Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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: Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Shalore |
Class | Sun Paladin |
Level / Exp | 50 / 1464% |
Size | medium |
Lifes / Deaths | Killed by ritch flamespitter at level 9 on the 3rd Summertide 122nd year of Ascendancy at 04:06 0 / 9Killed by Aerirena the gelatinous cube at level 40 on the 70th Dusk 123rd year of Ascendancy at 02:29 Killed by Emitha the poison ooze at level 42 on the 28th Haze 123rd year of Ascendancy at 23:48 Killed by skeleton mage at level 44 on the 69th Haze 123rd year of Ascendancy at 03:41 Killed by Silylaith the parasitic horror at level 50 on the 6th Mirth 124th year of Ascendancy at 16:39 Killed by Silylaith the parasitic horror at level 50 on the 6th Mirth 124th year of Ascendancy at 19:11 Killed by Silylaith the parasitic horror at level 50 on the 6th Mirth 124th year of Ascendancy at 21:04 Killed by Elandar at level 50 on the 9th Mirth 124th year of Ascendancy at 05:13 Killed by Elandar at level 50 on the 9th Mirth 124th year of Ascendancy at 05:25 |
Primary Stats
Strength | 137 (base 60) |
Dexterity | 83 (base 60) |
Constitution | 80 (base 36) |
Magic | 90 (base 60) |
Willpower | 17 (base 10) |
Cunning | 29 (base 10) |
Resources
Life | -349/1466 |
Mana | 429/429 |
Stamina | 264/264 |
Positive | 167/167 |
Healing Factor | 1.4200000000002 |
Regeneration | 0.35500000000005 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | +25.137682797761% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 27.258604475846 |
See Invisible | 27.258604475846 |
Offense: Mainhand
Damage | 348 |
Accuracy | 43 |
Crit Chance | 110% |
APR | 37 |
Speed | 1.00 |
Offense: Spell
Spellpower | 52 |
Crit Chance | 42% |
Speed | 0.79911979960196 |
Cooldown Reduction | 36.219283075813 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Physical | +90% |
Light | +65% |
All | +2% |
Offense: Damage Penetration
Blight | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 30.80472693699 (100%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 40 |
Physical Save | 60 |
Spell Save | 41 |
Mental Save | 37 |
Defense: Resistances
Acid | + 44%( 70%) |
Blight | + 44%( 70%) |
Physical | + 58%( 70%) |
Cold | + 44%( 70%) |
All | + 35%( 70%) |
Darkness | + 56%( 70%) |
Light | + 56%( 80%) |
Fire | + 44%( 70%) |
Mind | + 39%( 70%) |
Defense: Immunities
Knockback Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 25 for 12 turns. While Heroism is active, you will only die when reaching -928 life. 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 Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 40% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 969% 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. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 918% 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 Strength stat. |
Class Talents
Celestial / Crusader | 1.50 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Celestial / Sun | 1.70 |
| 4/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.50 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Celestial / Light | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Weapon of Light |
talent | Righteous Strength |
beneficial effect | Increase light and physical damage by 38%. Righteous Strength |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target is protected by the sun, increasing their spell casting speed by 25%, reducing spell cooldowns by 36%, and preventing damage over 61% of your maximum life from a single hit. Suncloak |
detrimental effect | The target has been splashed with acid, taking 41.84 acid damage per turn, reducing armour by 58 and attack by 51. Acid Splash |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
beneficial effect | The target ignores pain, reducing all damage taken by 40%. Pain Suppression |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | 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 talent Premonition (+1 level(s)). | done |
