Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Items Vault 1.7.0Donators/Buyers bonus! Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Sun Paladin |
Level / Exp | 22 / 67% |
Size | medium |
Lifes / Deaths | Killed by thief at level 15 on the 27th Dusk 122nd year of Ascendancy at 11:10 0 / 5Killed by rogue at level 17 on the 62nd Dusk 122nd year of Ascendancy at 19:53 Killed by Aerowe the large brown snake at level 20 on the 40th Haze 122nd year of Ascendancy at 05:20 Killed by Gymithra the white jelly at level 22 on the 47th Haze 122nd year of Ascendancy at 00:29 Killed by ritch flamespitter at level 22 on the 49th Haze 122nd year of Ascendancy at 12:01 |
Primary Stats
Strength | 60 (base 44) |
Dexterity | 18 (base 10) |
Constitution | 22 (base 10) |
Magic | 63 (base 51) |
Willpower | 14 (base 10) |
Cunning | 16 (base 10) |
Resources
Life | 228/548 |
Positive | 73/73 |
Stamina | 193/193 |
Healing Factor | 1.1024166372472 |
Regeneration | 23.940656173096 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 3 |
See Invisible | 12 |
Offense: Mainhand
Damage | 92 |
Accuracy | 43 |
Crit Chance | 13% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 38 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 3 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +11% |
Light | +3% |
Darkness | +18% |
Physical | +8% |
Cold | +27% |
All | 0% |
Offense: Damage Penetration
Acid | +32% |
Light | +29% |
Blight | +22% |
Cold | +27% |
All | +12% |
Defense: Base
Armour (hardiness) | 37.551211628464 (73.607947236566%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 29 |
Physical Save | 38 |
Spell Save | 27 |
Mental Save | 21 |
Defense: Resistances
Acid | + 14%( 70%) |
Arcane | + 8%( 70%) |
Cold | + 8%( 70%) |
All | + 3%( 70%) |
Lightning | + 31%( 70%) |
Light | + 27%( 70%) |
Temporal | + 13%( 70%) |
Physical | + 9%( 70%) |
Darkness | + 43%( 70%) |
Mind | + 11%( 70%) |
Nature | + 8%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Teleport Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Disarm Resistance | 40% |
Poison Resistance | 10% |
Blind Resistance | 43% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 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 7 turns. While Heroism is active, you will only die when reaching -433 life. The duration and life will increase by 1% for every 1% life you have lost (currently 686 life, 11 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 200 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Crusader | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Two-handed assault | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Celestial / Light | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 3/5 |
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
talent | Weapon of Wrath |
talent | Weapon of Light |
talent | Second Life |
beneficial effect | The target has 17 increased life regeneration. Recovery |
detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 15. Intimidated |
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 |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of 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 honey tree root. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed electric eel tail. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed skeleton mage skull. * You've found the needed red crystal shard. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
On feet | pair of dwarven-steel boots 'Emeluthra' (0 def, 4 armour) pair of dwarven-steel boots 'Emeluthra' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +3 Dex ----- def ----- Armour +4 Fatigue +3% Resists +12% acid +3% temporal +6% darkness Phys.save +3 (+2 eff.) HP.reg +4.00 Poison- +10% Teleport- +20% Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 90% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Planar Beacon Planar Beacon1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 88.42 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 88.42 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
On head | dwarven-steel helm 'Dagudin' (5 def, 10 armour) dwarven-steel helm 'Dagudin' (5 def, 10 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str dps ---------- Crit.mult +20.00% ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +4% Resists +7% lightning +8% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Silanor (dig speed 25 turns) Silanor (dig speed 25 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +1 Dex +1 Con ----- def ----- Resists +5% arcane +6% nature Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Max.HP +40.00 Knockbk- +20% ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Eremyhir the Tidestone Eremyhir the Tidestone0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% darkness +21% cold Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce armor by 30% ----- def ----- Resists +24% darkness +6% cold Rings make your fingers look great! |
On fingers | Floewill Floewill0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +11% lightning Res.pen +15% cold ----- def ----- Resists +22% lightning ---------- misc Psi/ret +0.04 Hate/m.crit +1.00 Max.hate +8.00 Light +1 Rings make your fingers look great! |
Around waist | Mekan the rough leather belt Mekan the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Dex +1 Mag +1 Wil +1 Cun +2 Con ----- def ----- Defense +9 (+4 eff.) Stealth +6 ---------- misc See.Invis +12 A belt that goes around your waist. |
