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 | Male |
Race | Shalore |
Class | Sun Paladin |
Level / Exp | 23 / 83% |
Size | medium |
Lifes / Deaths | Killed by Mayelaith the thief at level 10 on the 11st Dusk 122nd year of Ascendancy at 02:42 0 / 6Killed by skeleton master archer at level 15 on the 34th Dusk 122nd year of Ascendancy at 01:33 Killed by sick brown bear at level 18 on the 48th Dusk 122nd year of Ascendancy at 16:32 Killed by Islawyn the cutpurse at level 18 on the 60th Dusk 122nd year of Ascendancy at 17:29 Killed by Mayuwyn the ghoulish rat at level 22 on the 74th Dusk 122nd year of Ascendancy at 04:56 Killed by Porobrewe the skeleton magus at level 23 on the 24th Haze 122nd year of Ascendancy at 06:36 |
Primary Stats
Strength | 56 (base 45) |
Dexterity | 27 (base 10) |
Constitution | 20 (base 10) |
Magic | 60 (base 53) |
Willpower | 26 (base 10) |
Cunning | 15 (base 10) |
Resources
Life | -288/651 |
Mana | 192/312 |
Stamina | 233/236 |
Positive | 53/116 |
Healing Factor | 1.2470588855781 |
Regeneration | 1.0600000527414 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Offense: Mainhand
Damage | 85 |
Accuracy | 44 |
Crit Chance | 17% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +8% |
Acid | +6% |
Light | +11% |
Darkness | +18% |
Mind | +6% |
Physical | +3% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Physical | +10% |
Darkness | +13% |
Light | +35% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 34.413408721348 (65.897138898113%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 16 |
Physical Save | 31 |
Spell Save | 36 |
Mental Save | 38 |
Defense: Resistances
Acid | + 25%( 70%) |
Blight | + 12%( 70%) |
Arcane | + 12%( 70%) |
Cold | + 37%( 70%) |
All | + 3%( 70%) |
Lightning | + 15%( 70%) |
Light | + 70%( 70%) |
Physical | + 11%( 70%) |
Darkness | + 25%( 70%) |
Fire | + 28%( 70%) |
Mind | + 6%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Disarm Resistance | 22% |
Confusion Resistance | 10% |
Knockback Resistance | 27% |
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 43% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 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 5 turns. While Heroism is active, you will only die when reaching -402 life. The duration and life will increase by 1% for every 1% life you have lost (currently 982 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 387 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 18 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 19%, your defense is increased by 19 and all your resistances by 19%. 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 |
| 2/5 |
| 2/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
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 injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost defiler from death by Salille the white crystal. Escort: lost defiler (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the repented thief from death by Xanumina the giant yellow ant. Escort: repented thief (level 4 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You 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 |
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. | 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. | 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 electric eel tail. * You've found the needed black mamba head. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' 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 giant spider spinneret. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed snow giant kidney. | 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 |
Equipment
On feet | pair of hardened leather boots 'Aeralegar' (0 def, 3 armour) pair of hardened leather boots 'Aeralegar' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +8 Lck +5 Dex dps ---------- On Hit (Melee): * 20% chance to slow global speed by 48% * 20 arcane resource burn ----- def ----- Armour +3 Resists +6% lightning +6% cold +5% arcane +3% acid Spell.save +3 (+2 eff.) Stealth +5 A pair of boots made of leather. |
Light source | Aeryhell the Pitchweeper Aeryhell the Pitchweeper2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind On Hit (Melee): * 10% chance to reduce damage dealt by 18% ----- def ----- Spell.save +9 (+4 eff.) Max.HP +44.00 ---------- misc Hate/m.crit +3.00 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. |
On head | dwarven-steel helm 'Arodata' (20 def, 4 armour) dwarven-steel helm 'Arodata' (20 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +9 Str +4 Wil dps ---------- Res.pen +10% physical ----- def ----- Armour +4 Defense +20 (+7 eff.) Fatigue +4% Resists +10% blight Spell.save +6 (+3 eff.) Mind.save +9 (+3 eff.) Die.at -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Skull of the Rat Lich Skull of the Rat Lich1.0 T3 skull tool [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+3 eff.) Melee Ret 12 darkness Raise one or two undead rats to fight beside you. Uses 70 power out of 6/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
On fingers | gold ring 'Morningbolt' gold ring 'Morningbolt'0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +5 Wil ----- def ----- Armour +6 Resists +6% light Crit.chn- 10.00% Mind.save +10 (+4 eff.) Confus- +10% Stun/Frz- +20% ---------- misc Light +3 Rings make your fingers look great! |
