









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.5.0Official 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:
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. Myth's Minimalist UI 1.5.10This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Embers of Rage 1.5.0Official 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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Sun Paladin |
| Level / Exp | 28 / 29% |
| Size | big |
| Lifes / Deaths | Killed by Islywe the grannor'vor at level 15 on the 41st Dusk 122nd year of Ascendancy at 18:43 0 / 8Killed by sand-drake at level 17 on the 52nd Dusk 122nd year of Ascendancy at 04:17 Killed by sandworm at level 17 on the 52nd Dusk 122nd year of Ascendancy at 17:42 Killed by shadowblade at level 19 on the 79th Dusk 122nd year of Ascendancy at 20:44 Killed by shadowblade at level 19 on the 79th Dusk 122nd year of Ascendancy at 22:13 Killed by naga myrmidon at level 27 on the 35th Regrowth 123rd year of Ascendancy at 07:27 Killed by champion of Urh'Rok at level 27 on the 38th Regrowth 123rd year of Ascendancy at 08:05 Killed by The Master at level 28 on the 39th Regrowth 123rd year of Ascendancy at 21:41 |
Primary Stats
| Strength | 86 (base 60) |
| Dexterity | 34 (base 29) |
| Constitution | 28 (base 11) |
| Magic | 58 (base 36) |
| Willpower | 21 (base 10) |
| Cunning | 19 (base 10) |
Resources
| Life | -101/887 |
| Positive | 70/71 |
| Stamina | 266/276 |
| Healing Factor | 1.2863636363636 |
| Regeneration | 7.1393181818179 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | -2.2204460492503E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
Offense: Mainhand
| Damage | 178 |
| Accuracy | 45 |
| Crit Chance | 46% |
| APR | 26 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Physical | +11% |
| Arcane | +8% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Light | +5% |
| Arcane | +10% |
Defense: Base
| Armour (hardiness) | 23 (30%) |
| Defense | 31 |
| Ranged Defense | 35 |
| Fatigue | 0 |
| Physical Save | 48 |
| Spell Save | 23 |
| Mental Save | 43 |
Defense: Resistances
| Blight | + 8%( 74%) |
| Physical | + 4%( 74%) |
| Mind | + 14%( 74%) |
| All | -1%( 74%) |
| Lightning | + 29%( 74%) |
| Light | + 5%( 74%) |
| Cold | + 7%( 74%) |
| Fire | + 25%( 74%) |
| Nature | + 5%( 74%) |
Defense: Immunities
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 21 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 414 damage for 4 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 382 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 305 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Crusader | 1.50 |
| 1/5 |
| 2/5 |
| 5/5 |
| 3/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Celestial / Sun | 1.50 |
| 3/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.10 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Weapon of Wrath |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| talent | Righteous Strength |
| beneficial effect | The target is out of phase with reality, increasing defense by 15, resist all by 15%, and reducing the duration of detrimental timed effects by 15%. Out of Phase |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| beneficial effect | The target is under protection, removing one negative effect per turn. Providence |
| detrimental effect | The target takes 27% more damage from necrotic minions. Rigor Mortis |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target is confused, acting randomly (chance 40%), unable to perform complex actions and takes 23.98 darkness damage per turn. Bane of Confusion |
Quests
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)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 successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Exotic Weapons Mastery (+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 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 |
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 |
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 shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 196. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed naga tongue. * '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 wretchling eyeball. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You 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 | [vs. blood-soaked pair of hardened leather boots (0 def, 3 armour) (On feet)]blood-soaked pair of hardened leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 (-) Physical crit. chance: +4.0% (-) Physical power: +4 (+1 eff.) (-) Armour: +3 (-) Fatigue: +3% (-) A pair of boots made of leather. |
