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 (Avatar of a Distant Sun) |
Level / Exp | 30 / 30% |
Size | medium |
Lifes / Deaths | Killed by Zubana the skeleton archer at level 11 on the 10th Flare 122nd year of Ascendancy at 19:14 0 / 8Killed by gloomy giant venus flytrap at level 17 on the 52nd Dusk 122nd year of Ascendancy at 11:52 Killed by Betuda the deformed black bear at level 18 on the 53rd Dusk 122nd year of Ascendancy at 17:34 Killed by Gulle the brecklorn at level 20 on the 5th Haze 122nd year of Ascendancy at 23:22 Killed by Assassin Lord at level 20 on the 50th Haze 122nd year of Ascendancy at 15:19 Killed by war hound at level 30 on the 6th Flare 123rd year of Ascendancy at 10:31 Killed by Xarin the corrupted protoplasmic controller at level 30 on the 6th Flare 123rd year of Ascendancy at 12:13 Killed by Xarin the corrupted protoplasmic controller at level 30 on the 6th Flare 123rd year of Ascendancy at 12:26 |
Primary Stats
Strength | 67 (base 60) |
Dexterity | 22 (base 10) |
Constitution | 21 (base 10) |
Magic | 69 (base 60) |
Willpower | 15 (base 10) |
Cunning | 23 (base 10) |
Resources
Life | -61/756 |
Positive | 88/137 |
Stamina | 127/226 |
Healing Factor | 1.414804467222 |
Regeneration | 27.234985994023 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
See Stealth | 17 |
See Invisible | 16 |
Offense: Mainhand
Damage | 102 |
Accuracy | 42 |
Crit Chance | 31% |
APR | 7 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 43 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Nature | +12% |
Lightning | +20% |
Light | +6% |
Mind | +30% |
Darkness | +9% |
Arcane | +6% |
Fire | +18% |
All | 0% |
Offense: Damage Penetration
Temporal | +20% |
Arcane | +25% |
Light | +33% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 42.551211628464 (73.607947236566%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 30 |
Physical Save | 41 |
Spell Save | 39 |
Mental Save | 29 |
Defense: Resistances
Acid | + 68%( 70%) |
Blight | + 27%( 70%) |
Arcane | + 8%( 70%) |
Cold | + 46%( 70%) |
All | + 3%( 70%) |
Lightning | + 60%( 70%) |
Light | + 39%( 70%) |
Temporal | + 14%( 70%) |
Mind | + 11%( 70%) |
Darkness | + 17%( 70%) |
Fire | + 29%( 70%) |
Nature | + 11%( 70%) |
Defense: Immunities
Stun Resistance | 31% |
Confusion Resistance | 39% |
Pinning Resistance | 10% |
Knockback Resistance | 50% |
Instadeath Resistance | 100% |
Blind Resistance | 80% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 356 damage for 4 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 367 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 20 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 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Willpower stat. |
Class Talents
Celestial / Crusader | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 4/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 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 / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Radiance | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Two-handed assault | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Race / Parasite | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 3 of Scintillating Caves. Escort: lost defiler (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Beloriba the warg. Escort: lost sun paladin (level 2 of Daikara) | failed |
You failed to protect the lost warrior from death by thought-forged bowman. Escort: lost warrior (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed red crystal shard. * You've found the needed vial of elder vampire blood. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed vial of greater demon bile. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed vial of wight ectoplasm. * 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | 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 'Purewalker' (0 def, 3 armour) pair of hardened leather boots 'Purewalker' (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Master While equipped: Stats +7 Dex +2 Mag +10 Lck dps ---------- Phys.crit +5.0% Phys.pwr +5 (+1 eff.) Dmg.mod +12% nature Res.pen +20% nature Apr +5 ----- def ----- Armour +3 Resists +3% nature Stealth +10 ---------- misc Stam/turn +0.80 Max.stam +27.00 A pair of boots made of leather. |
Light source | alchemist's lamp 'Nimbusgrit' alchemist's lamp 'Nimbusgrit'1.0 T3 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Con dps ---------- Dmg.mod +6% lightning +6% arcane Res.pen +25% arcane ----- def ----- Defense +11 (+5 eff.) Resists +10% blight +5% arcane +12% lightning Phys.save +16 (+5 eff.) Spell.save +13 (+5 eff.) Mind.save +16 (+8 eff.) HP.reg +10.00 Blind- +37% Confus- +17% ---------- misc Light +9 See.Stealth +17 See.Invis +16 Track: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