On fingers | steel ring 'Flashwitch' steel ring 'Flashwitch'0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +11% light +3% fire Res.pen +10% light Acc +8 (+3 eff.) ----- def ----- Resists +28% light +6% fire Max.HP +32.00 Disarm- +22% Pinning- +20% Knockbk- +27% Rings make your fingers look great! |
Around waist | Duskwilder Duskwilder1.0 T3 belt armor [Random Unique] Nature While equipped: Stats +3 Con dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +6% acid +6% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Resists +6% acid Mind.save +6 (+2 eff.) Max.HP +33.00 HP.reg +0.60 Heal.mod +16% A belt that goes around your waist. |
In main hand | Tirakai's Maul (32-41 power, 6 apr) Tirakai's Maul (32-41 power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Lightning Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +8.0% Atk.spd 100% On Crit.r2 +24 dazing lightning While equipped: Stats +4 Dex +4 Cun +4 Mag dps ---------- Dmg.mod +8% lightning ----- def ----- Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Topaz: Lightning Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
On hands | Mimnir (0 def, 2 armour) Mimnir (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Dex +1 Wil dps ---------- Crit.mult +20.00% Mind.pwr +15 (+7 eff.) Acc +15 (+5 eff.) ----- def ----- Armour +2 Mind.save +12 (+4 eff.) ---------- misc Max.hate +4.00 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. |
Main armor | Flareking (2 def, 13 armour) Flareking (2 def, 13 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +4 Str +1 Mag +7 Con dps ---------- Dmg.mod +3% physical Melee Ret 4 fire ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +12% Resists +8% acid +9% physical +9% fire +7% lightning +29% cold Die.at -80.00 life Max.HP +51.00 ---------- misc Max.stam +30.00 A suit of armour made of mail. |
Cloak | Puswyrd (26 def, 0 armour) Puswyrd (26 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +13% darkness On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Defense +26 (+9 eff.) Resists +23% light +5% arcane +11% fire +3% mind +23% darkness Phys.save +11 (+6 eff.) Stealth +30 Die.at -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Flashrock the copper amulet Flashrock the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil dps ---------- Res.pen +20% nature +25% light ----- def ----- Resists +6% acid +6% light ---------- misc Light +2 Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion (speed 471%; cd 18) movement infusion (speed 471%; cd 18)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 471% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 585%; cd 8) movement infusion of the wizard (speed 585%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 585% 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. |
movement infusion of the wizard (speed 608%; cd 14) movement infusion of the wizard (speed 608%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 608% 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. |
regeneration infusion of the warrior (heal 250; 14 cd) regeneration infusion of the warrior (heal 250; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 250 life over 5 turns. 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 |
shatter afflictions rune of the warrior (absorb 121; cd 18) shatter afflictions rune of the warrior (absorb 121; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 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 121 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. |
shielding rune of the warrior (absorb 282; dur 3; cd 14) shielding rune of the warrior (absorb 282; dur 3; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 282 damage for 3 turns. 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. |
Glorayaba Glorayaba0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Mag dps ---------- S.pwr/crit +3 Melee+ 6 light 6 darkness Dmg.mod +3% acid +6% light +6% darkness Melee Ret 2 acid On Hit (Melee): * 20% chance to reduce all saves and defense by 22 On Melee Ret: * 5% chance to blind * 7% chance to reduce damage dealt by 18% ----- def ----- Phys.save +14 (+7 eff.) Spell.save +12 (+5 eff.) Mind.save +11 (+4 eff.) ---------- misc Mana/turn +0.15 Max.mana +22.00 Amulets make your neck look great! |
warrior's steel amulet of mastery (0.11 Celestial / Sun) warrior's steel amulet of mastery (0.11 Celestial / Sun)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.30 Masteries +0.11 Celestial/Sun Amulets make your neck look great! |
Breezerupture Breezerupture0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Str +1 Dex dps ---------- Dmg.mod +3% nature Res.pen +10% physical Acc +5 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Resists +6% nature Mind.save +6 (+2 eff.) Confus- +22% Rings make your fingers look great! |
Velimina Velimina0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Phys.pwr +15 (+5 eff.) Spell.pwr +6 (+2 eff.) Res.pen +10% temporal ----- def ----- Resists +1% physical ---------- misc Max.stam +10.00 Rings make your fingers look great! |
Poreth Poreth0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +4 Wil dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +12 (+4 eff.) Mind.pwr +6 (+3 eff.) Dmg.mod +9% blight ----- def ----- Resists +9% temporal Mind.save +7 (+3 eff.) Confus- +22% Rings make your fingers look great! |
Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 11.04 cold and 11.37 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
mule's steel ring of power mule's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +7 (+3 eff.) ----- def ----- Fatigue -4% ---------- misc Max.enc +23 Rings make your fingers look great! |
titan's steel ring of perseverance titan's steel ring of perseverance0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) HP.reg +1.00 Stun/Frz- +25% Rings make your fingers look great! |
Eclipse (18-21 power, 4 apr, darkness element) Eclipse (18-21 power, 4 apr, darkness element)5.0 T2 staff 2H weapon [Unique] Arcane Power 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+4 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Drake's Bane (45-67 power, 21 apr) Drake's Bane (45-67 power, 21 apr)3.0 T2 battleaxe 2H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+5 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Offaloath the steel battleaxe (29-44 power, 2 apr) Offaloath the steel battleaxe (29-44 power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Nature/Master Power 29.5 - 44.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +9 Con +9 Wil dps ---------- Phys.crit +12.0% Dmg.mod +3% nature Melee Ret 2 nature ----- def ----- Resists +6% light Max.HP +28.00 Massive two-handed battleaxes. |
Stormfront (30-45 power, 15 apr) Stormfront (30-45 power, 15 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
iron greatmaul 'Saliranor' (29-43 power, 1 apr) iron greatmaul 'Saliranor' (29-43 power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Master Power 29.0 - 43.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% While equipped: ----- def ----- Resists +6% temporal Max.HP +60.00 Knockbk- +10% Def/telep +5 Res/telep +5% Dur/telep +5% Massive two-handed mauls. |
enhanced steel greatmaul of massacre (37-55 power, 2 apr) enhanced steel greatmaul of massacre (37-55 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego+] Nature/Master Power 37.0 - 55.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: Stats +5 Str +7 Dex +6 Mag +6 Wil +7 Cun +7 Con Massive two-handed mauls. |
Xerybeth (23-36 power, 1 apr) Xerybeth (23-36 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Master Power 23.0 - 36.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Dex ----- def ----- Spell.save +9 (+4 eff.) HP.reg +2.00 Pinning- +10% Massive two-handed swords. |
arcing iron greatsword (16-25 power, 1 apr) arcing iron greatsword (16-25 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane 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% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 74 damage 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. |
Lisumina (21-34 power, 2 apr) Lisumina (21-34 power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Master Power 21.5 - 34.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +8 arcane On Hit: 20% Curse of Impotence 2 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 74 damage While equipped: Stats +3 Con dps ---------- Phys.pwr +10 (+4 eff.) Spell.pwr +15 (+5 eff.) S.pwr/crit +2 Dmg.mod +9% arcane Res.pen +5% arcane +9% physical ----- def ----- Disarm- +18% Massive two-handed swords. |
Spectral Blade (26-41 power, 25 apr) Spectral Blade (26-41 power, 25 apr)0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
steel greatsword 'Obsidianream' (21-33 power, 2 apr) steel greatsword 'Obsidianream' (21-33 power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Nature/Master Power 21.0 - 33.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Dmg.mod +6% darkness Acc +9 (+3 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +6% acid Phys.save +6 (+3 eff.) Disarm- +36% Pinning- +20% Massive two-handed swords. |
steel longsword of rage (12-16 power, 3 apr) steel longsword of rage (12-16 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Master Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Dmg.mod +5% physical Acc +7 (+2 eff.) Sharp, long, and deadly. |
iron mace (11-16 power, 2 apr) iron mace (11-16 power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 11.5 - 16.1 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. |
flaming voratun waraxe (40-56 power, 6 apr) flaming voratun waraxe (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego] Arcane Power 40.5 - 56.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit.r1 +5 fire One-handed war axes. |
steel dagger of corruption (12-15 power, 6 apr) steel dagger of corruption (12-15 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Arcane Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: 20% Curse of Impotence 2 Sharp, short and deadly. |
thought-forged dwarven-steel dagger (18-23 power, 7 apr) thought-forged dwarven-steel dagger (18-23 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Psionic Power 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 mind On Hit: * 16% chance to reduce all saves and defense by 22 While equipped: Stats +2 Cun +3 Wil Sharp, short and deadly. |
Bloomsoul (8-8 power, 13 apr, nature damage) Bloomsoul (8-8 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 20 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Eye of Summer (8-8 power, 18 apr, fire damage) Eye of Summer (8-8 power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