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 lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 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 Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)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 Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)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 Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
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. * You are back in Var'Eyal, the Far East as the people from the west call it. | 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. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 942. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
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! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
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 within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+4 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. This item has been sent to the Item's Vault. |
Light source | Siliwe Siliwe1.0 T5 lite [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.crit +7.0% Dmg.mod +15% physical Melee Ret 16 physical On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +8 Max.HP +73.00 ---------- misc Stam/turn +1.00 Light +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. The set is complete. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Melee+ 5 % chance to summon an orc spirit Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+5 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. This item has been sent to the Item's Vault. |
Tool | Lightbringer's Wand Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+5 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 208 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 21 power out of 29/35 This gold-tipped wand shines with an unnatural sheen. |
On fingers | Bloodcaller Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
On fingers | Ring of the War Master Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ---------- misc Masteries +0.30 Technique/Unarmed discipline +0.30 Technique/Warcries +0.30 Technique/Dual techniques +0.30 Technique/Combat training +0.30 Technique/Combat veteran +0.30 Technique/Finishing moves +0.30 Technique/Archery training +0.30 Technique/Archery - slings +0.30 Technique/Shield defense +0.30 Technique/Thuggery +0.30 Technique/Shield offense +0.30 Technique/Two-handed weapons +0.30 Technique/Archery prowess +0.30 Technique/Pugilism +0.30 Technique/Superiority +0.30 Technique/Two-handed assault +0.30 Technique/Berserker's strength +0.30 Technique/Archery - bows +0.30 Technique/Two-handed maiming +0.30 Technique/Combat techniques +0.30 Technique/Archery excellence +0.30 Technique/Unarmed training +0.30 Technique/Grappling +0.30 Technique/Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Around waist | drakeskin leather belt 'Cinderbender' drakeskin leather belt 'Cinderbender'1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Cun +6 Dex dps ---------- Phys.crit +21.0% Mind.crit +15% Crit.mult +14.00% Phys.pwr +5 (+1 eff.) Res.pen +10% blight Melee Ret 4 fire ----- def ----- Resists +15% blight +15% fire +6% mind +14% cold Max.HP +60.00 A belt that goes around your waist. |
In main hand | Champion's Will (67-107.2 power, 22 apr) Champion's Will (67-107.2 power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 67.0 - 107.2 Physical Uses 115% Str, 50% Mag, 20% Con Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 86 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 18 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. |
On hands | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. This item has been sent to the Item's Vault. |
Main armor | Cuirass of the Dark Lord (0 def, 30 armour) Cuirass of the Dark Lord (0 def, 30 armour)17.0 T5 massive armor [Unique] Arcane While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Melee Ret 30 physical ----- def ----- Armour +30 Fatigue +25% Resists +20% physical Phys.save +15 (+3 eff.) HP.reg +0.00 Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 604.62 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 15 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