On hands | Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 141.42 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Tool | Gloomvengeance the dwarven-steel torque of mindblast [power 260] (1/15 cooldown) Gloomvengeance the dwarven-steel torque of mindblast [power 260] (1/15 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: Stats +2 Cun dps ---------- Mind.crit +4% Dmg.mod +9% darkness ----- def ----- Mind.save +3 (+1 eff.) Blast the opponent's mind dealing 338 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 40% for 2 turns. 100% to reduce 3 talent cooldowns by 2. 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | Emelyta the steel ring Emelyta the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Wil dps ---------- Spell.crit +3% Mind.pwr +15 (+7 eff.) ----- def ----- Mind.save +5 (+2 eff.) Max.HP +44.00 HP.reg +9.00 Heal.mod +12% Confus- +22% Stun/Frz- +31% Rings make your fingers look great! |
On fingers | Frigidgasher the gold ring Frigidgasher the gold ring0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +4 Dex +7 Con dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +14% lightning Acc +8 (+3 eff.) ----- def ----- Resists +37% lightning +12% fire +3% nature +6% cold Rings make your fingers look great! |
Around neck | Fanged Collar Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
In main hand | plaguebringer's dwarven-steel greatsword of evisceration (36-57 power, 2 apr) plaguebringer's dwarven-steel greatsword of evisceration (36-57 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Arcane/Master Power 36.0 - 57.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 blight On Hit: 20% Epidemic 3 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 22 On Crit: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +7 (+2 eff.) ----- def ----- Disease- +22% Massive two-handed swords. |
Around waist | Layymina Layymina1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Defense +9 (+4 eff.) Resists +9% acid +3% temporal Stealth +6 Heal.mod +5% Pinning- +10% A belt that goes around your waist. |
In off hand | Blazemortal the dwarven-steel shield (0 def, 6 armour, 31-37 power, 86.5 block) Blazemortal the dwarven-steel shield (0 def, 6 armour, 31-37 power, 86.5 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 31.5 - 37.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +86 Melee+ +12 mind +20 cold While equipped: Stats +4 Wil dps ---------- Dmg.mod +30% mind +18% fire On shield block: * Deals 89 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Armour +6 Fatigue +8% Resists +13% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | Quenchmarrow (8 def, 10 armour) Quenchmarrow (8 def, 10 armour)2.0 T3 cloak armor [Rare] Nature While equipped: ----- def ----- Armour +10 Defense +8 (+4 eff.) Resists +6% cold +15% fire +9% mind +13% light Mind.save +6 (+3 eff.) Stealth +8 Heal.mod +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Taintwilder the dwarven-steel plate armour (0 def, 13 armour) Taintwilder the dwarven-steel plate armour (0 def, 13 armour)17.0 T3 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: dps ---------- Res.pen +20% temporal On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Armour +13 Fatigue +22% Resists +43% acid +10% cold +3% nature +9% temporal ---------- misc Breathe water A suit of armour made of metal plates. |
Inventory
movement infusion of the wizard (speed 607%; cd 10) movement infusion of the wizard (speed 607%; 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 increase movement speed by 607% 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. |
blink rune of the wizard (range 7; phase 25; cd 18) blink rune of the wizard (range 7; phase 25; cd 18)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 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 25%, your defense is increased by 25 and all your resistances by 25%. 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 |
Prismatic Rune (6 turns; acid, physical, light, blight, nature) Prismatic Rune (6 turns; acid, physical, light, blight, nature)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: 3 acid, 2 physical, 4 light, 5 blight, 5 nature 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 sneak (absorb 262; dur 3; cd 16) shielding rune of the sneak (absorb 262; dur 3; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 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 262 damage for 3 turns. Its effects scale with your Cunning 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 (+7 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. |