| Light source | [vs. survivor's alchemist's lamp of health (Light source)]survivor's alchemist's lamp of health Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +7 (+2 eff.) (-) Maximum life: +52.00 (-) Light radius: +3 (-) Healing mod.: +15% (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | [vs. iron helm of might (0 def, 3 armour) (On head)]iron helm of might (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) (-) Armour: +3 (-) Fatigue: +5% (-) Changes stats: +3(-) Str / +3(-) Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | [vs. Telekinetic Core (Tool)]Telekinetic Core Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) (-) Changes stats: +5(-) Wil Changes resistances: +5%(-) physical Changes damage: +6%(-) physical Physical save: +12 (+4 eff.) (-) Mindpower: +3 (+1 eff.) (-) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 43 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | [vs. Nightsong (On fingers, 1 of 2)]Nightsong Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) (-) Fatigue: -7% (-) Changes stats: +6(-) Cun Changes damage: +5%(-) physical Talents cooldown: Shadowstep (-1(-) turn) Mental save: +13 (+5 eff.) (-) Maximum stamina: +25.00 (-) It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 13 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. Tap to cycle through comparison choices |
| On fingers | [vs. Nightsong (On fingers, 1 of 2)]copper ring 'Growthclash' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-6 (-3 eff.)) Fatigue: +0% (+7%) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 16 mind Changes stats: +0(-6) Cun Changes resistances: +24% lightning / +9% mind / +3% nature Changes damage: +12% lightning / +0%(-5%) physical / +6% mind Talent cooldown: Shadowstep ((+0(+1) turn) Mental save: +0 (+0 eff.) (-13 (-5 eff.)) Maximum stamina: +0.00 (-25.00) Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. Lisira the hardened leather belt (Around waist)]Lisira the hardened leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +14 (+4 eff.) (-) Physical crit. chance: +4.0% (-) Armour: +4 (-) Fatigue: -4% (-) Changes stats: +2(-) Cun / +4(-) Mag Changes resistances: +8%(-) cold / +8%(-) fire A belt that goes around your waist. |
| In main hand | [vs. Champion's Will (67-107.2 power, 22 apr) (In main hand, 1 of 2)]Champion's Will (67-107.2 power, 22 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 20% Con, 115% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 (-) Crit. chance: +12.0% (-) Attack speed: 100% (-) On weapon hit: * releases a burst of light, dealing 39 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12(-) Str / +6(-) Mag / +7(-) Con Talent masteries: +0.20(-) Celestial / Sun +0.10(-) Celestial / Radiance +0.20(-) Celestial / Crusader Talents cooldown: Sun Ray (-1(-) turn) Absorption Strike (-1(-) turn) Flash of the Blade (-1(-) turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 30 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. This item has been sent to the Item's Vault. Tap to cycle through comparison choices |
| On hands | [vs. Zubutira the Lightbringer (0 def, 2 armour) (On hands)]Zubutira the Lightbringer (0 def, 2 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +22 (+6 eff.) (-) Armour: +2 (-) Damage when hit (Melee): 4(-) arcane Changes stats: +7(-) Str / +4(-) Mag Changes resistances: +6%(-) light Changes resistances penetration: +10%(-) arcane / +5%(-) light Changes damage: +8%(-) arcane Light radius: +1 (-) Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | [vs. Behemoth Hide (4 def, 6 armour) (Main armor)]Behemoth Hide (4 def, 6 armour) Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 (-) Defense: +4 (+2 eff.) (-) Ranged Defense: +8 (+4 eff.) (-) Fatigue: +10% (-) Changes stats: +2(-) Str / +2(-) Con Maximum encumbrance: +20 (-) Knockback immunity: +10% (-) Life regen: +0.70 (-) Stamina each turn: +0.70 (-) Maximum life: +45.00 (-) Maximum stamina: +43.00 (-) Size category: +1 (-) A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