In main hand | dwarven-steel greatsword 'Dairekan' (34-54 power, 2 apr) dwarven-steel greatsword 'Dairekan' (34-54 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Master Power 34.0 - 54.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.pwr +10 (+4 eff.) Res.pen +10% blight +12% all Acc +17 (+5 eff.) Apr +14 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 20 ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.08 Mana/s.crit +2.00 Massive two-handed swords. |
On hands | Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+3 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+4 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Mindhook: Level 4.0 Pwr.cost 16 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Main armor | Eilinida (20 def, 11 armour) Eilinida (20 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +6 Str dps ---------- Acc +15 (+5 eff.) ----- def ----- Armour +11 Defense +20 (+8 eff.) Fatigue +22% Resists +7% physical +12% darkness +9% mind Phys.save +6 (+3 eff.) Pinning- +10% ---------- misc Max.stam +20.00 Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Cloak | marshal's linen cloak of implacability (1 def, 0 armour) marshal's linen cloak of implacability (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Nature/Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+0 eff.) Phys.save +12 (+5 eff.) Mind.save +5 (+3 eff.) Die.at -50.00 life Max.HP +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Branidir the Rainnoon Branidir the Rainnoon0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +2 Dex +6 Mag +8 Con dps ---------- Dmg.mod +6% cold Res.pen +20% acid ----- def ----- Crit.chn- 5.00% Amulets make your neck look great! |
Inventory
healing infusion of the wizard (heal 166; cd 11) healing infusion of the wizard (heal 166; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 166 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. 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 |
heroism infusion of the warrior (die at -352; dur 5; cd 29) heroism infusion of the warrior (die at -352; dur 5; cd 29)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd 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 5 turns. While Heroism is active, you will only die when reaching -352 life. The duration and life will increase by 1% for every 1% life you have lost (currently 557 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. 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 |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 242; dur 5; cd 17) shielding rune of the wizard (absorb 242; dur 5; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 242 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+5 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
stabilizing copper amulet stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% temporal Pinning- +23% Knockbk- +22% Amulets make your neck look great! |
stabilizing copper amulet of strength (+3) stabilizing copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% temporal Pinning- +22% Knockbk- +20% Amulets make your neck look great! |
Cleansewitch the copper ring Cleansewitch the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +11% lightning +9% acid ----- def ----- Resists +22% lightning Rings make your fingers look great! |
copper ring of lightning (+22%) copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings make your fingers look great! |
steel ring steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
Ulfirand the ash starstaff (18-21 power, 3 apr, physical element) Ulfirand the ash starstaff (18-21 power, 3 apr, physical element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Master Power 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Crit.mult +12.00% Spell.pwr +8 (+3 eff.) Dmg.mod +18% physical Res.pen +10% mind Phasing +10% ----- def ----- Phys.save +7 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +18 (+9 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Rootstreaker (16-25 power, 1 apr) Rootstreaker (16-25 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Nature Power 16.0 - 25.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +7 nature On Hit.r1 +4 nature On Crit.r2 +4 nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 5% ---------- misc Light +1 Massive two-handed swords. |
iron greatsword (17-27 power, 1 apr) iron greatsword (17-27 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 17.0 - 27.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
thought-forged steel greatsword of massacre (29-47 power, 2 apr) thought-forged steel greatsword of massacre (29-47 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master/Psionic Power 29.5 - 47.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 mind On Hit: * 17% chance to reduce all saves and defense by 5 While equipped: Stats +2 Cun +3 Wil Massive two-handed swords. |
Eleriatira the Undeathnight (40-56 power, 6 apr) Eleriatira the Undeathnight (40-56 power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Nature/Master/Psionic Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +13 darkness Against +20% Living On Hit: * 10% chance to slow global speed by 19% While equipped: Stats +10 Con +13 Wil dps ---------- Dmg.mod +6% mind Res.pen +11% all Acc +11 (+3 eff.) Apr +11 Melee Ret 2 nature ----- def ----- Resists +3% nature Mind.save +9 (+5 eff.) Max.HP +102.00 Sharp, long, and deadly. |