Eye of Winter (8-8 power, 18 apr, cold damage) Eye of Winter (8-8 power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
gifted thorny mindstar of clarity (8-9 power, 24 apr, nature damage) gifted thorny mindstar of clarity (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+5 eff.) ----- def ----- Mind.save +4 (+2 eff.) ---------- misc Max.psi +11.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
harmonious thorny mindstar of flames (8-9 power, 24 apr, nature damage) harmonious thorny mindstar of flames (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego++] Nature Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) All.spd +5% Melee+ 9 fire Dmg.mod +5% nature +5% fire Res.pen +4% nature +4% fire ----- def ----- Resists +2% nature +7% fire ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
steel shield 'Thunderstone' (0 def, 4 armour, 17-20 power, 39.5 block) steel shield 'Thunderstone' (0 def, 4 armour, 17-20 power, 39.5 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Arcane/Nature/Master When used to Attack: Power 17.0 - 20.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +39 Melee+ +12 lightning +12 light +11 darkness On Hit: * 12% chance to reduce armor by 32% While equipped: Stats +3 Cun +1 Mag dps ---------- Melee+ 6 acid Dmg.mod +11% light +11% darkness Res.pen +10% lightning Melee Ret 2 acid ----- def ----- Armour +4 Fatigue +8% Resists +6% cold +15% fire +11% darkness +11% light ---------- misc Talents +1 Block Handheld deflection devices. |
cashmere robe 'Blackpassion' (0 def, 0 armour) cashmere robe 'Blackpassion' (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +7 Mag +4 Wil dps ---------- Spell.pwr +8 (+3 eff.) S.pwr/crit +4 Dmg.mod +10% temporal +9% darkness +13% physical Res.pen +7% temporal +15% darkness +6% physical ----- def ----- Resists +18% darkness +12% mind +11% all Phys.save +12 (+6 eff.) Spell.save +13 (+6 eff.) Mind.save +23 (+8 eff.) Anom.red +10 Silence- +20% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe of fire (+19%) (0 def, 0 armour) focusing cashmere robe of fire (+19%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: Stats +4 Mag +5 Wil dps ---------- Dmg.mod +13% fire ----- def ----- Resists +11% all +19% fire ---------- misc Mana/turn +0.20 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+3 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
radiant steel plate armour of fire resistance (0 def, 9 armour) radiant steel plate armour of fire resistance (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: Stats +3 Wil ----- def ----- Armour +9 Fatigue +22% Resists +12% blight +17% fire +12% darkness ---------- misc Light +1 A suit of armour made of metal plates. |
Erelolar the rough leather belt Erelolar the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: Stats +4 Str +1 Mag dps ---------- Crit.mult +15.00% Mind.pwr +13 (+6 eff.) ----- def ----- Phys.save +6 (+3 eff.) Mind.save +3 (+1 eff.) 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. |
rough leather belt of the giants rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
linen cloak 'Isletira' (1 def, 6 armour) linen cloak 'Isletira' (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Dmg.mod +6% blight ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +21% cold Confus- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (1 def, 0 armour) resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) 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. |
Yvesethra (2 def, 0 armour) Yvesethra (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Dex +2 Cun dps ---------- Phys.crit +4.0% Res.pen +10% physical Acc +25 (+8 eff.) Apr +2 ----- def ----- Defense +2 (+1 eff.) Die.at -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
miner's pair of rough leather boots (0 def, 3 armour) miner's pair of rough leather boots (0 def, 3 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 ---------- misc Infravis +1 A pair of boots made of leather. |
pair of rough leather boots 'Bethoyalerin' (0 def, 1 armour) pair of rough leather boots 'Bethoyalerin' (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +5 Str +1 Dex dps ---------- Mov.spd +25% Res.pen +5% arcane ----- def ----- Armour +1 Resists +3% mind Disarm- +10% A pair of boots made of leather. |
miner's pair of iron boots (0 def, 5 armour) miner's pair of iron boots (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +2% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 42.10 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 179.58 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
steady drakeskin leather gloves of the nighthunter (0 def, 3 armour) steady drakeskin leather gloves of the nighthunter (0 def, 3 armour)1.0 T4 hands armor [Ego+] Psionic While equipped: Stats +4 Cun dps ---------- Acc +17 (+6 eff.) ----- def ----- Armour +3 Resists +9% darkness Phys.save +7 (+4 eff.) Mind.save +6 (+2 eff.) Disarm- +21% ---------- misc Infravis +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. 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. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) steady dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) Acc +6 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +22% 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. |