| Cloak | [vs. Branerim (2 def, 0 armour) (Cloak)]Branerim (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) (-) Changes stats: +2(-) Str / +4(-) Dex / +3(-) Wil Changes resistances: +9%(-) blight / +6%(-) fire Mental save: +7 (+2 eff.) (-) Light radius: +3 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. Velunn (Around neck)]Velunn Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 (-) Defense: +7 (+4 eff.) (-) Fatigue: -7% (-) Changes stats: +5(-) Con Changes resistances: +6%(-) lightning / +12%(-) fire / +6%(-) mind / +3%(-) nature Changes resistances cap: +4%(-) all Changes damage: +3%(-) mind Physical save: +27 (+9 eff.) (-) Life regen: +4.60 (-) Maximum life: +59.00 (-) Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level.healing infusion (heal 65) 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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 65 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Infusion: Regeneration [regeneration infusion of the warrior (heal 168 over 5 turns)] (on body)]This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 328 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: 15(+2) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 328(-54) life over 5(-) turns. Its effects scale with your -Strength 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. |
[vs. Infusion: Regeneration [regeneration infusion of the warrior (heal 168 over 5 turns)] (on body)]regeneration infusion of the duelist (heal 315 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: 13(-) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 315(-68) life over 5(-) turns. Its effects scale with your -Strength, +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. |
This item will automatically be transmogrified when you leave the level.movement infusion (400% speed; 6 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 (483% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 483% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 psychic (409% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 409% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
movement infusion of the wizard (562% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 562% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic 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. |
This item will automatically be transmogrified when you leave the level.manasurge rune (747% regen over 10 turns; 37 instant mana) 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: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 747% for 10 turns and instantly restoring 37 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
This item will automatically be transmogrified when you leave the level.manasurge rune (988% regen over 10 turns; 49 instant mana) 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: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 988% for 10 turns and instantly restoring 49 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
This item will automatically be transmogrified when you leave the level.invisibility rune (power 7 for 5 turns) 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: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 7) for 5 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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. |
[vs. Velunn (Around neck)]Cyrytta the Cracklebrace Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +0 (-5) Defense: +0 (+0 eff.) (-7 (-4 eff.)) Fatigue: +0% (+7%) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +0(-5) Con Changes resistances: +18%(+12%) lightning / +6% physical / +18%(+6%) fire / +0%(-6%) mind / +0%(-3%) nature Changes resistances cap: +0%(-4%) all Changes resistances penetration: +25% lightning Changes damage: +0%(-3%) mind Physical save: +0 (+0 eff.) (-27 (-9 eff.)) Life regen: +0.00 (-4.60) Stamina each turn: +0.30 Maximum life: +0.00 (-59.00) Amulets can have magical properties. |
[vs. Velunn (Around neck)]copper amulet of magic (+2) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +0 (-5) Defense: +0 (+0 eff.) (-7 (-4 eff.)) Fatigue: +0% (+7%) Changes stats: +0(-5) Con / +2 Mag Changes resistances: +0%(-6%) lightning / +0%(-12%) fire / +0%(-6%) mind / +0%(-3%) nature Changes resistances cap: +0%(-4%) all Changes damage: +0%(-3%) mind Physical save: +0 (+0 eff.) (-27 (-9 eff.)) Life regen: +0.00 (-4.60) Maximum life: +0.00 (-59.00) Amulets can have magical properties. |
