Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines 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: 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. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Shalore |
Class | Sun Paladin (Avatar of a Distant Sun) |
Level / Exp | 36 / 61% |
Size | medium |
Lifes / Deaths | Killed by Zhennie V at level 18 on the 70th Haze 122nd year of Ascendancy at 00:39 / 2Killed by The Master at level 36 on the 78th Dusk 123rd year of Ascendancy at 23:27 |
Primary Stats
Strength | 70 (base 60) |
Dexterity | 11 (base 10) |
Constitution | 22 (base 10) |
Magic | 77 (base 60) |
Willpower | 27 (base 10) |
Cunning | 37 (base 30) |
Resources
Life | -204/817 |
Positive | 38/155 |
Stamina | 220/268 |
Healing Factor | 1.1024166372472 |
Regeneration | 9.0949372572892 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 143 |
Accuracy | 42 |
Crit Chance | 25% |
APR | 26 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 45 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Acid | +14% |
Blight | +11% |
Physical | +35% |
Cold | +12% |
All | +2% |
Darkness | +8% |
Light | +59% |
Fire | +11% |
Nature | +14% |
Offense: Damage Penetration
Darkness | +21% |
Light | +106% |
Blight | +31% |
Physical | +46% |
Mind | +41% |
All | +16% |
Defense: Base
Armour (hardiness) | 68.551211628464 (83.607947236566%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 32 |
Physical Save | 52 |
Spell Save | 28 |
Mental Save | 26 |
Defense: Resistances
Acid | + 11%( 70%) |
Blight | + 51%( 70%) |
Physical | + 21%( 70%) |
Cold | + 21%( 70%) |
All | + 5%( 70%) |
Darkness | + 29%( 70%) |
Light | + 63%( 70%) |
Temporal | + 21%( 70%) |
Fire | + 62%( 70%) |
Nature | + 44%( 70%) |
Defense: Immunities
Stun Resistance | 70% |
Confusion Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Poison Resistance | 22% |
Blind Resistance | 61% |
Inscriptions (3/3)
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 300 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 66 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 831% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Celestial / Crusader | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Celestial / Sun | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Radiance | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Celestial / Chants | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 failed to protect the injured seer from death by snow giant thunderer. Escort: injured seer (level 1 of Daikara) | failed |
You failed to protect the injured seer from death by weaver young. Escort: injured seer (level 7 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
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: 287. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed pouch of faeros ash. * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed sandworm tooth. * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed bloated horror heart. * You've found the needed green worm. | 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 | Infernoresolve (0 def, 5 armour) Infernoresolve (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +4% Changes stats: +3 Str / +4 Wil / +3 Con Changes resistances: +6% acid Changes resistances penetration: +10% physical Changes damage: +9% fire Reduces incoming crit damage: 15.00% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Halifang HalifangInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 2 mind Changes resistances penetration: +10% physical Changes damage: +6% physical Critical mult.: +5.00% Physical save: +7 (+2 eff.) Only die when reaching: -40.00 life Maximum psi: +50.00 Light radius: +4 Healing mod.: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Gorek (8 def, 10 armour) Gorek (8 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Physical crit. chance: +2.0% Armour: +10 Defense: +8 (+4 eff.) Fatigue: +5% Changes stats: +3 Con Changes resistances: +5% all Changes resistances penetration: +10% physical Changes damage: +12% physical Physical save: +18 (+6 eff.) A cap made of leather. |
On hands | Sunvagrant (0 def, 3 armour) Sunvagrant (0 def, 3 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce damage dealt by 17% Damage (Melee): 11 cold Changes resistances: +17% cold Changes resistances penetration: +15% light Changes damage: +10% cold / +21% light / +6% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Dazzletrial [power 272] (25/15 cooldown) Dazzletrial [power 272] (25/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +12% blight Changes resistances penetration: +25% light / +15% blight Changes damage: +12% acid / +12% light / +9% blight It can be used to sting an enemy dealing 310 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | psionicist's stralite ring of misery psionicist's stralite ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 14% chance to reduce all saves and defense by 20 Damage (Melee): 24 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 20 Damage (Ranged): 8 physical Changes stats: +4 Cun / +5 Wil Mental save: +10 (+5 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