Cloak | Radiance (15 def, 0 armour) Radiance (15 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Dex +8 Mag +6 Cun dps ---------- Spell.pwr +8 (+3 eff.) Dmg.mod +15% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+7 eff.) Resists +20% light +20% darkness Res.Cap +10% light ---------- misc Masteries +0.20 Celestial/Sun +0.20 Celestial/Radiance +0.20 Spell/Phantasm +0.20 Celestial/Light Barrier: Level 4.5 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: A protective shield forms around you that lasts for up to 10 turns and negates 276 damage. The total damage the barrier can absorb will increase with your Spellpower. This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Around neck | Garkul's Teeth Garkul's Teeth0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. The set is complete. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+4 eff.) Mind.save +18 (+7 eff.) Die.at -100.00 life Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 5.6 Pwr.cost 6 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 617.07 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. This item has been sent to the Item's Vault. |
Inventory
heroism infusion of the duelist (+20 for 12 turns, die at -801) heroism infusion of the duelist (+20 for 12 turns, die at -801)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 12 turns. While Heroism is active, you will only die when reaching -801 life. 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
manasurge rune (1233% regen over 10 turns; 62 instant mana) manasurge rune (1233% regen over 10 turns; 62 instant mana)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (80% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1233% for 10 turns and instantly restoring 62 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune (251 acid damage; disarm 5 turns with power 22) acid wave rune (251 acid damage; disarm 5 turns with power 22)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 250.92 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 22 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Scroll of Summoning (Limmir the Jeweler) Scroll of Summoning (Limmir the Jeweler)0.1 tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
grounding voratun amulet of murder grounding voratun amulet of murder0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: dps ---------- Crit.mult +20.00% Acc +10 (+3 eff.) Apr +18 ----- def ----- Resists +27% lightning Stun/Frz- +45% Amulets can have magical properties. |
vitalizing voratun amulet of strength (+10) vitalizing voratun amulet of strength (+10)0.1 T5 amulet jewelry [Ego+] Nature While equipped: Stats +10 Str +5 Con ----- def ----- Phys.save +15 (+3 eff.) Max.HP +80.00 HP.reg +3.00 Amulets can have magical properties. |
voratun amulet voratun amulet0.1 T5 amulet jewelry [Normal] Amulets can have magical properties. |
wanderer's voratun amulet of murder wanderer's voratun amulet of murder0.1 T5 amulet jewelry [Ego++] Master While equipped: Stats +9 Dex +10 Cun +8 Con dps ---------- Crit.mult +16.00% Mov.spd +10% Acc +10 (+3 eff.) Apr +19 ----- def ----- Fatigue -9% HP.reg +1.50 ---------- misc Stam/turn +1.50 Amulets can have magical properties. |
Orb of Many Ways Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Mnemonic Mnemonic0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+6 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+7 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
psionicist's voratun ring of nature (+34%) psionicist's voratun ring of nature (+34%)0.1 T5 ring jewelry [Ego] Nature/Psionic While equipped: Stats +10 Wil dps ---------- Dmg.mod +17% nature ----- def ----- Resists +34% nature Mind.save +20 (+7 eff.) Rings can have magical properties. |
cruel dragonbone starstaff of illumination (30-36 power, 6 apr, temporal element) cruel dragonbone starstaff of illumination (30-36 power, 6 apr, temporal element)5.0 T5 staff 2H weapon [Ego] Nature/Master Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +15.0% Spell.crit +5% Crit.mult +20.00% Spell.pwr +15 (+5 eff.) Dmg.mod +30% temporal On Hit (Melee): * 20% chance to blind ----- def ----- Defense +11 (+5 eff.) ---------- misc Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 1.2 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 118.50 light damage. Staves designed for wielders of magic, by the greats of the art. |