[vs. Velunn (Around neck)]copper amulet of strength (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +0 (-5) Defense: +0 (+0 eff.) (-7 (-4 eff.)) Fatigue: +0% (+7%) Changes stats: +3 Str / +0(-5) Con Changes resistances: +0%(-6%) lightning / +0%(-12%) fire / +0%(-6%) mind / +0%(-3%) nature Changes resistances cap: +0%(-4%) all Changes damage: +0%(-3%) mind Physical save: +0 (+0 eff.) (-27 (-9 eff.)) Life regen: +0.00 (-4.60) Maximum life: +0.00 (-59.00) Amulets can have magical properties. |
[vs. Velunn (Around neck)]copper amulet of the eclipse Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +0 (-5) Defense: +0 (+0 eff.) (-7 (-4 eff.)) Fatigue: +0% (+7%) Damage (Melee): 6 light / 6 darkness Effects when hit in melee: * 5% chance to blind * 5% chance to inflict 15% damage reduction Changes stats: +0(-5) Con Changes resistances: +0%(-6%) lightning / +0%(-12%) fire / +0%(-6%) mind / +0%(-3%) nature Changes resistances cap: +0%(-4%) all Changes damage: +0%(-3%) mind / +5% light / +6% darkness Physical save: +0 (+0 eff.) (-27 (-9 eff.)) Life regen: +0.00 (-4.60) Maximum life: +0.00 (-59.00) Amulets can have magical properties. |
[vs. Velunn (Around neck)]Glariwe the steel amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 (-1) Defense: +5 (+3 eff.) (-2 (-1 eff.)) Fatigue: -8% (-1%) Changes stats: +3 Mag / +3 Wil / +1(-4) Con Changes resistances: +0%(-6%) lightning / +0%(-12%) fire / +0%(-6%) mind / +0%(-3%) nature Changes resistances cap: +3%(-1%) all Changes damage: +0%(-3%) mind Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 15.00% Physical save: +10 (+3 eff.) (-17 (-6 eff.)) Life regen: +0.00 (-4.60) Maximum life: +0.00 (-59.00) Amulets can have magical properties. |
[vs. Nightsong (On fingers, 1 of 2)]psionicist's copper ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-6 (-3 eff.)) Fatigue: +0% (+7%) Changes stats: +0(-6) Cun / +2 Wil Changes damage: +0%(-5%) physical Talent cooldown: Shadowstep ((+0(+1) turn) Mental save: +4 (+2 eff.) (-9 (-3 eff.)) Maximum stamina: +0.00 (-25.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Nightsong (On fingers, 1 of 2)]psionicist's copper ring of corrosion (+22%) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-6 (-3 eff.)) Fatigue: +0% (+7%) Changes stats: +0(-6) Cun / +2 Wil Changes resistances: +22% acid Changes damage: +11% acid / +0%(-5%) physical Talent cooldown: Shadowstep ((+0(+1) turn) Mental save: +4 (+2 eff.) (-9 (-3 eff.)) Maximum stamina: +0.00 (-25.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Nightsong (On fingers, 1 of 2)]savior's copper ring of power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Defense: +0 (+0 eff.) (-6 (-3 eff.)) Fatigue: +0% (+7%) Changes stats: +0(-6) Cun Changes damage: +0%(-5%) physical Talent cooldown: Shadowstep ((+0(+1) turn) Physical save: +6 (+2 eff.) Spell save: +7 (+4 eff.) Mental save: +7 (+3 eff.) (-6 (-2 eff.)) Maximum stamina: +0.00 (-25.00) Spellpower: +6 (+2 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Nightsong (On fingers, 1 of 2)]titan's copper ring of lightning (+22%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-6 (-3 eff.)) Fatigue: +0% (+7%) Changes stats: +0(-6) Cun / +3 Con Changes resistances: +22% lightning Changes damage: +11% lightning / +0%(-5%) physical Talent cooldown: Shadowstep ((+0(+1) turn) Physical save: +6 (+2 eff.) Mental save: +0 (+0 eff.) (-13 (-5 eff.)) Maximum stamina: +0.00 (-25.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Nightsong (On fingers, 1 of 2)]rogue's steel ring of power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Defense: +8 (+4 eff.) (+2 (+1 eff.)) Fatigue: +0% (+7%) Changes stats: +4(-2) Cun Changes damage: +0%(-5%) physical Talent cooldown: Shadowstep ((+0(+1) turn) Mental save: +0 (+0 eff.) (-13 (-5 eff.)) Maximum stamina: +0.00 (-25.00) Spellpower: +8 (+3 eff.) Mindpower: +5 (+3 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Nightsong (On fingers, 1 of 2)]psionicist's gold ring of power Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Defense: +0 (+0 eff.) (-6 (-3 eff.)) Fatigue: +0% (+7%) Changes stats: +0(-6) Cun / +3 Wil Changes damage: +0%(-5%) physical Talent cooldown: Shadowstep ((+0(+1) turn) Mental save: +6 (+3 eff.) (-7 (-2 eff.)) Maximum stamina: +0.00 (-25.00) Spellpower: +8 (+3 eff.) Mindpower: +7 (+4 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand, 1 