On fingers | treant's stralite ring of the mountain (+6%) treant's stralite ring of the mountain (+6%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +6% blight / +15% physical / +8% nature Changes damage: +15% physical Poison immunity: +22% Disease immunity: +14% Rings make your fingers look great! |
Around neck | Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 304 strength, based on Magic) for 5 turns Activation costs 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
In main hand | Carrionsweeper (71-106 power, 4 apr) Carrionsweeper (71-106 power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 71.0 - 106.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +12 physical When wielded/worn: Accuracy: +23 (+8 eff.) Armour penetration: +16 Damage when hit (Melee): 6 nature Changes resistances: +2% physical Changes resistances penetration: +16% all Changes damage: +12% nature Critical mult.: +15.00% Maximum stamina: +20.00 Massive two-handed mauls. |
Around waist | Neira's Memory Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 292, based on Magic) for 10 turns Activation costs 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
In off hand | Shadewarden (0 def, 10 armour, 64-77 power, 193.5 block) Shadewarden (0 def, 10 armour, 64-77 power, 193.5 block)Requires: - Shield usage training - Strength 48 Powered by arcane forces Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 64.5 - 77.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +194 Damage (Melee): +13 nature / +17 fire Damage (radius 1) on hit: +4 darkness When wielded/worn: Armour: +10 Fatigue: +8% Damage when hit (Melee): 12 fire Changes stats: +4 Str Changes resistances: +14% blight / +17% temporal / +15% nature / +14% fire Changes resistances penetration: +5% darkness Talent granted: +1 Block Critical mult.: +10.00% Psi when hit: +0.12 Maximum life: +53.00 Mindpower: +5 (+2 eff.) Activating this item is instant. It can be used to activate talent Temporal Shield, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (235) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Cloak | Singesever the elven-silk cloak (3 def, 0 armour) Singesever the elven-silk cloak (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes resistances: +16% blight / +21% fire / +18% nature Changes resistances penetration: +25% mind Life regen: +8.00 Hate when firing a critical mind attack: +5.00 Maximum psi: +30.00 Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Cuirass of the Thronesmen (20 def, 32 armour) Cuirass of the Thronesmen (20 def, 32 armour)Requires: - Massive armour training - Strength 44 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +32 Armour Hardiness: +10% Defense: +20 (+10 eff.) Fatigue: +15% Changes stats: +6 Con Changes resistances: +25% darkness / +25% fire Physical save: +40 (+12 eff.) Stun/Freeze immunity: +40% Knockback immunity: +40% Healing mod.: -30% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
Inventory
Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
This item will automatically be transmogrified when you leave the level. heroism infusion of the wizard (die at -423; dur 6; cd 33)heroism infusion of the wizard (die at -423; dur 6; cd 33) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -423 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 847 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 nature talent. |
movement infusion of the sneak (speed 538%; cd 11) movement infusion of the sneak (speed 538%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 538% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning 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 nature talent. Press to compare to your current inscriptions |
Rune of Reflection (--) Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 485 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (258.00 temporal damage, removed from time 4 turns) Rune of the Rift (258.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 263.16 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 121; dur 5; cd 17)shielding rune (absorb 121; dur 5; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use 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 121 damage for 5 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