iron mace (13-18 power, 2 apr) iron mace (13-18 power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
dwarven-steel waraxe of evisceration (18-25 power, 4 apr) dwarven-steel waraxe of evisceration (18-25 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Master Power 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +7 (+3 eff.) One-handed war axes. |
Silent Blade (25-32 power, 10 apr) Silent Blade (25-32 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Cun 25 [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Str, 65% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
iron shield (0 def, 2 armour, 10-12 power, 20 block) iron shield (0 def, 2 armour, 10-12 power, 20 block)7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 10.0 - 12.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Isyriatira the dwarven-steel shield (0 def, 12 armour, 33-40 power, 81 block) Isyriatira the dwarven-steel shield (0 def, 12 armour, 33-40 power, 81 block)7.0 T3 shield armor Reqs Shield usage training [Random Unique] Master When used to Attack: Power 33.5 - 40.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +81 While equipped: Stats +6 Str +5 Dex dps ---------- Dmg.mod +3% physical Acc +7 (+2 eff.) On Hit (Melee): * 10% chance to slow global speed by 19% ----- def ----- Armour +12 Fatigue +8% Resists +19% lightning +13% physical +9% acid ---------- misc Talents +1 Block Handheld deflection devices. |
dwarven-steel shield of cold resistance (+17%) (0 def, 6 armour, 30-36 power, 76.5 block) dwarven-steel shield of cold resistance (+17%) (0 def, 6 armour, 30-36 power, 76.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 30.5 - 36.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +76 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +17% cold ---------- misc Talents +1 Block Handheld deflection devices. |
flaming dwarven-steel shield of shrapnel (0 def, 6 armour, 31-37 power, 70 block) flaming dwarven-steel shield of shrapnel (0 def, 6 armour, 31-37 power, 70 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature/Master When used to Attack: Power 31.5 - 37.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +70 On Hit.r1 +10 fire While equipped: dps ---------- Melee+ 6 fire On shield block: * Cause enemies within radius 6 to bleed for 178 physical damage over 5 turns (1/turn) Melee Ret 5 fire ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
shimmering Rags of the Sanctuary of blight (+11%) (0 def, 0 armour) shimmering Rags of the Sanctuary of blight (+11%) (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Dmg.mod +10% arcane +11% blight ----- def ----- Resists +11% blight +7% all ---------- misc Max.mana +11.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+8 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 21.60 to 27.00 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Blindrain (2 def, 9 armour) Blindrain (2 def, 9 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 5% ----- def ----- Armour +9 Defense +2 (+1 eff.) Fatigue +12% Resists +6% darkness +3% fire A suit of armour made of mail. |
enlightening dwarven-steel mail armour of command (10 def, 11 armour) enlightening dwarven-steel mail armour of command (10 def, 11 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Psionic While equipped: Stats +6 Cun +5 Wil ----- def ----- Armour +11 Defense +10 (+5 eff.) Fatigue +12% Mind.save +24 (+12 eff.) A suit of armour made of mail. |
nightruned rough leather belt of carrying nightruned rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -4% Resists +5% light +5% darkness ---------- misc Max.enc +22 A belt that goes around your waist. |
Lustreroar the hardened leather belt Lustreroar the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light Res.pen +10% light ----- def ----- Resists +3% acid +6% cold +12% blight Max.HP +51.00 ---------- misc Light +3 A belt that goes around your waist. |
linen cloak 'Armolin' (6 def, 0 armour) linen cloak 'Armolin' (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Spell.pwr +10 (+4 eff.) S.pwr/crit +6 Dmg.mod +3% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 20 ----- def ----- Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
scholar's pair of rough leather boots (0 def, 1 armour) scholar's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+2 eff.) ----- def ----- Armour +1 A pair of boots made of leather. |
insulating pair of iron boots (0 def, 3 armour) insulating pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +5% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Camoroddathad' (0 def, 3 armour) pair of iron boots 'Camoroddathad' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue -3% Resists +3% acid Phys.save +6 (+3 eff.) Max.HP +40.00 ---------- misc Max.enc +22 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)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+2 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
dwarven-steel gauntlets of spellstriking (0 def, 2 armour) dwarven-steel gauntlets of spellstriking (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.pwr +4 (+2 eff.) Melee+ 6 arcane Dmg.mod +6% arcane ----- def ----- Armour +2 Fatigue +3% Resists +3% arcane 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. |
