Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Items Vault 1.7.6Donators/Buyers bonus! Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Sun Paladin (Avatar of a Distant Sun) |
Level / Exp | 28 / 54% |
Size | medium |
Lifes / Deaths | Killed by Josephine at level 11 on the 1st Summertide 122nd year of Ascendancy at 18:29 0 / 7Killed by Gekira the fire drake at level 19 on the 58th Haze 122nd year of Ascendancy at 10:00 Killed by Mayorin the dremling at level 21 on the 75th Haze 122nd year of Ascendancy at 21:45 Killed by Xerulrawe the chitinous spider at level 22 on the 4th Allure 123rd year of Ascendancy at 20:21 Killed by ritch flamespitter at level 27 on the 12nd Regrowth 123rd year of Ascendancy at 18:49 Killed by Mayavena the elven blood mage at level 28 on the 22nd Regrowth 123rd year of Ascendancy at 22:22 Killed by Ivima the elven mage at level 28 on the 23rd Regrowth 123rd year of Ascendancy at 03:38 |
Primary Stats
Strength | 53 (base 48) |
Dexterity | 13 (base 10) |
Constitution | 19 (base 10) |
Magic | 74 (base 60) |
Willpower | 20 (base 10) |
Cunning | 32 (base 18) |
Resources
Life | -188/623 |
Positive | 22/131 |
Stamina | 164/206 |
Healing Factor | 1.2291723257555 |
Regeneration | 2.7656377329499 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 9 |
See Stealth | 12 |
See Invisible | 7 |
Offense: Mainhand
Damage | 122 |
Accuracy | 43 |
Crit Chance | 28% |
APR | 8 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 48 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Blight | +25% |
Arcane | +3% |
Mind | +3% |
All | 0% |
Lightning | +6% |
Light | +15% |
Temporal | +7% |
Physical | 0% |
Darkness | +6% |
Nature | +22% |
Offense: Damage Penetration
Darkness | +13% |
Light | +25% |
Physical | +18% |
Arcane | +23% |
Mind | +18% |
All | +8% |
Defense: Base
Armour (hardiness) | 42.08934837382 (81.151787968034%) |
Defense | 31 |
Ranged Defense | 35 |
Fatigue | 36 |
Physical Save | 28 |
Spell Save | 34 |
Mental Save | 23 |
Defense: Resistances
Acid | + 43%( 70%) |
Blight | + 54%( 70%) |
Arcane | + 9%( 70%) |
Cold | + 41%( 70%) |
All | 0%( 70%) |
Physical | + 6%( 70%) |
Lightning | + 18%( 70%) |
Light | + 27%( 70%) |
Temporal | + 12%( 70%) |
Mind | + 6%( 70%) |
Darkness | + 64%( 70%) |
Fire | + 17%( 70%) |
Nature | + 42%( 70%) |
Defense: Immunities
Disarm Resistance | 93% |
Bleed Resistance | 20% |
Confusion Resistance | 36% |
Stun Resistance | 49% |
Knockback Resistance | 22% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 338 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 347 damage for 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 618% 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 Strength stat. |
Class Talents
Celestial / Crusader | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 4/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Two-handed assault | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Radiance | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Celestial / Light | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
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 abandoned injured seer, to death. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed wretchling eyeball. * '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 the savior. He has given you some notes on the ingredients: * '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.' * '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 bloated horror heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed green worm. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
On feet | Willowquell the pair of hardened leather boots (0 def, 9 armour) Willowquell the pair of hardened leather boots (0 def, 9 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +9 Cun dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +9% nature Res.pen +10% mind ----- def ----- Armour +9 Resists +10% acid +11% fire +10% lightning +8% cold ---------- misc Equi/ret +0.20 Max.psi +20.00 A pair of boots made of leather. |
Light source | Brodibers the Shimmerglory Brodibers the Shimmerglory1.0 T3 lite [Random Unique] Master While equipped: dps ---------- Dmg.mod +6% lightning +18% blight Res.pen +8% all Apr +5 ----- def ----- Blind- +23% Confus- +16% ---------- misc Light +12 See.Stealth +12 See.Invis +7 Track: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | hardened leather cap 'Isloriassra' (0 def, 6 armour) hardened leather cap 'Isloriassra' (0 def, 6 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +3% mind ----- def ----- Armour +6 Fatigue +3% Resists +3% lightning +9% darkness +3% nature Die.at -60.00 life Cut- +20% Confus- +20% ---------- misc Max.psi +40.00 Infravis +3 A cap made of leather. |
On hands | Ebonypyre (0 def, 3 armour) Ebonypyre (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: dps ---------- Melee+ 11 blight 13 temporal Ranged+ 13 temporal Dmg.mod +7% blight +7% temporal +6% darkness Res.pen +5% darkness Acc +9 (+3 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +9% blight +12% temporal +15% darkness Phys.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Disarm- +27% 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. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 7 turns) 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. |