Mayugathra the rough leather cap (10 def, 3 armour) Mayugathra the rough leather cap (10 def, 3 armour)2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +3 Defense +10 (+3 eff.) Fatigue +1% Resists +6% lightning +6% temporal Phys.save +6 (+3 eff.) ---------- misc Stam/turn +3.00 A cap made of leather. |
5 agate 5 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. |
8 spinel 8 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. |
6 ametrine 6 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. |
10 citrine 10 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. |
7 zircon 7 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. |
4 topaz 4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) 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. |
onyx 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 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 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. |
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. |
477 alchemist agate 477 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.(78 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. |
survivor's brass lantern of focus survivor's brass lantern of focus2.0 T1 lite [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +7% mind ----- def ----- Phys.save +5 (+3 eff.) Heal.mod +13% ---------- 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. |
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. |
dwarven-steel torque of clear mind [power 2] (25 cooldown) dwarven-steel torque of clear mind [power 2] (25 cooldown)2.0 T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of summon tentacle [power 95] (25 cooldown) elm totem of summon tentacle [power 95] (25 cooldown)2.0 T1 totem charm [Ego] Nature 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: 196 Base Damage: 99 Armor: 2 All Resist: 0 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
yew wand of shielding 'Quenchsage' [power 260] (20 cooldown) yew wand of shielding 'Quenchsage' [power 260] (20 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% arcane +6% cold ----- def ----- Resists +12% cold Spell.save +9 (+4 eff.) ---------- misc Mana/s.crit +2.00 Max.mana +60.00 Create a shield absorbing up to 260 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Del the Shalore Sun Paladin level 21
71st Dusk 122nd year of Ascendancy at 18:32 see stats
By Del the Shalore Sun Paladin level 21
70th Dusk 122nd year of Ascendancy at 19:53 see stats
By Del the Shalore Sun Paladin level 10
9th Mirth 122nd year of Ascendancy at 12:24 see stats
By Del the Shalore Sun Paladin level 20
68th Dusk 122nd year of Ascendancy at 18:37 see stats
By Del the Shalore Sun Paladin level 4
78th Pyre 122nd year of Ascendancy at 14:55 see stats
By Del the Shalore Sun Paladin level 20
69th Dusk 122nd year of Ascendancy at 21:23 see stats
By Del the Shalore Sun Paladin level 14
24th Dusk 122nd year of Ascendancy at 02:12 see stats
By Del the Shalore Sun Paladin level 6
3rd Mirth 122nd year of Ascendancy at 17:49 see stats
By Del the Shalore Sun Paladin level 22
73rd Dusk 122nd year of Ascendancy at 21:28 see stats
By Del the Shalore Sun Paladin level 19
67th Dusk 122nd year of Ascendancy at 23:41 see stats
By Del the Shalore Sun Paladin level 18
61st Dusk 122nd year of Ascendancy at 13:52 see stats
By Del the Shalore Sun Paladin level 22
74th Dusk 122nd year of Ascendancy at 10:56 see stats
By Del the Shalore Sun Paladin level 16
45th Dusk 122nd year of Ascendancy at 02:54 see stats
Log
The protective shield of Porobrewe the skeleton magus disappears.
Poremitira the skeleton warrior shoots!
Porobrewe the skeleton magus damages himself through Martyrdom!
Porobrewe the skeleton magus hits Del for 30 darkness, 21 darkness, 19 darkness, 21 darkness (93 total damage).
Melee retaliation hits Porobrewe the skeleton magus for 7 light, 1 fire, 4 darkness, 7 light, 1 fire, 4 darkness (26 total damage).
Del hits Porobrewe the skeleton magus for 1 darkness, 0 darkness, 0 darkness, 0 darkness (3 total damage).
Del has temporarily forgotten Grace of the Eternals for 3 turns!
The protective shield of Del disappears.
Del is not stunned anymore.
Poremitira the skeleton warrior's Shoot hits Del for 82 physical, 13 physical, 12 fire (109 total damage).
Del casts Absorption Strike.
Del misses Porobrewe the skeleton magus.
Porobrewe the skeleton magus performs a melee critical strike against Spectral rat!
Porobrewe the skeleton magus is not stunned anymore.
Poremitira the skeleton warrior shoots!
Porobrewe the skeleton magus hits Spectral rat for 55 darkness, 15 darkness, 17 darkness, 15 darkness (105 total damage).
Porobrewe the skeleton magus killed Spectral rat!
Del casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Del resists the knockback!
Poremitira the skeleton warrior's Shoot hits Del for 90 physical, 13 physical, 9 fire, 64 physical (178 total damage).
Del casts Rune: Blink.
Del is out of phase.
Porobrewe the skeleton magus is no longer covered by shadows.
Porobrewe the skeleton magus casts Manathrust.
Porobrewe the skeleton magus's spell attains critical power!
Porobrewe the skeleton magus hits Del for 235 arcane damage.
Del the level 23 shalore sun paladin was dweomered to death by Porobrewe the skeleton magus on level 1 of Ruined halfling complex.