Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Items Vault 1.7.6Donators/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.
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.
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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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! 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. 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 |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Sun Paladin (Avatar of a Distant Sun) |
Level / Exp | 32 / 80% |
Size | medium |
Lifes / Deaths | Killed by Aerimilaith the giant eel at level 8 on the 10th Mirth 122nd year of Ascendancy at 22:37 0 / 8Killed by Betalranne the forest troll at level 11 on the 6th Dusk 122nd year of Ascendancy at 16:02 Killed by skeleton master archer at level 14 on the 9th Dusk 122nd year of Ascendancy at 20:31 Killed by Hessara the uruivellas at level 21 on the 37th Haze 122nd year of Ascendancy at 11:28 Killed by Isuriagabeth the king cobra at level 27 on the 2nd Wintertide 123rd year of Ascendancy at 06:40 Killed by elven cultist at level 31 on the 9th Regrowth 123rd year of Ascendancy at 11:15 Killed by Emelanne the ogre pounder at level 32 on the 12nd Regrowth 123rd year of Ascendancy at 02:00 Killed by Salorin the elven cultist at level 32 on the 12nd Regrowth 123rd year of Ascendancy at 02:03 |
Primary Stats
Strength | 80 (base 60) |
Dexterity | 14 (base 10) |
Constitution | 25 (base 12) |
Magic | 88 (base 60) |
Willpower | 23 (base 10) |
Cunning | 18 (base 10) |
Resources
Life | -458/1050 |
Positive | 143/143 |
Stamina | 248/275 |
Healing Factor | 1.2645178243369 |
Regeneration | 0.31612945608422 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 10 |
Offense: Mainhand
Damage | 171 |
Accuracy | 42 |
Crit Chance | 46% |
APR | 25 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 62 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Blight | +6% |
Physical | +10% |
Cold | +9% |
All | 0% |
Darkness | +10% |
Light | +6% |
Mind | +10% |
Fire | +7% |
Nature | +12% |
Offense: Damage Penetration
Physical | +10% |
Light | +33% |
All | 0% |
Defense: Base
Armour (hardiness) | 49.551211628464 (73.607947236566%) |
Defense | 17 |
Ranged Defense | 17 |
Fatigue | 23 |
Physical Save | 33 |
Spell Save | 38 |
Mental Save | 29 |
Defense: Resistances
Acid | + 18%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 67%( 70%) |
All | + 5%( 70%) |
Darkness | + 59%( 70%) |
Light | + 47%( 70%) |
Physical | + 9%( 70%) |
Mind | + 12%( 70%) |
Lightning | + 43%( 70%) |
Fire | + 29%( 70%) |
Nature | + 13%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Disarm Resistance | 40% |
Instadeath Resistance | 100% |
Confusion Resistance | 20% |
Knockback Resistance | 50% |
Stun Resistance | 50% |
Poison Resistance | 20% |
Blind Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 401 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 135 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 540 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Celestial / Crusader | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Two-handed assault | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
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 |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You 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 |
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 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: 169. | 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: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * '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.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed wretchling eyeball. 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 red crystal shard. * You've found the needed naga tongue. * You've found the needed xorn fragment. | 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. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of hardened leather boots 'Voidvengeance' (0 def, 3 armour) pair of hardened leather boots 'Voidvengeance' (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Mov.spd +10% On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Armour +3 Fatigue -6% Resists +5% arcane Phys.save +9 (+4 eff.) Max.HP +78.00 Poison- +20% Teleport- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.60 A pair of boots made of leather. |
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 136.89 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 136.89 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 | Flashzeal (0 def, 6 armour) Flashzeal (0 def, 6 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +7 Str +3 Con dps ---------- Phys.pwr +20 (+5 eff.) Acc +15 (+5 eff.) ----- def ----- Armour +6 Fatigue +4% Resists +8% nature +9% fire Spell.save +3 (+2 eff.) Max.HP +66.00 Heal.mod +14% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 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. |