arcing voratun greatsword of shearing (59.5-95.2 power, 4 apr) arcing voratun greatsword of shearing (59.5-95.2 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Arcane/Master Power 59.5 - 95.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +28 lightning On Hit: * 25% chance for lightning to arc to a second target While equipped: dps ---------- Dmg.mod +20% physical Res.pen +21% physical Apr +21 Massive two-handed swords. |
quiver of dragonbone arrows of accuracy (22/22, 52.5-73.5 power, 18 apr) quiver of dragonbone arrows of accuracy (22/22, 52.5-73.5 power, 18 apr)3.0 T5 arrow ammo [Ego] Master Power 52.5 - 73.5 Physical Uses 50% Str, 50% Mag, 70% Dex Acc+ +0.2% crit / acc Acc +38 Apr +18 Crit +3.0% Capacity 22 Arrows are used with bows to pierce your foes to death. |
Blightstopper (18 def, 12 armour, 52-62.4 power, 240 block) Blightstopper (18 def, 12 armour, 52-62.4 power, 240 block)7.0 T5 shield armor [Unique] Nature/Disrupt When used to Attack: Power 52.0 - 62.4 Physical Uses 50% Mag, 100% Str Acc+ +2.5% procs dam / acc Crit +4.5% Block +240 Dmg.conv 30% nature 10% manaburn arcane While equipped: dps ---------- Melee Ret 15 nature ----- def ----- Armour +12 Defense +18 (+8 eff.) Rng.Def +12 (+6 eff.) Fatigue +22% Resists +35% blight +15% nature Spell.save +24 (+8 eff.) Disease- +60% ---------- misc Talents +5 Block Masteries +0.20 Wild-gift/Antimagic Purge up to 3 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns. Uses 14 power out of 40/40 This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
troll-hide drakeskin leather armour of Eyal (5 def, 8 armour) troll-hide drakeskin leather armour of Eyal (5 def, 8 armour)9.0 T5 light armor [Ego++] Nature While equipped: ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +8% Max.HP +165.00 HP.reg +18.20 Heal.mod +58% A suit of armour made of leather. |
Tarrasca (0 def, 50 armour) Tarrasca (0 def, 50 armour)17.0 T4 massive armor [Unique] Master While equipped: Stats +15 Con ----- def ----- Armour +50 Hardiness +15% Fatigue +35% Phys.save +45 (+11 eff.) Knockbk- +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 15 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. This item has been sent to the Item's Vault. |
pair of drakeskin leather boots of massiveness (0 def, 5 armour) pair of drakeskin leather boots of massiveness (0 def, 5 armour)2.0 T5 feet armor [Ego+] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +5 Fatigue +5% ---------- misc Size +1 Heave: Puts all charms on 6 cooldown Level 4.0 Pwr.cost 6 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Ce'Nerawen the Furnacewinter (0 def, 5 armour) Ce'Nerawen the Furnacewinter (0 def, 5 armour)2.0 T5 head armor [Rare] Nature While equipped: Stats +12 Dex +6 Mag ----- def ----- Armour +5 Fatigue -1% Resists +15% lightning +15% temporal +39% fire A cap made of leather. |
citrine citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald 4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 sapphire 10 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 jade 7 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 turquoise 10 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ruby 8 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: 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. |
8 amber 8 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 bloodstone 12 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
30 fire opal 30 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
21 diamond 21 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
16 moonstone 16 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
29 pearl 29 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
347 alchemist agate 347 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
65 alchemist bloodstone 65 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
nightwalker's dwarven lantern nightwalker's dwarven lantern1.0 T5 lite [Ego+] Nature While equipped: Stats +7 Wil dps ---------- Phys.crit +6.0% Crit.mult +20.00% Phys.pwr +9 (+2 eff.) ---------- misc Light +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