The Black Core The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- 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." |
Layaremissra Layaremissra0.1 T4 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +1 Mag dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) Melee+ 13 light 9 darkness Dmg.mod +5% acid +9% light +8% cold +6% fire +7% lightning +9% darkness On Melee Ret: * 6% chance to reduce damage dealt by 16% * 9% chance to blind ----- def ----- Resists +6% lightning +3% cold +14% light +18% darkness Crit.chn- 10.00% Mind.save +12 (+6 eff.) Blind- +33% Knockbk- +20% Amulets make your neck look great! |
Erelikan the Shadowfear Erelikan the Shadowfear0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Str +4 Wil +5 Cun dps ---------- Phys.crit +3.0% Phys.pwr +5 (+1 eff.) Mind.pwr +6 (+3 eff.) Acc +20 (+7 eff.) ----- def ----- Resists +3% darkness Rings make your fingers look great! |
copper ring copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring of aether (+10%) copper ring of aether (+10%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% arcane ----- def ----- Resists +10% arcane Rings make your fingers look great! |
copper ring of corrosion (+22%) copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Rings make your fingers look great! |
wizard's copper ring of darkness (+20%) wizard's copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Spell.save +6 (+2 eff.) Rings make your fingers look great! |
Inertial Twine Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Staff of Bones (20-24 power, 4 apr, darkness element) Staff of Bones (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Darkness Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+6 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
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. |
steel greatmaul 'Quenchstrike' (30-45 power, 2 apr) steel greatmaul 'Quenchstrike' (30-45 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Master Power 30.5 - 45.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +8 cold While equipped: dps ---------- Phys.crit +13.0% Crit.mult +21.00% Dmg.mod +6% blight +6% cold +9% light Apr +10 Melee Ret 10 light ----- def ----- Resists +12% cold Massive two-handed mauls. |
Dream Malleus (56-84 power, 5 apr) Dream Malleus (56-84 power, 5 apr)5.0 T4 greatmaul 2H weapon Reqs Wil 25 [Unique] Master/Psionic Power 56.0 - 84.0 Physical Uses 70% Wil, 70% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Melee+ +17 mind +20 physical On Hit: * 14% chance to reduce all saves and defense by 19 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.crit +5% Mind.pwr +15 (+7 eff.) Dmg.mod +10% mind +10% physical Acc +9 (+3 eff.) ----- def ----- Defense +7 (+3 eff.) Phys.save +12 (+4 eff.) Disarm- +29% ---------- misc Psi/turn +0.10 Talents +3 Dream Smith's Hammer +3 Hammer Toss Cooldown Hammer Toss -2 A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
Flashnight the steel greatsword (36-57 power, 2 apr) Flashnight the steel greatsword (36-57 power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Master Power 36.0 - 57.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 light Against +14% Undead On Crit.r2 +20 lightning On Hit: * 25% chance for lightning to strike from the target to a second target dealing 74 damage 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 (+1 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
Blazebliss the dwarven-steel mace (34-48 power, 4 apr) Blazebliss the dwarven-steel mace (34-48 power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Nature/Master Power 34.5 - 48.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +3 Str +3 Dex +5 Mag +9 Wil +4 Cun +5 Con dps ---------- Dmg.mod +12% light Res.pen +5% cold +10% light +8% all Acc +13 (+4 eff.) Apr +8 ---------- misc Light +3 Blunt and deadly. |
Silent Blade (25-32 power, 10 apr) Silent Blade (25-32 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Cun 25 [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Str, 65% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Dagger of the Past (25-32 power, 20 apr) Dagger of the Past (25-32 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+5 eff.) Spell.save +10 (+4 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Moon (10-13 power, 0 apr) Moon (10-13 power, 0 apr)1.0 T3 dagger 1H weapon Reqs Cun 24 Dex 24 [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Str, 20% Dex Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Oozing Heart (17-18 power, 25 apr, nature slow damage) Oozing Heart (17-18 power, 25 apr, nature slow damage)3.0 T4 mindstar 1H weapon Reqs Wil 36 [Unique] Nature/Disrupt Power 17.0 - 18.7 Nature slow Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +25 Crit +7.0% Atk.spd 100% While equipped: Stats +2 Cun +6 Wil dps ---------- Mind.crit +8% Mind.pwr +12 (+6 eff.) Dmg.mod +18% nature +15% acid ----- def ----- Resists +12% arcane +12% blight Spell.save +15 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Level 2.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 800% of base Description: Spit slime at your target doing 59.75 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