Tool | dwarven-steel pickaxe 'Winterransom' (dig speed 16 turns) dwarven-steel pickaxe 'Winterransom' (dig speed 16 turns)3.0 T3 digger tool [Random Unique] Master/Psionic While equipped: Stats +6 Str +5 Con dps ---------- Dmg.mod +8% fire +10% mind +3% cold ----- def ----- Resists +9% darkness +12% cold Mind.save +8 (+4 eff.) ---------- misc Light +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Armigund Armigund0.1 T2 ring jewelry [Random Unique] Arcane While equipped: Stats +2 Str +11 Mag +5 Wil +3 Cun +1 Con dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +10% darkness Acc +5 (+1 eff.) ----- def ----- Resists +20% darkness Rings make your fingers look great! |
On fingers | gold ring 'Hailworm' gold ring 'Hailworm'0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% cold ----- def ----- Defense +10 (+6 eff.) Resists +13% acid +16% fire +21% lightning +37% cold Spell.save +15 (+6 eff.) Max.HP +100.00 Confus- +20% Stun/Frz- +20% Knockbk- +20% Rings make your fingers look great! |
Around neck | The Black Core The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
In main hand | Eksatin's Ultimatum (63-94 power, 25 apr) Eksatin's Ultimatum (63-94 power, 25 apr)3.0 T4 battleaxe 2H weapon [Unique] Master Power 63.0 - 94.5 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Crit +25.0% Atk.spd 100% On Crit: * decapitate a weakened target While equipped: dps ---------- Crit.mult +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Around waist | Hanydunagoleg the Festerroar Hanydunagoleg the Festerroar1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +7 Mag +5 Wil +5 Cun +6 Lck dps ---------- Spell.crit +5% Spell.pwr +25 (+6 eff.) Dmg.mod +6% blight +10% physical +6% nature Res.pen +10% physical ----- def ----- Stealth +6 ---------- misc T.Disarm +11 Infravis +4 A belt that goes around your waist. |
In off hand | Issosin the stralite shield (0 def, 13 armour, 62-75 power, 157 block) Issosin the stralite shield (0 def, 13 armour, 62-75 power, 157 block)7.0 T4 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 62.5 - 75.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +157 Melee+ +14 cold On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Str +3 Wil dps ---------- Phys.crit +8.0% Phys.pwr +9 (+3 eff.) On shield block: * Deals 63 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +13 Fatigue +8% Resists +6% light +16% cold Max.HP +69.00 ---------- misc Max.stam +20.00 Talents +1 Block Handheld deflection devices. |
Cloak | Lisegabeth (2 def, 0 armour) Lisegabeth (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +20.00% Phys.pwr +28 (+7 eff.) ----- def ----- Defense +2 (+2 eff.) Fatigue -5% Resists +4% physical Die.at -60.00 life ---------- misc Stam/turn +3.00 Max.stam +30.00 Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Satyrzephyr, (0 def, 11 armour) Satyrzephyr, (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Dmg.mod +6% nature Melee Ret 2 arcane On Hit (Melee): * 20% chance to slow global speed by 40% ----- def ----- Armour +11 Fatigue +22% Resists +19% lightning +13% darkness +5% arcane +7% mind +13% light Mind.save +16 (+8 eff.) A suit of armour made of metal plates. |
Inventory
movement infusion of the wizard (speed 693%; cd 9) movement infusion of the wizard (speed 693%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 693% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 33%; mental; dur 4; cd 10) wild infusion of the warrior (res 33%; mental; dur 4; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the wizard (res 33%; mental; dur 4; cd 13) wild infusion of the wizard (res 33%; mental; dur 4; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
blink rune of the warrior (range 9; phase 27; cd 18) blink rune of the warrior (range 9; phase 27; cd 18)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 9 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 9 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 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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. |
Prismatic Rune (6 turns; temporal, darkness, cold, nature, physical) Prismatic Rune (6 turns; temporal, darkness, cold, nature, physical)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 temporal, 4 darkness, 4 cold, 4 nature, 2 physical 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 ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 140; cd 15) shatter afflictions rune of the warrior (absorb 140; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 140 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 Strength stat. 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 |
shatter afflictions rune of the wizard (absorb 108; cd 13) shatter afflictions rune of the wizard (absorb 108; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 108 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 Magic stat. 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 |
Feathersteel Amulet Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+9 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
restful steel amulet of magic (+2) restful steel amulet of magic (+2)0.1 T2 amulet jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Fatigue -4% HP.reg +1.00 Amulets make your neck look great! |
Mirror Shards Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 326 strength, based on Magic) for 5 turns. Uses 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. |
titan's copper ring of perseverance titan's copper ring of perseverance0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