On fingers | The Black Ring The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% ----- def ----- Spell.save +7 (+4 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
On fingers | Isluyatta Isluyatta0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Cun +4 Con dps ---------- Dmg.mod +10% nature Res.pen +10% physical Acc +5 (+1 eff.) ----- def ----- Defense +6 (+3 eff.) Resists +20% nature Phys.save +3 (+2 eff.) HP.reg +2.00 Stun/Frz- +28% Rings make your fingers look great! |
Around neck | The Black Core The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
In main hand | Blindterror (71-106 power, 3 apr) Blindterror (71-106 power, 3 apr)5.0 T4 greatmaul 2H weapon [Random Unique] Master Power 71.0 - 106.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +12 fire On Hit.r1 +12 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% Dmg.mod +12% light Acc +13 (+4 eff.) Melee Ret 4 light ----- def ----- Defense +9 (+5 eff.) Resists +3% light Disarm- +42% Massive two-handed mauls. |
Around waist | Girdle of the Calm Waters Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
In off hand | Black Mesh (8 def, 2 armour, 40-48 power, 120 block) Black Mesh (8 def, 2 armour, 40-48 power, 120 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 40.0 - 48.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +120 While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Cloak | cashmere cloak 'Uluregolar' (2 def, 0 armour) cashmere cloak 'Uluregolar' (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +5 Str +3 Dex +4 Mag +2 Wil +5 Con dps ---------- Spell.crit +6% Res.pen +15% arcane ----- def ----- Defense +2 (+1 eff.) Resists +5% arcane +6% mind Spell.save +9 (+5 eff.) ---------- misc Stam/turn +0.70 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Zerosarain the Growwilder (0 def, 11 armour) Zerosarain the Growwilder (0 def, 11 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% nature +3% arcane On Hit (Melee): * 20% chance to slow global speed by 45% ----- def ----- Armour +11 Fatigue +22% Resists +34% acid +6% physical +6% lightning +7% fire +5% arcane +14% cold Disarm- +24% Stun/Frz- +21% Knockbk- +22% ---------- misc Breathe water Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
healing infusion of the wizard (heal 198; cd 15) healing infusion of the wizard (heal 198; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 198 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 622%; cd 17) movement infusion of the wizard (speed 622%; cd 17)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 622% 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. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 239; 13 cd) regeneration infusion of the sneak (heal 239; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 239 life over 5 turns. Its effects scale with your Cunning 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 |
regeneration infusion of the wizard (heal 338; 14 cd) regeneration infusion of the wizard (heal 338; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 338 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the warrior (res 28%; mental; dur 4; cd 12) wild infusion of the warrior (res 28%; mental; dur 4; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; darkness, physical, light, mind) Prismatic Rune (6 turns; darkness, physical, light, mind)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: 5 darkness, 4 physical, 3 light, 5 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Starravage the copper amulet Starravage the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Melee Ret 2 light ----- def ----- Resists +5% physical Mind.save +3 (+2 eff.) Pinning- +20% ---------- misc Stam/turn +0.30 Light +1 Amulets make your neck look great! |
steel amulet 'Tundragrit' steel amulet 'Tundragrit'0.1 T2 amulet jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +6% cold +12% temporal Melee Ret 8 temporal ----- def ----- Resists +6% cold Mind.save +8 (+4 eff.) Confus- +14% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +2 Amulets make your neck look great! |
Shimmervengeance Shimmervengeance0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Str dps ---------- Phys.crit +3.0% Phys.pwr +11 (+4 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +9% physical Res.pen +10% lightning Rings make your fingers look great! |
rogue's copper ring of nature (+20%) rogue's copper ring of nature (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% nature ----- def ----- Defense +6 (+3 eff.) Resists +20% nature Rings make your fingers look great! |
Emuwe the steel ring Emuwe the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Str dps ---------- Phys.pwr +9 (+3 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +8 (+4 eff.) Res.pen +10% arcane Acc +14 (+4 eff.) Apr +9 ----- def ----- Defense +9 (+5 eff.) Silence- +23% ---------- misc Mana/turn +0.13 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 83% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel ring 'Deepsbrace' steel ring 'Deepsbrace'0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +20 (+6 eff.) Mind.pwr +6 (+3 eff.) Dmg.mod +3% darkness ----- def ----- Phys.save +8 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +8 (+4 eff.) Max.HP +20.00 Disarm- +25% Pinning- +22% Knockbk- +22% Rings make your fingers look great! |