copper amulet 'Korugaldir' copper amulet 'Korugaldir'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +13% lightning / +3% cold Critical mult.: +10.00% Stun/Freeze immunity: +43% Only die when reaching: -20.00 life Maximum life: +20.00 Amulets make your neck look great! |
copper amulet of constitution (+3) copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Amulets make your neck look great! |
Brightsmash BrightsmashInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% temporal / +9% darkness / +6% nature / +18% mind / +9% light Changes resistances penetration: +5% light Changes damage: +3% light / +12% fire Confusion immunity: +24% Amulets make your neck look great! |
stralite amulet 'Arena' stralite amulet 'Arena'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 10 acid Changes resistances: +20% blight / +3% mind Changes damage: +6% acid / +12% blight Talent mastery: +0.34 Cunning / Survival Amulets make your neck look great! |
warrior's copper ring of power warrior's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +6 Changes stats: +3 Str Spellpower: +6 (+2 eff.) Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
warrior's copper ring of power warrior's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +4 Changes stats: +2 Str Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
steel ring 'Arywyn' steel ring 'Arywyn'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Defense: +15 (+8 eff.) Changes stats: +5 Mag / +5 Wil Changes resistances: +3% mind / +9% temporal Changes damage: +5% all Disease immunity: +10% Silence immunity: +26% Mana each turn: +0.15 Spellpower: +14 (+5 eff.) Mindpower: +7 (+3 eff.) Rings make your fingers look great! |
steel ring 'Jetlash' steel ring 'Jetlash'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 17% Changes stats: +2 Wil / +9 Con Changes damage: +15% darkness Physical save: +8 (+3 eff.) Rings make your fingers look great! |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatmaul (42-64 power, 2 apr)dwarven-steel greatmaul (42-64 power, 2 apr) Requires: - Strength 24 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.5 - 63.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Nightsnake the steel greatsword (27-43 power, 2 apr)Nightsnake the steel greatsword (27-43 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 27.0 - 43.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 23% chance to reduce all saves and defense by 20 Damage (Melee): +19 mind / +8 physical Damage (radius 1) on hit: +20 darkness When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +9% darkness / +6% fire Changes damage: +9% fire Maximum stamina: +30.00 Massive two-handed swords. |
Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr) Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 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 Uses stat: 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Xanedathra the Bleakarc (39-62 power, 2 apr) Xanedathra the Bleakarc (39-62 power, 2 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 39.0 - 62.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 2) on crit: +19 acid / +24 nature / +12 darkness When wielded/worn: Armour penetration: +10 Changes stats: +2 Str / +6 Mag / +1 Cun Changes resistances penetration: +12% acid / +13% nature See invisible: +3 Massive two-handed swords. |
balanced dwarven-steel greatsword of crippling (37-59 power, 2 apr) balanced dwarven-steel greatsword of crippling (37-59 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.0 - 59.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +13.0% Defense: +12 (+6 eff.) Disarm immunity: +39% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword 'Duskparry' (37-59 power, 2 apr)dwarven-steel greatsword 'Duskparry' (37-59 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.0 - 59.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 33% Damage (Melee): +8 acid / +19 light / +20 darkness Damage (radius 1) on hit: +20 acid Damage against: +16% Undead When wielded/worn: Changes resistances penetration: +25% blight / +20% darkness Changes damage: +6% acid Massive two-handed swords. |
dwarven-steel greatsword of enduring (40-63 power, 2 apr) dwarven-steel greatsword of enduring (40-63 power, 2 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 39.5 - 63.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +10 Con / +12 Wil Maximum life: +47.00 Massive two-handed swords. |