preserving dwarven lantern of the sun preserving dwarven lantern of the sun1.0 T5 lite [Ego++] Arcane/Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +13% light ----- def ----- Resists +15% blight +13% darkness Affinity +5% light HP.reg +6.00 ---------- misc Light +6 Sun Flare: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 65.33 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Heart of Poosh Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 58 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)3.0 T5 digger tool [Unique] Master While equipped: Stats +3 Str +3 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +7 (+1 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+3 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Pulverizing Auger: Level 4.0 Pwr.cost 18 out of 30/30. Range 6 Travel.spd instantaneous Is a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 400.00 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (3/3) Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 117 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. |
overpowered voratun torque of kinetic psionic shield [power 291] (18 cooldown) overpowered voratun torque of kinetic psionic shield [power 291] (18 cooldown)2.0 T5 torque charm [Ego+] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 291 for 7 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
By Rala the Shalore Sun Paladin level 35
37th Pyre 123rd year of Ascendancy at 22:46 see stats
By Rala the Shalore Sun Paladin level 49
1st Allure 124th year of Ascendancy at 11:18 see stats
By Rala the Shalore Sun Paladin level 29
32nd Regrowth 123rd year of Ascendancy at 00:07 see stats
By Rala the Shalore Sun Paladin level 35
36th Pyre 123rd year of Ascendancy at 06:15 see stats
By Rala the Shalore Sun Paladin level 43
49th Haze 123rd year of Ascendancy at 09:08 see stats
By Rala the Shalore Sun Paladin level 47
6th Decay 123rd year of Ascendancy at 12:56 see stats
By Rala the Shalore Sun Paladin level 50
2nd Allure 124th year of Ascendancy at 08:14 see stats
By Rala the Shalore Sun Paladin level 50
48th Pyre 124th year of Ascendancy at 20:52 see stats
By Rala the Shalore Sun Paladin level 31
16th Pyre 123rd year of Ascendancy at 02:44 see stats
By Rala the Shalore Sun Paladin level 20
33rd Haze 122nd year of Ascendancy at 09:08 see stats
By Rala the Shalore Sun Paladin level 50
51st Regrowth 124th year of Ascendancy at 21:49 see stats
By Rala the Shalore Sun Paladin level 17
56th Dusk 122nd year of Ascendancy at 19:00 see stats
By Rala the Shalore Sun Paladin level 49
1st Allure 124th year of Ascendancy at 05:21 see stats
By Rala the Shalore Sun Paladin level 44
74th Haze 123rd year of Ascendancy at 23:32 see stats
By Rala the Shalore Sun Paladin level 41
13rd Haze 123rd year of Ascendancy at 04:46 see stats
By Rala the Shalore Sun Paladin level 30
50th Regrowth 123rd year of Ascendancy at 06:18 see stats
By Rala the Shalore Sun Paladin level 43
49th Haze 123rd year of Ascendancy at 08:16 see stats
By Rala the Shalore Sun Paladin level 27
15th Regrowth 123rd year of Ascendancy at 12:33 see stats
By Rala the Shalore Sun Paladin level 39
46th Dusk 123rd year of Ascendancy at 15:41 see stats
By Rala the Shalore Sun Paladin level 17
48th Dusk 122nd year of Ascendancy at 00:56 see stats
By Rala the Shalore Sun Paladin level 22
49th Haze 122nd year of Ascendancy at 21:15 see stats
By Rala the Shalore Sun Paladin level 31
7th Pyre 123rd year of Ascendancy at 09:10 see stats
By Rala the Shalore Sun Paladin level 50
17th Pyre 124th year of Ascendancy at 20:59 see stats
By Rala the Shalore Sun Paladin level 45
75th Haze 123rd year of Ascendancy at 12:21 see stats
By Rala the Shalore Sun Paladin level 41
7th Haze 123rd year of Ascendancy at 21:33 see stats
By Rala the Shalore Sun Paladin level 22
43rd Haze 122nd year of Ascendancy at 14:51 see stats
By Rala the Shalore Sun Paladin level 48
6th Decay 123rd year of Ascendancy at 21:18 see stats
By Rala the Shalore Sun Paladin level 50
72nd Regrowth 124th year of Ascendancy at 10:45 see stats