of 2)]Bill's Tree Trunk (30-51 power, 7 apr) Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0(-37.0 - -56.2) Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 (-15) Crit. chance: +1.5% (-10.5%) Attack speed: 100% (-) On weapon hit: - releases a burst of light, dealing 39 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! Tap to cycle through comparison choices |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand, 1 of 2)]insidious dwarven-steel greatmaul of massacre (53-79.5 power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 53.0 - 79.5(-14.0 - -27.7) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-20) Crit. chance: +1.5% (-10.5%) Attack speed: 100% (-) On weapon hit: - releases a burst of light, dealing 39 light damage (based on Spellpower) in a radius 3 cone. Damage (Melee): +14 insidious poison When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Massive two-handed mauls. Tap to cycle through comparison choices |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand, 1 of 2)]acidic steel greatsword of vileness (22-35.2 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 22.0 - 35.2(-45.0 - -72.0) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-20) Crit. chance: +3.0% (-9.0%) Attack speed: 100% (-) On weapon hit: * 12% chance to disease (+12%) - releases a burst of light, dealing 39 light damage (based on Spellpower) in a radius 3 cone. On weapon crit: + splashes the target with acid Damage (Melee): +9 blight / +7 acid When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Massive two-handed swords. Tap to cycle through comparison choices |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand, 1 of 2)]Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr) Requires: - Willpower 18 - Strength 18 - Cunning 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4(-18.0 - -28.8) Uses stat: 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 (-13) Crit. chance: +9.0% (-3.0%) Attack speed: 100% (-) On weapon hit: + 9% chance to stun or confuse the target - releases a burst of light, dealing 39 light damage (based on Spellpower) in a radius 3 cone. Damage (Melee): +49 light / +49 darkness When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. Tap to cycle through comparison choices |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. balanced deep-steel trident of massacre (37.5-60 power, 10 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 37.5 - 60.0(-29.5 - -47.2) Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 (-12) Crit. chance: +2.5% (-9.5%) Attack speed: 100% (-) On weapon hit: - releases a burst of light, dealing 39 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Accuracy: +16 (+6 eff.) Defense: +12 (+6 eff.) Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Disarm immunity: +45% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. Tap to cycle through comparison choices |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. dwarven-steel longsword (22-30.8 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.0 - 30.8(-45.0 - -76.4) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 (-18) Crit. chance: +3.5% (-8.5%) Attack speed: 100% (-) On weapon hit: - releases a burst of light, dealing 39 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Sharp, long, and deadly. Tap to cycle through comparison choices |
[vs. iron shield (4 def, 2 armour, 9-10.8 power, 17 block) (Second weapon set: In off hand)]Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2(+9.0 - +14.4) Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.0% (-0.5%) Block value: +48 (+31) Damage (Melee): +10 cold When wielded/worn: Armour: +8 (+6) Defense: +8 (+4 eff.) (+4 (+2 eff.)) Ranged Defense: +0 (+0 eff.) (-4 (-2 eff.)) Fatigue: +12% (+6%) Changes resistances: +10% fire / +15% cold Talents granted: +2(+1) Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
[vs. Behemoth Hide (4 def, 6 armour) (Main armor)]Robes of Deflection (0 def, 7 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 (+1) Armour Hardiness: +30% Defense: +0 (+0 eff.) (-4 (-2 eff.)) Ranged Defense: +0 (+0 eff.) (-8 (-4 eff.)) Fatigue: +0% (-10%) Changes stats: +0(-2) Str / +3 Mag / +3(+1) Con Maximum encumbrance: +0 (-20) Knockback immunity: +0% (-10%) Life regen: +0.00 (-0.70) Stamina each turn: +0.00 (-0.70) Maximum life: +0.00 (-45.00) Maximum stamina: +0.00 (-43.00) Spellpower: +4 (+1 eff.) Size category: +0 (-1) Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. |