voratun greatsword 'Rimerend' (74-119 power, 4 apr) voratun greatsword 'Rimerend' (74-119 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 74.5 - 119.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 mind / 4 cold Changes stats: +8 Con Changes resistances: +12% cold Changes damage: +9% mind Critical mult.: +10.00% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel longsword of erosion (14-20 power, 3 apr)steel longsword of erosion (14-20 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +9 nature Sharp, long, and deadly. |
Belihor the Burnworm (23-32 power, 4 apr) Belihor the Burnworm (23-32 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 nature Damage (radius 2) on crit: +12 fire When wielded/worn: Armour: +4 Changes resistances: +1% physical / +9% light / +3% cold Physical save: +12 (+4 eff.) Pinning immunity: +10% Sharp, long, and deadly. |
Crooked Club (25-35 power, 4 apr) Crooked Club (25-35 power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
voratun mace 'Murkdeath' (57-80 power, 6 apr) voratun mace 'Murkdeath' (57-80 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 57.0 - 79.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 17% Damage when hit (Melee): 4 mind Changes stats: +2 Cun Changes resistances penetration: +15% darkness Mindpower: +30 (+13 eff.) Blunt and deadly. |
Blood-Letter (33-46 power, 4.5 apr) Blood-Letter (33-46 power, 4.5 apr)Requires: - Dexterity 24 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
dwarven-steel waraxe 'Emema' (20-29 power, 4 apr) dwarven-steel waraxe 'Emema' (20-29 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 20 Damage (Melee): +16 blight / +8 nature Damage (radius 1) on hit: +4 mind When wielded/worn: Changes resistances: +6% mind Changes resistances penetration: +5% temporal Changes damage: +3% arcane One-handed war axes. |
Star (10-13 power, 0 apr) Star (10-13 power, 0 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 10.0 - 13.0 Uses stats: 20% Str, 20% Dex Damage type: Light Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
This item will automatically be transmogrified when you leave the level. Earthflash the quiver of yew arrows (18/18, 30-42 power, 10 apr)Earthflash the quiver of yew arrows (18/18, 30-42 power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 30.0 - 42.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +14.0% Capacity: 18 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +20 lightning / +20 nature Damage (radius 1) on hit: +12 lightning / +12 light / +20 nature Damage (radius 2) on crit: +16 lightning / +20 light Arrows are used with bows to pierce your foes to death. |
Quiver of the Sun (25/25, 34-48 power, 15 apr) Quiver of the Sun (25/25, 34-48 power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6 Uses stats: 60% Dex, 20% Mag, 50% Str Damage type: Bright light Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +2.0% Capacity: 25 On weapon hit: * 25% chance to blind Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
Robes of Deflection (0 def, 7 armour) 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 Armour Hardiness: +30% Changes stats: +3 Con / +3 Mag Changes resistances: +7% all Spellpower: +5 (+2 eff.) Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. |
prismatic cured leather armour of the deep (6 def, 5 armour) =WATER= prismatic cured leather armour of the deep (6 def, 5 armour) =WATER=Requires: - Strength 14 Powered by arcane forces Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +5 Defense: +6 (+3 eff.) Fatigue: +7% Changes resistances: +6% acid / +6% cold / +12% light / +11% darkness Allows you to breathe in: water A suit of armour made of leather. |
Sewerraptor the voratun plate armour (0 def, 34 armour) =BIT= Sewerraptor the voratun plate armour (0 def, 34 armour) =BIT=Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Physical power: +10 (+3 eff.) Armour: +34 Fatigue: +22% Effects on melee hit: * 20% chance to slow global speed by 46% Changes stats: +5 Str / +2 Con Changes resistances: +3% physical Changes resistances penetration: +10% physical A suit of armour made of metal plates. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt 'Ragysadas' rough leather belt 'Ragysadas'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +2 Changes resistances: +1% physical Changes resistances penetration: +25% mind Critical mult.: +5.00% Only die when reaching: -20.00 life Maximum life: +35.00 A belt that goes around your waist. |
noble's hardened leather belt =DMG VS SUMM= noble's hardened leather belt =DMG VS SUMM=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil Damage against: +20% Summoned Reduced damage from: +21% Summoned A belt that goes around your waist. |