steel ring 'Gilegas' steel ring 'Gilegas'0.1 T2 ring jewelry [Random Unique] Nature While equipped: Stats +3 Mag +4 Con dps ---------- Mind.crit +2% Dmg.mod +13% cold +10% nature +3% mind Phasing +10% ----- def ----- Resists +20% nature +26% cold Phys.save +8 (+4 eff.) Rings make your fingers look great! |
Nyroddastir the stralite ring Nyroddastir the stralite ring0.1 T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Str +6 Cun +14 Con dps ---------- Phys.pwr +8 (+3 eff.) Melee+ 19 physical Ranged+ 24 physical On Hit (Melee): * 14% chance to reduce all saves and defense by 19 On Hit (Ranged): * 15% chance to reduce all saves and defense by 19 ----- def ----- Resists +9% acid +2% physical +3% blight Phys.save +12 (+6 eff.) Silence- +20% Teleport- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Hate/m.crit +3.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
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. |
truestriking stralite battleaxe (43-65 power, 3 apr) truestriking stralite battleaxe (43-65 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Master Power 43.5 - 65.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% While equipped: dps ---------- Res.pen +12% physical Acc +13 (+4 eff.) Apr +13 Massive two-handed battleaxes. |
iron greatsword (13-20 power, 1 apr) iron greatsword (13-20 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 13.0 - 20.8 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. |
balanced steel greatsword of erosion (24-38 power, 2 apr) balanced steel greatsword of erosion (24-38 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Nature/Master Power 24.0 - 38.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +30% Massive two-handed swords. |
Genocide (42-67 power, 4 apr) Genocide (42-67 power, 4 apr)3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Radiancepower the dwarven-steel greatsword (46-73 power, 2 apr) Radiancepower the dwarven-steel greatsword (46-73 power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Arcane/Master/Psionic Power 46.0 - 73.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +19 mind On Hit.r1 +16 light +8 acid On Hit: * 24% chance to reduce all saves and defense by 19 On Crit: * Splash the target with acid dealing 138 damage over 5 turns and reducing armor and accuracy by 18 While equipped: Stats +5 Cun +5 Wil dps ---------- Melee Ret 8 acid Massive two-handed swords. |
Rhohad the Wildblast (36-57 power, 2 apr) Rhohad the Wildblast (36-57 power, 2 apr)3.0 T3 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 +3.5% Atk.spd 100% Melee+ +8 light On Hit: * Create an explosion dealing 83 lightning damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 138 damage over 5 turns and reducing armor and accuracy by 18 While equipped: dps ---------- Phys.crit +16.0% Dmg.mod +23% lightning +6% nature Res.pen +7% lightning +10% light ----- def ----- Resists +9% nature Massive two-handed swords. |
voratun greatsword 'Gyrodan' (76-121 power, 4 apr) voratun greatsword 'Gyrodan' (76-121 power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Nature/Master Power 76.0 - 121.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +48 acid +75 fire +34 nature While equipped: Stats +4 Dex dps ---------- All.spd +7% Dmg.mod +9% physical Res.pen +21% acid +24% fire +30% nature Acc +5 (+1 eff.) Apr +20 ----- def ----- Resists +1% physical Disease- +15% ---------- misc Psi/ret +0.16 Massive two-handed swords. It was changed by the digestive sack. |
Corpathus (40-56 power, 12 apr) Corpathus (40-56 power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +4.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
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. |
Shantiz the Stormblade (15-19 power, 20 apr) Shantiz the Stormblade (15-19 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Swordbreaker (25-32 power, 20 apr) Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+8 eff.) Phys.save +15 (+8 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Elenasachik Elenasachik1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +6 Lck ----- def ----- Resists +9% lightning +6% cold +3% darkness Crit.chn- 5.00% Stealth +5 Die.at -60.00 life ---------- misc T.Disarm +5 Infravis +4 A belt that goes around your waist. |
rough leather belt 'Lisuldana' rough leather belt 'Lisuldana'1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Phys.crit +3.0% Phys.pwr +3 (+1 eff.) ----- def ----- Phys.save +3 (+2 eff.) Spell.save +5 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Emeluyama the linen cloak (1 def, 0 armour) Emeluyama the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +9% blight +3% cold +3% darkness +6% acid 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. |
Vorekira the linen cloak (1 def, 0 armour) Vorekira the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +12% fire Spell.save +6 (+3 eff.) Mind.save +11 (+6 eff.) ---------- misc Max.hate +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Urohell the pair of rough leather boots (0 def, 1 armour) Urohell the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +2 Wil +5 Con ----- def ----- Armour +1 HP.reg +1.00 Heal.mod +11% ---------- misc Max.hate +2.00 A pair of boots made of leather. |
Zorofang the pair of rough leather boots (0 def, 1 armour) Zorofang the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Con dps ---------- Crit.mult +10.00% Acc +10 (+3 eff.) ----- def ----- Armour +1 Fatigue -5% Phys.save +8 (+4 eff.) ---------- misc Max.enc +21 A pair of boots made of leather. |