Tarrurak Tarrurak0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Resists +6% acid Crit.chn- 10.00% Phys.save +18 (+8 eff.) Mind.save +9 (+5 eff.) Die.at -20.00 life Confus- +20% Stun/Frz- +20% Rings make your fingers look great! |
Wheel of Fate Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
rogue's steel ring of tenacity rogue's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+3 eff.) Max.HP +20.00 Disarm- +24% Pinning- +21% Knockbk- +22% Rings make your fingers look great! |
Saledanne the Splendourdream (16-24 power, 1 apr) Saledanne the Splendourdream (16-24 power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Nature Power 16.5 - 24.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +10 nature +8 physical On Hit.r1 +16 light While equipped: ----- def ----- Armour +6 Massive two-handed battleaxes. |
steel battleaxe 'Blazewreck' (20-30 power, 2 apr) steel battleaxe 'Blazewreck' (20-30 power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Nature/Master/Psionic Power 20.0 - 30.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit.r2 +8 lightning On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +7 Con +9 Wil dps ---------- Phys.crit +10.0% Phys.pwr +9 (+3 eff.) Res.pen +10% lightning ----- def ----- Max.HP +31.00 Massive two-handed battleaxes. |
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)3.0 T4 battleaxe 2H weapon [Unique] Master Power 68.0 - 102.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.0% Atk.spd 100% While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Defense +6 (+4 eff.) Stun/Frz- +30% Knockbk- +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Cindercut the stralite greatmaul (68-102 power, 3 apr) Cindercut the stralite greatmaul (68-102 power, 3 apr)5.0 T4 greatmaul 2H weapon [Random Unique] Nature/Master Power 68.5 - 102.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +16 blight On Crit.r2 +8 fire While equipped: Stats +9 Str +12 Dex +10 Mag +5 Wil +10 Cun +9 Con dps ---------- Dmg.mod +6% fire Res.pen +9% all Acc +16 (+5 eff.) Apr +13 Massive two-handed mauls. |
iron greatsword (14-22 power, 1 apr) iron greatsword (14-22 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 14.0 - 22.4 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. |
iron greatsword of massacre (24-39 power, 1 apr) iron greatsword of massacre (24-39 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Master Power 24.5 - 39.2 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. |
steel greatsword of massacre (33-52 power, 2 apr) steel greatsword of massacre (33-52 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master Power 33.0 - 52.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
Punae's Blade (46-64 power, 4 apr) Punae's Blade (46-64 power, 4 apr)3.0 T4 longsword 1H weapon [Unique] Master Power 46.0 - 64.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +20.0% Phys.spd +20% ----- def ----- Defense +40 (+21 eff.) Atk.evade +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
iron mace (12-16 power, 2 apr) iron mace (12-16 power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 12.0 - 16.8 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. |
Unlightflash the stralite dagger (31-40 power, 9 apr) Unlightflash the stralite dagger (31-40 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Random Unique] Nature Power 31.0 - 40.3 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +12 darkness On Crit.r2 +29 lightning +13 fire +10 cold While equipped: Stats +4 Str +8 Dex +7 Mag +3 Wil +9 Cun +5 Con dps ---------- All.spd +4% Mov.spd +35% Dmg.mod +9% darkness Res.pen +10% lightning +16% fire +10% darkness +19% cold Sharp, short and deadly. |
Xeruriann (0 def, 10 armour, 28-33 power, 71.5 block) Xeruriann (0 def, 10 armour, 28-33 power, 71.5 block)7.0 T3 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 28.0 - 33.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +71 On Hit: * Deal physical damage equal to your armor (49) While equipped: Stats +2 Mag dps ---------- On Hit (Melee): * 20% chance to slow global speed by 40% ----- def ----- Armour +10 Fatigue +8% Resists +20% lightning +30% fire ---------- misc Talents +1 Block Handheld deflection devices. |
Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block) Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 40.0 - 48.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +180 While equipped: dps ---------- On shield block: * 30% chance of petrifying the attacker. ----- def ----- Armour +25 Defense +5 (+4 eff.) Rng.Def +10 (+6 eff.) Fatigue +12% Resists +10% acid +10% physical +10% lightning +10% fire ---------- misc Talents +1 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Gylenor the rough leather belt Gylenor the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) Dmg.mod +6% temporal Melee Ret 4 temporal ----- def ----- Resists +6% acid Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 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. |