reinforced hardened leather belt of resilience reinforced hardened leather belt of resilienceInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +10 Defense: +9 (+5 eff.) Physical save: +10 (+3 eff.) Maximum life: +44.00 A belt that goes around your waist. |
Glyriata the linen cloak (1 def, 0 armour) Glyriata the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +1 Defense: +1 (+1 eff.) Changes stats: +1 Str Changes resistances penetration: +15% mind Physical save: +3 (+1 eff.) Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Begrim the Brandreign (2 def, 0 armour) Begrim the Brandreign (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Cun Changes resistances: +12% blight / +6% nature Changes resistances penetration: +5% mind Changes damage: +3% fire Maximum life: +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Isytha the Flashburst (0 def, 1 armour) Isytha the Flashburst (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes stats: +1 Con Changes resistances penetration: +10% darkness Changes damage: +18% light Reduces incoming crit damage: 15.00% Maximum encumbrance: +21 Physical save: +6 (+2 eff.) A pair of boots made of leather. |
pair of rough leather boots 'Cyroldanor' (0 def, 3 armour) pair of rough leather boots 'Cyroldanor' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -4% Changes resistances: +3% acid / +3% nature Maximum encumbrance: +20 Physical save: +6 (+2 eff.) Mental save: +15 (+7 eff.) Only die when reaching: -20.00 life A pair of boots made of leather. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Glacierknave (0 def, 4 armour) Glacierknave (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -5% Damage when hit (Melee): 8 cold Changes resistances: +3% cold / +12% temporal / +3% light / +6% darkness Changes damage: +3% cold Maximum encumbrance: +29 Physical save: +8 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. blood-soaked pair of dwarven-steel boots of tirelessness (0 def, 4 armour)blood-soaked pair of dwarven-steel boots of tirelessness (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +4 Fatigue: +3% Stamina each turn: +0.60 Maximum stamina: +18.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Oakmalice the hardened leather gloves (0 def, 2 armour) Oakmalice the hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +9 Armour: +2 Effects on melee hit: * 20% chance to slow global speed by 46% Changes stats: +2 Cun / +4 Dex Changes resistances penetration: +10% cold / +5% darkness / +15% nature Changes damage: +6% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
drakeskin leather gloves 'Eiliniriana' (30 def, 7 armour) drakeskin leather gloves 'Eiliniriana' (30 def, 7 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +7.0% Armour: +7 Defense: +30 (+15 eff.) Damage (Melee): 11 lightning Changes stats: +4 Con Changes resistances: +7% lightning Changes damage: +7% lightning Physical save: +6 (+2 eff.) Maximum stamina: +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Rainhue' (0 def, 2 armour) dwarven-steel gauntlets 'Rainhue' (0 def, 2 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Armour: +2 Fatigue: +3% Damage (Melee): 5 acid Changes resistances: +7% acid / +4% physical Changes damage: +5% acid / +3% cold Stamina each turn: +3.00 Only die when reaching: -60.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Flashwill the cashmere wizard hat (2 def, 0 armour) =FIRE RES= Flashwill the cashmere wizard hat (2 def, 0 armour) =FIRE RES=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +15% blight Changes resistances penetration: +25% fire Changes damage: +15% blight / +15% cold / +6% darkness / +24% fire A pointy cloth hat, very wizardly... |
Snowream the cashmere wizard hat (22 def, 10 armour) Snowream the cashmere wizard hat (22 def, 10 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +22 (+11 eff.) Changes resistances: +12% acid / +11% fire / +16% cold Changes damage: +6% cold Reduces incoming crit damage: 10.00% Silence immunity: +20% Healing mod.: +10% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. cashmere wizard hat (2 def, 0 armour)cashmere wizard hat (2 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) A pointy cloth hat, very wizardly... |
Smolderquake (0 def, 3 armour) Smolderquake (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +1 Physical power: +10 (+3 eff.) Armour: +3 Fatigue: +3% Damage when hit (Melee): 2 physical Changes resistances: +12% fire Changes damage: +12% physical Stamina each turn: +2.00 Stamina when hit: +1.00 Equilibrium when hit: +1.80 A cap made of leather. |