Seeds of the Black Tree (17-18 power, 27 apr, darkness damage) Seeds of the Black Tree (17-18 power, 27 apr, darkness damage)3.0 T4 mindstar 1H weapon Reqs Wil 28 [Unique] Nature/Psionic/Unknown Power 17.0 - 18.7 Darkness Uses 40% Wil, 30% Mag Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +12% Mind.crit +12% Spell.pwr +12 (+4 eff.) Mind.pwr +12 (+6 eff.) Dmg.mod +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
Rags of the Sanctuary of life (0 def, 0 armour) Rags of the Sanctuary of life (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Nature While equipped: ----- def ----- Resists +5% blight +7% all Max.HP +46.00 HP.reg +1.70 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Calm (15 def, 0 armour) The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+6 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+7 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Isodhenor the dwarven-steel plate armour (0 def, 11 armour) Isodhenor the dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Random Unique] Arcane/Master While equipped: Stats +14 Str +8 Mag +5 Wil dps ---------- Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Phys.pwr +18 (+4 eff.) Spell.pwr +12 (+4 eff.) Mind.pwr +16 (+8 eff.) ----- def ----- Armour +11 Fatigue +22% Resists +14% lightning +8% physical +13% darkness +18% fire Crit.chn- 10.00% ---------- misc Light +2 Infravis +3 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
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. |
Zaneyadan the rough leather belt Zaneyadan the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Armour +8 Resists +2% physical Phys.save +9 (+3 eff.) Spell.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
rough leather belt 'Lightquill' rough leather belt 'Lightquill'1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +6 Lck dps ---------- Res.pen +5% light ----- def ----- Resists +6% light +6% nature Stealth +6 Poison- +20% Disease- +10% ---------- misc T.Disarm +9 Infravis +3 A belt that goes around your waist. |
Gilytir the hardened leather belt Gilytir the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Dex +5 Con dps ---------- Crit.mult +10.00% Res.pen +10% acid Melee Ret 8 acid ----- def ----- Armour +10 Max.HP +47.00 A belt that goes around your waist. |
Korovon the Bogwrecker (1 def, 0 armour) Korovon the Bogwrecker (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Str +1 Dex +1 Mag +4 Cun dps ---------- On Hit (Melee): * 10% chance to slow global speed by 44% ----- def ----- Defense +1 (+0 eff.) Max.HP +30.00 ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Eilinymissra' (1 def, 20 armour) linen cloak 'Eilinymissra' (1 def, 20 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +20 Defense +1 (+0 eff.) Resists +3% blight +13% cold HP.reg +2.00 Pinning- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Flashfiend' (1 def, 4 armour) linen cloak 'Flashfiend' (1 def, 4 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Str +3 Wil dps ---------- Phys.crit +1.0% Dmg.mod +9% physical Acc +5 (+2 eff.) ----- def ----- Armour +4 Defense +1 (+0 eff.) Mind.save +6 (+3 eff.) ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Lightningblur' (1 def, 0 armour) linen cloak 'Lightningblur' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Dmg.mod +6% lightning Res.pen +10% lightning Melee Ret 2 lightning ----- def ----- Defense +1 (+0 eff.) Crit.chn- 15.00% ---------- misc See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aeryssra the Chargedeath (2 def, 2 armour) Aeryssra the Chargedeath (2 def, 2 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Melee Ret 4 lightning On Hit (Melee): * 20% chance to reduce armor by 32% ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +9% blight Crit.chn- 5.00% Max.HP +80.00 Confus- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flowersting the pair of iron boots (0 def, 5 armour) Flowersting the pair of iron boots (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +12% nature +3% darkness ----- def ----- Armour +5 Fatigue +2% Resists +3% mind Crit.chn- 5.00% Phys.save +6 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+3 eff.) HP.reg +4.00 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 'Cyryba' (0 def, 3 armour) pair of iron boots 'Cyryba' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Mag +4 Wil +4 Cun dps ---------- Spell.crit +3% Dmg.mod +3% arcane ----- def ----- Armour +3 Fatigue +2% ---------- misc Infravis +2 Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown 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 'Woedeath' (0 def, 5 armour) pair of iron boots 'Woedeath' (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +5% fire On Hit (Melee): * 10% chance to reduce damage dealt by 16% ----- def ----- Armour +5 Fatigue +2% Resists +9% mind ---------- 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. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
steady iron gauntlets of magic (+2) (0 def, 1 armour) steady iron gauntlets of magic (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane Acc +5 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +5 (+1 eff.) Mind.save +5 (+2 eff.) Disarm- +20% 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. |
dwarven-steel gauntlets 'Ereluharasin' (10 def, 8 armour) dwarven-steel gauntlets 'Ereluharasin' (10 def, 8 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex dps ---------- Mind.crit +1% Res.pen +20% physical Acc +16 (+5 eff.) Apr +1 ----- def ----- Armour +8 Defense +10 (+5 eff.) Fatigue +3% ---------- misc Max.stam +20.00 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. |
Hanudas the Raintaint (0 def, 3 armour) Hanudas the Raintaint (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% nature On Hit (Melee): * 10% chance to slow global speed by 44% ----- def ----- Armour +3 Fatigue +5% Resists +12% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Shineroar (0 def, 3 armour) Shineroar (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Dex dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +3% acid +6% physical ----- def ----- Armour +3 Fatigue +5% ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of strength (+3) (0 def, 3 armour) iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
dwarven-steel helm 'Cracklebringer' (0 def, 4 armour) dwarven-steel helm 'Cracklebringer' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning ----- def ----- Armour +4 Fatigue +4% Resists +14% acid +12% light +3% blight +8% fire +9% cold +8% lightning Spell.save +18 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate 2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
2 ametrine 2 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. |
3 citrine 3 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. |
8 zircon 8 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. |
7 aquamarine 7 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. |
4 opal 4 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. |
6 topaz 6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 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. |
6 amethyst 6 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. |
3 onyx 3 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. |
2 lapis lazuli 2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
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. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
555 alchemist agate 555 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. |
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. |
brass lantern of health brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- 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. |
Umbraphage Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+5 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 104.64 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
Starsorrow the iron torque of mindblast [power 105] (1/15 cooldown) Starsorrow the iron torque of mindblast [power 105] (1/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +3% cold Res.pen +5% light Melee Ret 2 light ----- def ----- Resists +9% cold ---------- misc Light +1 Blast the opponent's mind dealing 136 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind 'Geturand' [power 1] (1/25 cooldown) iron torque of clear mind 'Geturand' [power 1] (1/25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Cun +2 Con dps ---------- Crit.mult +10.00% ---------- misc Hate/m.crit +3.00 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Lelonarirak [power 170] (1/15 cooldown) Lelonarirak [power 170] (1/15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.pwr +10 (+3 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.12 Blast the opponent's mind dealing 221 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