Kilnbait the cashmere wizard hat (2 def, 0 armour) Kilnbait the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Str +3 Dex +3 Wil dps ---------- Dmg.mod +3% fire Res.pen +10% light +15% fire ----- def ----- Defense +2 (+1 eff.) Resists +8% fire +8% cold Crit.chn- 10.00% A pointy cloth hat, very wizardly... |
Dourbliss the hardened leather cap (0 def, 3 armour) Dourbliss the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +10% darkness ----- def ----- Armour +3 Fatigue +3% Resists +24% acid +13% cold Disarm- +10% ---------- misc Breathe water A cap made of leather. |
Urthitoneg the hardened leather cap (0 def, 3 armour) Urthitoneg the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +7 Dex dps ---------- Dmg.mod +6% mind ----- def ----- Armour +3 Fatigue +3% Resists +5% arcane +12% nature Spell.save +3 (+1 eff.) Die.at -40.00 life Disarm- +20% Confus- +10% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 154.4 Physical damage. If the attack hits, the target is confused (29% 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 cap made of leather. |
stabilizing iron helm of constitution (+3) (0 def, 3 armour) stabilizing iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Phys.save +10 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate 2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ametrine 9 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine 9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
2 opal 2 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. |
amethyst 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. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
quartz 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. |
65 alchemist agate 65 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. |
Xudhenn Xudhenn2.0 T1 lite [Rare] Nature While equipped: Stats +2 Cun dps ---------- Mind.pwr +5 (+5 eff.) Melee Ret 2 mind ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +11% ---------- misc Equi/ret +0.12 Light +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. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
watchleader's brass lantern of health watchleader's brass lantern of health2.0 T1 lite [Ego+] Nature/Master While equipped: ----- def ----- Max.HP +41.00 Blind- +21% Confus- +13% ---------- misc Light +6 See.Stealth +6 See.Invis +5 Track: Puts all charms on 40 cooldown Level 5.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 8 turns. The radius will increase with your Cunning. 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. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Ulfiladin' (dig speed 15 turns) dwarven-steel pickaxe 'Ulfiladin' (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +7 Str +3 Dex +1 Wil +1 Con dps ---------- Dmg.mod +6% acid ----- def ----- Armour +4 Defense +6 (+3 eff.) Resists +3% acid +7% physical ---------- misc Light +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
iron torque of psionic shield [power 25] (25 cooldown) iron torque of psionic shield [power 25] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
Glorynor [power 240] (15 cooldown) Glorynor [power 240] (15 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- S.pwr/crit +6 Dmg.mod +9% blight +6% arcane ---------- misc Mana/s.crit +2.00 Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 259 physical damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 12% for 2 turns. 100% to increase all damage by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
It Which Writhes It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
By Josephine the Cornac Sun Paladin level 17
51st Dusk 122nd year of Ascendancy at 18:09 see stats
By Josephine the Cornac Sun Paladin level 10
6th Dusk 122nd year of Ascendancy at 08:17 see stats
By Josephine the Cornac Sun Paladin level 20
18th Haze 122nd year of Ascendancy at 05:32 see stats
By Josephine the Cornac Sun Paladin level 4
78th Pyre 122nd year of Ascendancy at 14:45 see stats
By Josephine the Cornac Sun Paladin level 14
25th Dusk 122nd year of Ascendancy at 16:45 see stats
By Josephine the Cornac Sun Paladin level 7
6th Mirth 122nd year of Ascendancy at 13:57 see stats
By Josephine the Cornac Sun Paladin level 18
73rd Dusk 122nd year of Ascendancy at 21:29 see stats
By Josephine the Cornac Sun Paladin level 18
63rd Dusk 122nd year of Ascendancy at 17:47 see stats
Log
Josephine is confused and fails to use Wave of Power.
Gloruwen the sandworm uses Battle Call.
Josephine is called to battle!
Thought-forged bowman uses Steady Shot.
Josephine's morale has been lowered.
A shield forms around turtle.
Turtle receives 54 healing from Josephine's healing light area effect.
Thought-forged bowman's Steady Shot misses Josephine.
Talent Healing Light is ready to use.
The unstable sand tunnel collapses!
Belussra the white ooze is not stunned anymore.
Belussra the white ooze is no longer influenced by martyrdom.
Hotkey page 7 is now displayed.
Gloruwen the sandworm uses Juggernaut.
Gloruwen the sandworm hardens its skin.
Thought-forged bowman shoots!
Turtle receives 54 healing from Josephine's healing light area effect.
Gloruwen the sandworm uses Relentless Fury.
Belussra the white ooze uses Mind Sear.
Josephine is recovering from the damage!
Belussra the white ooze hits Josephine for 226 mind damage.
Thought-forged bowman's Shoot misses Josephine.
The unstable sand tunnel collapses!
Belussra the white ooze's light is back.
Thought-forged bowman shoots!
LIFE LOST WARNING!
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