[vs. Behemoth Hide (4 def, 6 armour) (Main armor)]Skin of Many (12 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 (-) Defense: +12 (+6 eff.) (+8 (+4 eff.)) Ranged Defense: +0 (+0 eff.) (-8 (-4 eff.)) Fatigue: +7% (-3%) Changes stats: +0(-2) Str / +4(+2) Con Talent mastery: -0.20 Cunning / Stealth Maximum encumbrance: +0 (-20) Knockback immunity: +0% (-10%) Life regen: +0.00 (-0.70) Stamina each turn: +0.00 (-0.70) Maximum life: +40.00 (-5.00) Maximum stamina: +0.00 (-43.00) Infravision radius: +3 Size category: +0 (-1) The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
[vs. Behemoth Hide (4 def, 6 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. Falothel the Boltpride (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 (-) Defense: +3 (+1 eff.) (-1 (-1 eff.)) Ranged Defense: +0 (+0 eff.) (-8 (-4 eff.)) Fatigue: +8% (-2%) Damage (Melee): 7 darkness Damage (Ranged): 7 darkness Changes stats: +0(-2) Str / +0(-2) Con Changes resistances: +9% lightning / +11% temporal / +19% darkness Changes resistances penetration: +15% lightning / +25% darkness Changes damage: +30% lightning Maximum encumbrance: +0 (-20) Knockback immunity: +0% (-10%) Life regen: +0.00 (-0.70) Stamina each turn: +0.00 (-0.70) Maximum life: +0.00 (-45.00) Maximum stamina: +0.00 (-43.00) Defense after a teleport: +21 Resist all after a teleport: +17% New effects duration reduction after a teleport: +18% Size category: +0 (-1) It can be used to blink to a nearby random location (rad 10), putting all charms on cooldown for 25 turns. A suit of armour made of leather. |
[vs. Behemoth Hide (4 def, 6 armour) (Main armor)]drakeskin leather armour 'Lisotha' (5 def, 8 armour) Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 (+2) Defense: +5 (+2 eff.) (+1 (+0 eff.)) Ranged Defense: +0 (+0 eff.) (-8 (-4 eff.)) Fatigue: +8% (-2%) Damage when hit (Melee): 19 physical Changes stats: +0(-2) Str / +0(-2) Con Changes resistances: +9% lightning / +6% temporal / +6% light / +30% cold / +7% mind Maximum encumbrance: +0 (-20) Mental save: +16 (+5 eff.) Knockback immunity: +0% (-10%) Life regen: +0.00 (-0.70) Stamina each turn: +0.00 (-0.70) Maximum life: +0.00 (-45.00) Maximum stamina: +0.00 (-43.00) Size category: +0 (-1) A suit of armour made of leather. |
[vs. Behemoth Hide (4 def, 6 armour) (Main armor)]dwarven-steel mail armour of the deep (3 def, 10 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +10 (+4) Defense: +3 (+1 eff.) (-1 (-1 eff.)) Ranged Defense: +0 (+0 eff.) (-8 (-4 eff.)) Fatigue: +16% (+6%) Changes stats: +0(-2) Str / +0(-2) Con Changes resistances: +7% acid / +6% cold Allows you to breathe in: water Maximum encumbrance: +0 (-20) Knockback immunity: +0% (-10%) Life regen: +0.00 (-0.70) Stamina each turn: +0.00 (-0.70) Maximum life: +0.00 (-45.00) Maximum stamina: +0.00 (-43.00) Size category: +0 (-1) A suit of armour made of mail. |
[vs. Lisira the hardened leather belt (Around waist)]insulating rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-14 (-4 eff.)) Physical crit. chance: +0.0% (-4.0%) Armour: +0 (-4) Fatigue: +0% (+4%) Changes stats: +0(-2) Cun / +0(-4) Mag Changes resistances: +6%(-2%) cold / +6%(-2%) fire A belt that goes around your waist. |
[vs. Lisira the hardened leather belt (Around waist)]Dagyneg the Oakworth Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-14 (-4 eff.)) Physical crit. chance: +0.0% (-4.0%) Armour: +0 (-4) Fatigue: +0% (+4%) Effects on melee hit: * 10 arcane resource burn * Slows global speed by 30% Changes stats: +0(-2) Cun / +0(-4) Mag Changes resistances: +9% acid / +9% temporal / +3% darkness / +3% blight / +0%(-8%) fire / +0%(-8%) cold Maximum life: +37.00 A belt that goes around your waist. |