supercharged elm totem of stinging [power 146] (1/17 cooldown) supercharged elm totem of stinging [power 146] (1/17 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 163 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 17 cooldown Natural totems are made by powerful wilders to store nature power. |
Zanofang the yew wand of conjuration [power 225] (1/15 cooldown) Zanofang the yew wand of conjuration [power 225] (1/15 cooldown)2.0 T3 wand charm [Random Unique] Arcane While equipped: ----- def ----- Mind.save +9 (+4 eff.) ---------- misc Psi/ret +0.24 Fire a magical bolt dealing 225 cold damage Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 2. 100% to gain a 22% chance to evade weapon attacks for 2 turns. 100% to heal for 39. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of shielding 'Cystkarma' [power 278] (1/20 cooldown) yew wand of shielding 'Cystkarma' [power 278] (1/20 cooldown)2.0 T3 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +6% nature +6% fire Res.pen +10% nature ----- def ----- Resists +6% nature +6% fire Create a shield absorbing up to 278 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce fatigue by 35% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to gain a 12% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By Del the Shalore Sun Paladin level 16
33rd Dusk 122nd year of Ascendancy at 14:35 see stats
By Del the Shalore Sun Paladin level 23
30th Pyre 123rd year of Ascendancy at 16:38 see stats
By Del the Shalore Sun Paladin level 22
20th Pyre 123rd year of Ascendancy at 10:47 see stats
By Del the Shalore Sun Paladin level 10
10th Mirth 122nd year of Ascendancy at 01:25 see stats
By Del the Shalore Sun Paladin level 20
3rd Haze 122nd year of Ascendancy at 18:12 see stats
By Del the Shalore Sun Paladin level 30
1st Flare 123rd year of Ascendancy at 07:40 see stats
By Del the Shalore Sun Paladin level 4
78th Pyre 122nd year of Ascendancy at 22:58 see stats
By Del the Shalore Sun Paladin level 30
1st Flare 123rd year of Ascendancy at 21:55 see stats
By Del the Shalore Sun Paladin level 20
50th Haze 122nd year of Ascendancy at 17:33 see stats
By Del the Shalore Sun Paladin level 25
42nd Pyre 123rd year of Ascendancy at 13:12 see stats
By Del the Shalore Sun Paladin level 6
5th Mirth 122nd year of Ascendancy at 10:24 see stats
By Del the Shalore Sun Paladin level 10
2nd Summertide 122nd year of Ascendancy at 18:52 see stats
By Del the Shalore Sun Paladin level 22
45th Regrowth 123rd year of Ascendancy at 00:11 see stats
By Del the Shalore Sun Paladin level 16
24th Dusk 122nd year of Ascendancy at 20:16 see stats
Log
Xarin the corrupted protoplasmic controller shares damage with his oozes!
Del hits Xarin the corrupted protoplasmic controller for (25 flat reduction), 65 light, (25 flat reduction), 26 physical, (4 flat reduction), 0 light, (2 flat reduction), 0 blight (92 total damage).
Del hits Bloated ooze for 132 light, 101 physical (234 total damage).
Del hits Bloated ooze for 67 light, 35 physical, 3 light, 1 blight (107 total damage).
Del killed Bloated ooze!
Xarin the corrupted protoplasmic controller hits Del for 154 physical, 17 physical (171 total damage).
Bloated ooze performs a melee critical strike against Del!
Talent Assault is ready to use.
Epidemic from Del hits Bloated ooze for 16 light, 7 blight (24 total damage).
Lightburn from Del hits Xarin the corrupted protoplasmic controller for (17 flat reduction), 0 light (0 total damage).
Poison from Bloated ooze hits Del for 1 nature damage.
Bloated ooze hits Del for 0 nature damage.
Del casts Sun Ray.
Del's spell attains critical power!
Bloated ooze resists the blinding light!
Bloated ooze resists the blinding light!
Bloated ooze resists the blinding light!
Xarin the corrupted protoplasmic controller resists the blinding light!
Del's solar fury subsides.
Xarin the corrupted protoplasmic controller shares damage with his oozes!
Del hits Xarin the corrupted protoplasmic controller for (25 flat reduction), 117 light (118 total damage).
Del casts Rune: Blink.
Del casts Mark of Light.
Xarin the corrupted protoplasmic controller is marked by light!
Del uses Assault.
Del misses Xarin the corrupted protoplasmic controller.
Xarin the corrupted protoplasmic controller throws two quick punches.
Xarin the corrupted protoplasmic controller hits Del for 255 physical damage.
Del the level 30 shalore sun paladin was sliced to death by Xarin the corrupted protoplasmic controller on level 1 of The Godfeaster.