) =2 Con= Xanoba the hardened leather cap (0 def, 3 armour) =2 Con=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +3 Fatigue: +3% Changes stats: +3 Dex / +3 Cun / +2 Con Grants telepathy: Humanoid/Orc A cap made of leather. |
radiant steel mail armour of Eyal (2 def, 6 armour) radiant steel mail armour of Eyal (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Damage when hit (Melee): 7 light Changes stats: +2 Wil Changes resistances: +14% blight / +16% darkness Life regen: +1.50 Maximum life: +50.00 Light radius: +2 Healing mod.: +15% A suit of armour made of mail. |
Firestake (4 def, 17 armour) =Water Breathing?= Firestake (4 def, 17 armour) =Water Breathing?=Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +17 Defense: +4 Fatigue: +17% Damage when hit (Melee): 10 physical Changes resistances: +7% acid / +8% cold / +5% arcane Allows you to breathe in: water Physical save: +7 A suit of armour made of metal plates. |
Jetnaught (6 def, 2 armour, 15.5 dam, 39.5 block) Jetnaught (6 def, 2 armour, 15.5 dam, 39.5 block)Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.5 - 18.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +40 Damage (Melee): +12 lightning When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Effects on melee hit: * 30% chance to blind Effects when hit in melee: * 12% chance to daze Changes stats: +2 Dex Changes resistances: +12% lightning / +10% light / +18% darkness / +18% acid Changes damage: +3% light Talent granted: +2 Block Handheld deflection devices. |
213 alchemist agate 213 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
13 opal 13 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 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: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe 'Iveba' (dig speed 21 turns) dwarven-steel pickaxe 'Iveba' (dig speed 21 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +9.0% Changes stats: +8 Str / +6 Wil Changes resistances: +6% blight Poison immunity: +10% Silence immunity: +10% Mental crit. chance: +11% Heals friendly targets nearby when you use a nature summon: +20 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Salerin' (dig speed 29 turns) =1 Str= iron pickaxe 'Salerin' (dig speed 29 turns) =1 Str=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 Changes stats: +1 Cun / +1 Str Changes damage: +9% arcane / +3% blight Maximum mana: +60.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
3 emerald 3 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 Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
Blindwedge the brass lantern Blindwedge the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 8 arcane Changes resistances penetration: +10% light Physical save: +6 Light radius: +3 Healing mod.: +12% 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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
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 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), 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. |
Skull of the Rat Lich Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 Spell crit. chance: +4% It can be used to raise undead rats, costing 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eyes. |
Layith [power 2] (10 cooldown) Layith [power 2] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Maximum encumbrance: +10 Maximum life: +40.00 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, placing all other charms into a 10 cooldown. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
steel torque of thermal psionic shield 'Emuseta' [power 51] (20 cooldown) steel torque of thermal psionic shield 'Emuseta' [power 51] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +3% darkness / +6% mind Cut immunity: +5% Stun/Freeze immunity: +5% Knockback immunity: +20% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 51 for 7 turns, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
18 amethyst 18 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
ametrine 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% Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
zircon 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 Gems can be sold for money or used in arcane rituals. |
Achievements
By Ohn the Halfling Sun Paladin level 30
51st Pyre 123rd year of Ascendancy at 19:33 see stats
By Ohn the Halfling Sun Paladin level 21
21st Haze 122nd year of Ascendancy at 03:17 see stats
By Ohn the Halfling Sun Paladin level 28
11st Regrowth 123rd year of Ascendancy at 02:18 see stats
By Ohn the Halfling Sun Paladin level 30
51st Pyre 123rd year of Ascendancy at 19:06 see stats
By Ohn the Halfling Sun Paladin level 10
10th Dusk 122nd year of Ascendancy at 10:10 see stats
By Ohn the Halfling Sun Paladin level 20
17th Haze 122nd year of Ascendancy at 13:55 see stats
By Ohn the Halfling Sun Paladin level 30
50th Pyre 123rd year of Ascendancy at 23:36 see stats
By Ohn the Halfling Sun Paladin level 15
49th Dusk 122nd year of Ascendancy at 06:35 see stats
By Ohn the Halfling Sun Paladin level 22
31st Haze 122nd year of Ascendancy at 06:14 see stats
By Ohn the Halfling Sun Paladin level 30
51st Pyre 123rd year of Ascendancy at 19:33 see stats
By Ohn the Halfling Sun Paladin level 9
8th Dusk 122nd year of Ascendancy at 12:27 see stats
By Ohn the Halfling Sun Paladin level 10
16th Dusk 122nd year of Ascendancy at 06:19 see stats
By Ohn the Halfling Sun Paladin level 30
51st Pyre 123rd year of Ascendancy at 19:33 see stats
By Ohn the Halfling Sun Paladin level 27
9th Regrowth 123rd year of Ascendancy at 14:28 see stats
By Ohn the Halfling Sun Paladin level 25
9th Decay 122nd year of Ascendancy at 23:47 see stats
By Ohn the Halfling Sun Paladin level 8
3rd Dusk 122nd year of Ascendancy at 23:03 see stats
By Ohn the Halfling Sun Paladin level 25
9th Decay 122nd year of Ascendancy at 07:24 see stats
By Ohn the Halfling Sun Paladin level 25
9th Decay 122nd year of Ascendancy at 23:39 see stats
By Ohn the Halfling Sun Paladin level 18
9th Haze 122nd year of Ascendancy at 22:00 see stats
Log
Hurricane from Ultimate gwelgoroth hits Ohn for 47 lightning damage.
Ohn receives 11 healing from Shield of Light.
Greater gwelgoroth casts Shock.
Ohn uses Infusion: Healing.
Ohn receives 226 healing from Infusion: Healing.
Ohn casts Providence.
The Hurricane around Ohn dissipates.
Greater gwelgoroth's Shock hits Ohn for 79 lightning damage.
Ohn receives 11 healing from Shield of Light.
Ohn shrugs off the effect 'Dazed'!
Ohn casts Path of the Sun.
Ohn's spell attains critical power!
Talent Retribution is ready to use.
Talent Sun Ray is ready to use.
Talent Luck of the Little Folk is ready to use.
Ohn's sun path area effect hits Gwelgoroth for 40 light damage.
Gwelgoroth casts Lightning.
Ohn tries to evade attacks.
Gwelgoroth hits Ohn for 128 lightning damage.
Ohn receives 11 healing from Shield of Light.
Gwelgoroth casts Lightning.
Gwelgoroth hits Ohn for 144 lightning damage.
Ohn receives 11 healing from Shield of Light.
Talent Healing Light is ready to use.
Ohn's sun path area effect hits Gwelgoroth for 40 light damage.
Greater gwelgoroth casts Lightning.
Saving game...