Manurantir (1 def, 4 armour) Manurantir (1 def, 4 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Crit.mult +5.00% Apr +3 ----- def ----- Armour +4 Defense +1 (+1 eff.) Die.at -20.00 life Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Aerotodan' (1 def, 10 armour) linen cloak 'Aerotodan' (1 def, 10 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Mag dps ---------- Phys.crit +1.0% Crit.mult +5.00% On Hit (Melee): * 20% chance to slow global speed by 40% ----- def ----- Armour +10 Defense +1 (+1 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Brandquencher (2 def, 0 armour) Brandquencher (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +5 Str +5 Dex +2 Con dps ---------- Dmg.mod +6% lightning Res.pen +25% fire Apr +2 ----- def ----- Defense +2 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +7 (+3 eff.) Die.at -40.00 life ---------- misc Stam/turn +3.80 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Skywither the pair of hardened leather boots (0 def, 3 armour) Skywither the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Mov.spd +10% Dmg.mod +6% lightning +6% mind Res.pen +20% light +5% mind ----- def ----- Armour +3 Fatigue -7% Resists +12% lightning +9% light Max.HP +39.00 ---------- misc Stam/turn +0.30 A pair of boots made of leather. |
Mayomira the Shimmersorrow (0 def, 3 armour) Mayomira the Shimmersorrow (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Res.pen +20% lightning ----- def ----- Armour +3 Fatigue +2% Resists +3% blight Phys.save +5 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+3 eff.) Blind- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of iron boots of speed (0 def, 3 armour) insulating pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Resists +5% 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 'Islytta' (0 def, 3 armour) pair of iron boots 'Islytta' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee Ret 8 physical ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +5% temporal Die.at -80.00 life ---------- misc Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restful rough leather gloves (0 def, 1 armour) restful rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Psionic While equipped: ----- def ----- Armour +1 HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +11.00 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. |
Armilach the Dimhacker (0 def, 2 armour) Armilach the Dimhacker (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +3 Dex +3 Mag dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +5% arcane +3% mind Res.pen +5% mind Acc +12 (+4 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Armour +2 Resists +6% mind 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. |
naturalist's hardened leather gloves of strength (+2) (0 def, 2 armour) naturalist's hardened leather gloves of strength (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+2 eff.) Melee+ 6 nature Dmg.mod +4% nature ----- def ----- Armour +2 Resists +6% nature 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. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
spellwoven linen wizard hat of lightning (+15%) (1 def, 0 armour) spellwoven linen wizard hat of lightning (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Nature While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+1 eff.) Dmg.mod +10% lightning ----- def ----- Defense +1 (+1 eff.) Resists +15% lightning ---------- misc Mana/turn +0.12 A pointy cloth hat, very wizardly... |
rough leather cap of constitution (+3) (0 def, 1 armour) rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
rough leather cap of constitution (+2) (0 def, 1 armour) rough leather cap of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Beagar the Brightsnake (2 def, 0 armour) Beagar the Brightsnake (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +12% cold Acc +30 (+10 eff.) Melee Ret 4 light ----- def ----- Defense +2 (+2 eff.) Resists +10% lightning +10% temporal A pointy cloth hat, very wizardly... |
Serpentwell the iron helm (0 def, 3 armour) Serpentwell the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +5% lightning On Hit (Melee): * 20% chance to slow global speed by 40% ----- def ----- Armour +3 Fatigue +5% Resists +3% fire +8% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Zuzor the dwarven-steel helm (6 def, 4 armour) Zuzor the dwarven-steel helm (6 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +5 Str +3 Dex +8 Cun dps ---------- Spell.crit +1% Dmg.mod +3% blight Acc +7 (+2 eff.) Apr +6 On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +6 (+4 eff.) Fatigue +4% Mind.save +12 (+6 eff.) ---------- misc Equi/ret +0.04 Max.psi +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
9 agate 9 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. |
3 spinel 3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
7 ametrine 7 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. |
6 citrine 6 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. |
4 zircon 4 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. |
2 aquamarine 2 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. |
3 opal 3 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. |
4 amethyst 4 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. |
7 lapis lazuli 7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+4 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+4 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. |
2 emerald 2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz 2 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. |
jade jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