[vs. Branerim (2 def, 0 armour) (Cloak)]Brenetorak the linen cloak (1 def, 6 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) (-1 (-1 eff.)) Changes stats: +0(-2) Str / +0(-4) Dex / +0(-3) Wil Changes resistances: +0%(-9%) blight / +12% temporal / +12% darkness / +6%(-) fire Spell save: +12 (+6 eff.) Mental save: +20 (+6 eff.) (+13 (+4 eff.)) Disease immunity: +25% Light radius: +0 (-3) See invisible: +6 Defense after a teleport: +12 Resist all after a teleport: +11% New effects duration reduction after a teleport: +13% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. blood-soaked pair of hardened leather boots (0 def, 3 armour) (On feet)]This item will automatically be transmogrified when you leave the level. undeterred pair of dwarven-steel boots of uncanny dodging (4 def, 4 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +0 (-4) Physical crit. chance: +0.0% (-4.0%) Physical power: +0 (+0 eff.) (-4 (-1 eff.)) Armour: +4 (+1) Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +3% (-) Silence immunity: +31% Confusion immunity: +20% Stun/Freeze immunity: +28% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Zubutira the Lightbringer (0 def, 2 armour) (On hands)]iron gauntlets of strength (+3) (0 def, 1 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) (-17 (-4 eff.)) Armour: +1 (-1) Damage when hit (Melee): 0(-4) arcane Changes stats: +3(-4) Str / +0(-4) Mag Changes resistances: +0%(-6%) light Changes resistances penetration: +0%(-10%) arcane / +0%(-5%) light Changes damage: +0%(-8%) arcane Light radius: +0 (-1) Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Zubutira the Lightbringer (0 def, 2 armour) (On hands)]This item will automatically be transmogrified when you leave the level. Fists of the Desert Scorpion (8 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-22 (-6 eff.)) Armour: +4 (+2) Defense: +8 (+4 eff.) Damage when hit (Melee): 0(-4) arcane Changes stats: +3(-4) Str / +0(-4) Mag / +3 Wil / +3 Cun Changes resistances: +0%(-6%) light Changes resistances penetration: +0%(-10%) arcane / +0%(-5%) light Changes damage: +0%(-8%) arcane / +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+2 eff.) Light radius: +0 (-1) It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
[vs. Zubutira the Lightbringer (0 def, 2 armour) (On hands)]dwarven-steel gauntlets 'Aeretta' (9 def, 2 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Physical power: +0 (+0 eff.) (-22 (-6 eff.)) Armour: +2 (-) Defense: +9 (+4 eff.) Ranged Defense: +9 (+4 eff.) Damage when hit (Melee): 0(-4) arcane Changes stats: +0(-7) Str / +0(-4) Mag / +3 Wil Changes resistances: +15% acid / +0%(-6%) light Changes resistances penetration: +0%(-10%) arcane / +0%(-5%) light Changes damage: +0%(-8%) arcane Grants telepathy: Demon/Minor Demon/Major Physical save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Cut immunity: +15% Silence immunity: +10% Disarm immunity: +26% Light radius: +0 (-1) Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. iron helm of might (0 def, 3 armour) (On head)]rough leather cap of strength (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-3 (-1 eff.)) Armour: +1 (-2) Fatigue: +1% (-4%) Changes stats: +3(-) Str / +0(-3) Con A cap made of leather. |
[vs. iron helm of might (0 def, 3 armour) (On head)]This item will automatically be transmogrified when you leave the level. dwarven-steel helm (0 def, 4 armour) Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-3 (-1 eff.)) Armour: +4 (+1) Fatigue: +4% (-1%) Changes stats: +0(-3) Str / +0(-3) Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
17 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
131 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. |
[vs. survivor's alchemist's lamp of health (Light source)]bright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +0 (+0 eff.) (-7 (-2 eff.)) Maximum life: +41.00 (-11.00) Light radius: +4 (+1) Healing mod.: +0% (-15%) 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. |
[vs. survivor's alchemist's lamp of health (Light source)]alchemist's lamp of corpselight Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +7% blight / +8% darkness Physical save: +0 (+0 eff.) (-7 (-2 eff.)) Maximum life: +0.00 (-52.00) Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: +3 (-) Infravision radius: +4 See invisible: +7 Healing mod.: +0% (-15%) The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 18 blight damage or heals 28 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
[vs. survivor's alchemist's lamp of health (Light source)]survivor's alchemist's lamp of health Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +7 (+2 eff.) (-) Maximum life: +50.00 (-2.00) Light radius: +3 (-) Healing mod.: +13% (-2%) A normal brass lantern, enhanced by alchemy to make it brighter. |
[vs. survivor's alchemist's lamp of health (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Physical save: +0 (+0 eff.) (-7 (-2 eff.)) Maximum life: +0.00 (-52.00) Light radius: +4 (+1) Healing mod.: +10% (-5%) It can be used to call light (71 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