Gorebreak the iron helm (0 def, 3 armour) Gorebreak the iron helm (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +3 Fatigue: +5% Changes stats: +3 Str Changes resistances: +3% nature / +9% lightning Changes damage: +9% nature Physical save: +6 (+2 eff.) Maximum stamina: +10.00 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 243.9 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Dazzlesnake' (0 def, 5 armour) iron helm 'Dazzlesnake' (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 6 cold Changes resistances penetration: +10% lightning / +5% light Changes damage: +6% light / +6% cold Light radius: +1 Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Velogatha the Magmamoon (0 def, 4 armour) Velogatha the Magmamoon (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +4 Fatigue: +4% Changes stats: +3 Cun / +3 Dex Changes resistances: +3% lightning / +3% temporal / +6% darkness / +6% blight / +9% fire Changes resistances penetration: +5% fire Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Loamnull the voratun helm (0 def, 5 armour) Loamnull the voratun helm (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 10% chance to slow global speed by 46% * 20% chance to reduce armor by 33% Changes stats: +10 Dex Changes resistances: +12% mind Changes resistances penetration: +5% mind / +15% nature Changes damage: +3% nature / +15% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate 2 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. |
2 spinel 2 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 ametrine 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. |
11 citrine 11 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 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. |
10 aquamarine 10 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. |
6 opal 6 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. |
8 topaz 8 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 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst 7 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. |
4 onyx 4 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. |
5 lapis lazuli 5 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 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 garnet 7 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. |
7 quartz 7 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 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade 3 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. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
544 alchemist agate 544 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. |
Durykaltholathahor DurykaltholathahorInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +4 Wil Changes damage: +6% mind Disarm immunity: +10% Teleport immunity: +20% Maximum life: +60.00 Light radius: +3 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. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 3/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. dwarven-steel pickaxe (dig speed 31 turns)dwarven-steel pickaxe (dig speed 31 turns) 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +12 Defense: +12 (+6 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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) 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 Activation costs 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. |
Aruyon the elm totem of summon tentacle [power 100] (25/25 cooldown) Aruyon the elm totem of summon tentacle [power 100] (25/25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour: +6 Defense: +5 (+3 eff.) Life regen: +2.00 It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 204 Base Damage: 103 Armor: 0 All Resist: 0 Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Velunor the Healglean [power 170] (25/25 cooldown) Velunor the Healglean [power 170] (25/25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 10 mind Changes resistances: +12% nature / +3% mind Changes damage: +12% mind It can be used to summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 405 Base Damage: 180 Armor: 10 All Resist: 8 Activation puts all charms on cooldown for 25 turns. When used: * Heal for 41. Natural totems are made by powerful wilders to store nature power. |
Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+7 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 150 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Murksever [power 314] (25/20 cooldown) Murksever [power 314] (25/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Physical power: +25 (+7 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 17% Changes stats: +9 Dex Changes resistances: +6% fire Changes resistances penetration: +10% physical Physical save: +9 (+3 eff.) It can be used to create a shield absorbing up to 314 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 26% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Zhennie V the Shalore Sun Paladin level 30
57th Pyre 123rd year of Ascendancy at 18:11 see stats
By Zhennie V the Shalore Sun Paladin level 27
65th Regrowth 123rd year of Ascendancy at 09:09 see stats
By Zhennie V the Shalore Sun Paladin level 15
47th Haze 122nd year of Ascendancy at 00:54 see stats
By Zhennie V the Shalore Sun Paladin level 25
36th Regrowth 123rd year of Ascendancy at 15:25 see stats
By Zhennie V the Shalore Sun Paladin level 36
78th Dusk 123rd year of Ascendancy at 11:26 see stats
By Zhennie V the Shalore Sun Paladin level 18
70th Haze 122nd year of Ascendancy at 01:38 see stats
By Zhennie V the Shalore Sun Paladin level 19
78th Haze 122nd year of Ascendancy at 22:50 see stats
By Zhennie V the Shalore Sun Paladin level 23
9th Regrowth 123rd year of Ascendancy at 11:20 see stats
By Zhennie V the Shalore Sun Paladin level 28
1st Time of Balance 123rd year of Ascendancy at 09:10 see stats
By Zhennie V the Shalore Sun Paladin level 29
46th Pyre 123rd year of Ascendancy at 20:09 see stats
By Zhennie V the Shalore Sun Paladin level 10
6th Mirth 122nd year of Ascendancy at 08:51 see stats
By Zhennie V the Shalore Sun Paladin level 20
80th Haze 122nd year of Ascendancy at 07:13 see stats
By Zhennie V the Shalore Sun Paladin level 30
55th Pyre 123rd year of Ascendancy at 13:30 see stats
By Zhennie V the Shalore Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 16:40 see stats
By Zhennie V the Shalore Sun Paladin level 22
2nd Regrowth 123rd year of Ascendancy at 12:07 see stats
By Zhennie V the Shalore Sun Paladin level 26
45th Regrowth 123rd year of Ascendancy at 14:16 see stats
By Zhennie V the Shalore Sun Paladin level 23
26th Regrowth 123rd year of Ascendancy at 04:37 see stats
By Zhennie V the Shalore Sun Paladin level 22
3rd Allure 123rd year of Ascendancy at 16:57 see stats
By Zhennie V the Shalore Sun Paladin level 22
6th Regrowth 123rd year of Ascendancy at 21:23 see stats
By Zhennie V the Shalore Sun Paladin level 21
2nd Allure 123rd year of Ascendancy at 20:00 see stats
By Zhennie V the Shalore Sun Paladin level 26
40th Regrowth 123rd year of Ascendancy at 14:35 see stats
By Zhennie V the Shalore Sun Paladin level 17
57th Haze 122nd year of Ascendancy at 02:16 see stats
By Zhennie V the Shalore Sun Paladin level 18
70th Haze 122nd year of Ascendancy at 00:39 see stats
Log
Ghast receives 6 healing from Ghast's purging blight area effect.
Ghoulking receives 6 healing from Ghast's purging blight area effect.
Ghast receives 6 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits Zhennie V for 28 blight damage.
The Master receives 36 healing from Ghast's purging blight area effect.
Ghast receives 47 healing from Ghast's purging blight area effect.
Ghoulking receives 47 healing from Ghast's purging blight area effect.
Ghast receives 47 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits Zhennie V for 28 blight damage.
The Master receives 9 healing from Ghoulking's purging blight area effect.
Ghast receives 12 healing from Ghoulking's purging blight area effect.
Ghoulking receives 12 healing from Ghoulking's purging blight area effect.
Ghast receives 12 healing from Ghoulking's purging blight area effect.
Ghoulking's purging blight area effect hits Zhennie V for 28 blight damage.
The Master receives 18 healing from Ghast's purging blight area effect.
Ghoul receives 93 healing from Ghast's purging blight area effect.
Ghoulking receives 23 healing from Ghast's purging blight area effect.
Ghast receives 23 healing from Ghast's purging blight area effect.
Ghast receives 23 healing from Ghast's purging blight area effect.
The Master receives 73 healing from Ghast's purging blight area effect.
Ghast receives 93 healing from Ghast's purging blight area effect.
Ghoulking receives 93 healing from Ghast's purging blight area effect.
Ghast receives 93 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits Zhennie V for 28 blight damage.
The Master casts Freeze.
The Master's spell attains critical power!
A Risen Ghoul rises from the corpse of Zhennie V.
Risen Ghoul shrugs off the effect 'Frozen'!
The Master hits Zhennie V for 392 cold damage.
Zhennie V the level 36 shalore sun paladin was frozen and shattered into a million little shards to death by The Master and raised as his tortured undead thrall on level 9 of Dreadfell.