By Rala the Shalore Sun Paladin level 10
3rd Summertide 122nd year of Ascendancy at 19:30 see stats
By Rala the Shalore Sun Paladin level 20
32nd Haze 122nd year of Ascendancy at 14:49 see stats
By Rala the Shalore Sun Paladin level 30
37th Regrowth 123rd year of Ascendancy at 14:47 see stats
By Rala the Shalore Sun Paladin level 40
46th Dusk 123rd year of Ascendancy at 19:21 see stats
By Rala the Shalore Sun Paladin level 50
1st Allure 124th year of Ascendancy at 17:19 see stats
By Rala the Shalore Sun Paladin level 3
77th Pyre 122nd year of Ascendancy at 08:06 see stats
By Rala the Shalore Sun Paladin level 27
15th Regrowth 123rd year of Ascendancy at 08:53 see stats
By Rala the Shalore Sun Paladin level 50
71st Regrowth 124th year of Ascendancy at 23:23 see stats
By Rala the Shalore Sun Paladin level 39
42nd Dusk 123rd year of Ascendancy at 15:31 see stats
By Rala the Shalore Sun Paladin level 50
35th Regrowth 124th year of Ascendancy at 14:02 see stats
By Rala the Shalore Sun Paladin level 50
8th Pyre 124th year of Ascendancy at 11:52 see stats
By Rala the Shalore Sun Paladin level 17
48th Dusk 122nd year of Ascendancy at 12:36 see stats
By Rala the Shalore Sun Paladin level 27
13rd Regrowth 123rd year of Ascendancy at 03:30 see stats
By Rala the Shalore Sun Paladin level 50
33rd Regrowth 124th year of Ascendancy at 17:57 see stats
By Rala the Shalore Sun Paladin level 22
47th Haze 122nd year of Ascendancy at 15:15 see stats
By Rala the Shalore Sun Paladin level 20
32nd Haze 122nd year of Ascendancy at 16:44 see stats
By Rala the Shalore Sun Paladin level 42
42nd Haze 123rd year of Ascendancy at 08:05 see stats
By Rala the Shalore Sun Paladin level 40
68th Dusk 123rd year of Ascendancy at 20:38 see stats
By Rala the Shalore Sun Paladin level 42
37th Haze 123rd year of Ascendancy at 19:09 see stats
By Rala the Shalore Sun Paladin level 8
10th Mirth 122nd year of Ascendancy at 15:03 see stats
By Rala the Shalore Sun Paladin level 50
34th Regrowth 124th year of Ascendancy at 11:37 see stats
By Rala the Shalore Sun Paladin level 26
10th Regrowth 123rd year of Ascendancy at 04:56 see stats
By Rala the Shalore Sun Paladin level 22
46th Haze 122nd year of Ascendancy at 11:35 see stats
By Rala the Shalore Sun Paladin level 50
36th Pyre 124th year of Ascendancy at 14:56 see stats
By Rala the Shalore Sun Paladin level 29
31st Regrowth 123rd year of Ascendancy at 04:43 see stats
By Rala the Shalore Sun Paladin level 29
31st Regrowth 123rd year of Ascendancy at 22:04 see stats
By Rala the Shalore Sun Paladin level 16
36th Dusk 122nd year of Ascendancy at 01:32 see stats
By Rala the Shalore Sun Paladin level 50
9th Mirth 124th year of Ascendancy at 05:13 see stats
By Rala the Shalore Sun Paladin level 35
35th Pyre 123rd year of Ascendancy at 14:40 see stats
Log
Elandar casts Lightning.
Argoniel drains life from Rala!
Argoniel drains life from Rala!
Argoniel steals life from Rala!
Rala leeches life from Argoniel!
Elandar hits Rala for 413 lightning damage.
Rala hits Argoniel for 15 healing, 14 light, 1 fire, 29 physical, 24 light, 14 light, 1 fire, 29 physical, 24 light (136 total damage) [15 healing].
Argoniel hits Rala for 82 physical, 7 darkness, 30 blight, 37 blight, 34 physical, 7 darkness, 31 blight, 6 healing (228 total damage) [6 healing].
Elandar casts Twilight Surge.
Talent Weapon of Light is ready to use.
Talent Weapon of Wrath is ready to use.
Acid Splash from Argoniel hits Rala for 19 acid damage.
Rala activates Weapon of Light.
Elandar casts Manathrust.
Rala resists the punch!
Argoniel performs a melee critical strike against Rala!
Argoniel drains life from Rala!
Argoniel misses Rala.
Rala leeches life from Argoniel!
Elandar hits Rala for 502 arcane damage.
Elandar's Strike hits Rala for 221 physical damage.
Rala hits Argoniel for 15 healing, 14 light, 1 fire, 29 physical, 24 light (68 total damage) [15 healing].
Argoniel hits Rala for 101 physical, 7 darkness, 31 blight, 12 healing (139 total damage) [12 healing].
Argoniel receives 123 healing.
Rala's solar fury subsides.
Talent Infusion: Movement is ready to use.
Acid Splash from Argoniel hits Rala for 19 acid damage.
Elandar casts Flame.
Saving game...