[vs. Telekinetic Core (Tool)]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 Physical power: +0 (+0 eff.) (-3 (-1 eff.)) Damage when hit (Melee): 15 blight Changes stats: +0(-5) Wil Changes resistances: +0%(-5%) physical Changes damage: +4% blight / +0%(-6%) physical Physical save: +0 (+0 eff.) (-12 (-4 eff.)) Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
[vs. Telekinetic Core (Tool)]iron pickaxe of endurance (dig speed 36 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-3 (-1 eff.)) Fatigue: -4% Changes stats: +2 Str / +0(-5) Wil Changes resistances: +0%(-5%) physical Changes damage: +0%(-6%) physical Physical save: +0 (+0 eff.) (-12 (-4 eff.)) Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Telekinetic Core (Tool)]Prox's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-3 (-1 eff.)) Defense: +5 (+2 eff.) Changes stats: +5 Lck / +0(-5) Wil Changes resistances: +0%(-5%) physical Changes damage: +0%(-6%) physical Trap disarming bonus: +5 Physical save: +0 (+0 eff.) (-12 (-4 eff.)) Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, 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. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Granada the Shalore Sun Paladin level 11
4th Dusk 122nd year of Ascendancy at 12:08 see stats
Exterminator
Killed 1000 creatures.By Granada the Shalore Sun Paladin level 17
52nd Dusk 122nd year of Ascendancy at 04:04 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Granada the Shalore Sun Paladin level 18
58th Dusk 122nd year of Ascendancy at 11:56 see stats
Level 10
Got a character to level 10.By Granada the Shalore Sun Paladin level 10
2nd Summertide 122nd year of Ascendancy at 03:52 see stats
Level 20
Got a character to level 20.By Granada the Shalore Sun Paladin level 20
45th Haze 122nd year of Ascendancy at 16:09 see stats
Lost in translation
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Granada the Shalore Sun Paladin level 3
77th Pyre 122nd year of Ascendancy at 21:25 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Granada the Shalore Sun Paladin level 19
1st Time of Equilibrium 122nd year of Ascendancy at 03:15 see stats
Size matters
Did over 600 damage in one attack.By Granada the Shalore Sun Paladin level 18
64th Dusk 122nd year of Ascendancy at 05:59 see stats
The Arena
Unlocked Arena mode.By Granada the Shalore Sun Paladin level 13
29th Dusk 122nd year of Ascendancy at 16:04 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Granada the Shalore Sun Paladin level 21
59th Haze 122nd year of Ascendancy at 21:20 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Granada the Shalore Sun Paladin level 14
34th Dusk 122nd year of Ascendancy at 13:35 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Granada the Shalore Sun Paladin level 21
59th Haze 122nd year of Ascendancy at 15:06 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Granada the Shalore Sun Paladin level 26
33rd Regrowth 123rd year of Ascendancy at 20:01 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Granada the Shalore Sun Paladin level 17
52nd Dusk 122nd year of Ascendancy at 08:55 see stats
Unstoppable
Returned from the dead.By Granada the Shalore Sun Paladin level 27
38th Regrowth 123rd year of Ascendancy at 08:05 see stats
Log
Granada casts Rune: Phase Door.
Granada is out of phase.
The Master speeds up.
The Master casts Strike.
Granada stops shining.
The Master is no longer influenced by martyrdom.
The Master's light is back.
The Master uses Perfect Strike.
The Master aims carefully.
The Master's loses some focus.
The Master casts Circle of Death.
Granada is not stunned anymore.
Talent Rune: Shielding is ready to use.
Talent Fearless Cleave is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Mark of Light is ready to use.
Talent Providence is ready to use.
Granada wanders around!.
Granada is confused and fails to use Infusion: Regeneration.
The Master casts Freeze.
Granada shrugs off the effect 'Frozen'!
Bane of Confusion from The Master hits Granada for 24 darkness damage.
The Master hits Granada for 264 cold damage.
Granada casts Providence.
The Master casts Manathrust.
Saving game...








































































