692 alchemist agate 692 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. |
Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(73 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
bright brass lantern of health bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +6 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. |
Wintertide Phial Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
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 +5% nature ----- def ----- Resists +10% nature 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 (+4 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. |
Cuthuyasin the Blastbraze [power 365] (15 cooldown) Cuthuyasin the Blastbraze [power 365] (15 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: Stats +5 Mag dps ---------- S.pwr/crit +10 Dmg.mod +15% lightning Res.pen +25% arcane Melee Ret 10 lightning On Hit (Melee): * 20% chance to slow global speed by 40% ---------- misc Max.mana +60.00 Blast the opponent's mind dealing 401 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 34% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Isada [power 105] (25 cooldown) Isada [power 105] (25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Dmg.mod +6% mind Res.pen +5% mind Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 210 Base Damage: 109 Armor: 0 All Resist: 7 Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Unroran [power 155] (15 cooldown) Unroran [power 155] (15 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: Stats +3 Mag +2 Wil ---------- misc Mana/s.crit +2.00 Wards +3 acid +2 lightning +2 nature +3 light Talents +1 Ward Fire a magical bolt dealing 155 lightning damage Puts all charms on 15 cooldown 100% to increase all damage by 12% 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 Josephine the Cornac Sun Paladin level 23
51st Haze 122nd year of Ascendancy at 05:58 see stats
By Josephine the Cornac Sun Paladin level 32
10th Regrowth 123rd year of Ascendancy at 08:28 see stats
By Josephine the Cornac Sun Paladin level 24
73rd Haze 122nd year of Ascendancy at 03:04 see stats
By Josephine the Cornac Sun Paladin level 31
1st Regrowth 123rd year of Ascendancy at 21:33 see stats
By Josephine the Cornac Sun Paladin level 30
10th Allure 123rd year of Ascendancy at 02:32 see stats
By Josephine the Cornac Sun Paladin level 29
5th Allure 123rd year of Ascendancy at 05:56 see stats
By Josephine the Cornac Sun Paladin level 10
2nd Summertide 122nd year of Ascendancy at 01:04 see stats
By Josephine the Cornac Sun Paladin level 20
57th Dusk 122nd year of Ascendancy at 18:32 see stats
By Josephine the Cornac Sun Paladin level 30
9th Allure 123rd year of Ascendancy at 13:06 see stats
By Josephine the Cornac Sun Paladin level 4
78th Pyre 122nd year of Ascendancy at 01:31 see stats
By Josephine the Cornac Sun Paladin level 21
23rd Haze 122nd year of Ascendancy at 21:40 see stats
By Josephine the Cornac Sun Paladin level 19
56th Dusk 122nd year of Ascendancy at 11:21 see stats
By Josephine the Cornac Sun Paladin level 6
7th Mirth 122nd year of Ascendancy at 04:37 see stats
By Josephine the Cornac Sun Paladin level 6
5th Mirth 122nd year of Ascendancy at 09:21 see stats
By Josephine the Cornac Sun Paladin level 23
45th Haze 122nd year of Ascendancy at 04:59 see stats
By Josephine the Cornac Sun Paladin level 16
18th Dusk 122nd year of Ascendancy at 00:32 see stats
By Josephine the Cornac Sun Paladin level 32
12nd Regrowth 123rd year of Ascendancy at 02:00 see stats
Log
Josephine's sun path area effect hits Salorin the elven cultist for (12 webs of fate), 22 light (23 total damage).
Josephine uses Execution.
Josephine misses Salorin the elven cultist.
Emelanne the ogre pounder's mind surges with critical power!
Josephine resists the knockback!
Elven mage casts Timeless.
Elven mage's Shock hits Josephine for 137 lightning damage.
Emelanne the ogre pounder's Shoot hits Josephine for 150 physical, 18 physical, 215 physical (385 total damage).
Josephine is dazed!
Elven mage casts Earthen Missiles.
Josephine is not dazed anymore.
Josephine HEALS from light damage!
Salorin the elven cultist hits Josephine for 57 physical damage.
Webs of Fate hits Josephine for 0 light, 0 arcane (1 total damage).
Melee retaliation hits Salorin the elven cultist for (0 webs of fate), 0 light, (0 webs of fate), 0 arcane (1 total damage).
Emelanne the ogre pounder shoots!
Josephine starts to bleed.
Elven mage's Earthen Missiles hits Josephine for 87 physical, 14 physical (102 total damage).
Elven mage's Earthen Missiles hits Josephine for 87 physical, 14 physical (102 total damage).
Elven mage's Earthen Missiles hits Josephine for 87 physical, 14 physical (102 total damage).
Talent Death Dance is ready to use.
Bleeding from Elven mage hits Josephine for 43 physical damage.
Salorin the elven cultist casts Soul Rot.
Elven mage casts Shock.
Josephine HEALS from light damage!
Webs of Fate hits Josephine for 5 light, 3 healing (6 total damage) [3 healing].
Josephine's sun path area effect hits Salorin the elven cultist for (10 webs of fate), 19 light (19 total damage).
Salorin the elven cultist's Soul Rot hits Josephine for 420 blight damage.
Josephine the level 32 cornac sun paladin was fouled to death by Salorin the elven cultist on level 5 of Dark crypt.