miner's pair of rough leather boots (0 def, 2 armour) miner's pair of rough leather boots (0 def, 2 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +2 ---------- misc Infravis +1 A pair of boots made of leather. |
Lorohek (0 def, 3 armour) Lorohek (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.pwr +20 (+7 eff.) ----- def ----- Armour +3 Fatigue -3% Resists +1% physical Phys.save +6 (+3 eff.) ---------- misc Max.enc +23 Stam/turn +1.00 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves of strength (+3) (0 def, 1 armour) rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +1 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. |
Eligalle the hardened leather gloves (0 def, 2 armour) Eligalle the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane While equipped: Stats +7 Mag +5 Wil dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 5 arcane 8 light Dmg.mod +9% arcane +6% light ----- def ----- Armour +2 Resists +5% arcane +6% light Max.HP +40.00 Disease- +20% Confus- +10% 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. |
Manulechik the rough leather cap (15 def, 7 armour) Manulechik the rough leather cap (15 def, 7 armour)2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +7 Defense +15 (+8 eff.) Fatigue +1% Resists +10% light +10% darkness Phys.save +3 (+2 eff.) Mind.save +3 (+2 eff.) A cap made of leather. |
grounding rough leather cap of dexterity (+2) (0 def, 1 armour) grounding rough leather cap of dexterity (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% temporal A cap made of leather. |
iron helm 'Armurin' (0 def, 3 armour) iron helm 'Armurin' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Cun +1 Con ----- def ----- Armour +3 Fatigue +5% Resists +6% cold Phys.save +9 (+5 eff.) Spell.save +3 (+2 eff.) Teleport- +20% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Torudunarim' (15 def, 3 armour) iron helm 'Torudunarim' (15 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Dmg.mod +3% mind Apr +5 ----- def ----- Armour +3 Defense +15 (+8 eff.) Fatigue +5% Resists +3% light +3% lightning Poison- +20% Confus- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate 7 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. |
4 spinel 4 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. |
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. |
6 citrine 6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 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. |
2 topaz 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
4 amethyst 4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald 3 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. |
garnet 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. |
473 alchemist agate 473 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.(69 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
iron pickaxe of endurance (dig speed 37 turns) iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Achievements
By Josephine the Cornac Sun Paladin level 21
2nd Allure 123rd year of Ascendancy at 02:45 see stats
By Josephine the Cornac Sun Paladin level 18
39th Haze 122nd year of Ascendancy at 09:18 see stats
By Josephine the Cornac Sun Paladin level 23
10th Allure 123rd year of Ascendancy at 11:37 see stats
By Josephine the Cornac Sun Paladin level 10
4th Mirth 122nd year of Ascendancy at 13:34 see stats
By Josephine the Cornac Sun Paladin level 20
69th Haze 122nd year of Ascendancy at 13:44 see stats
By Josephine the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 22:06 see stats
By Josephine the Cornac Sun Paladin level 26
10th Regrowth 123rd year of Ascendancy at 05:20 see stats
By Josephine the Cornac Sun Paladin level 27
12nd Regrowth 123rd year of Ascendancy at 17:07 see stats
By Josephine the Cornac Sun Paladin level 6
78th Pyre 122nd year of Ascendancy at 18:34 see stats
By Josephine the Cornac Sun Paladin level 10
9th Mirth 122nd year of Ascendancy at 11:01 see stats
By Josephine the Cornac Sun Paladin level 23
9th Allure 123rd year of Ascendancy at 22:18 see stats
By Josephine the Cornac Sun Paladin level 17
12nd Haze 122nd year of Ascendancy at 01:12 see stats
Log
Elven guard shrugs off the effect 'Dazed'!
Silumira the elven cultist shrugs off the effect 'Blinded'!
Josephine damages herself through Martyrdom!
Josephine HEALS from light damage!
Ivima the elven mage hits Josephine for 2 light damage.
Searing Sight hits Elven guard for 24 light damage.
Searing Sight hits Ivima the elven mage for 24 light damage.
Searing Sight hits Getira the elven tempest for 22 light damage.
Searing Sight hits Silumira the elven cultist for 24 light damage.
Silumira the elven cultist's Soul Rot hits Josephine for 108 blight damage.
Weakness Disease from Silumira the elven cultist hits Josephine for 17 blight damage.
Silumira the elven cultist hits Josephine for 2 light damage.
Getira the elven tempest hits Josephine for 2 light damage.
Elven guard hits Josephine for 2 light damage.
Getira the elven tempest casts Spatial Tether.
Josephine has been tethered!
Silumira the elven cultist slows down.
Josephine starts to bleed.
Josephine damages herself through Martyrdom!
Josephine HEALS from light damage!
Getira the elven tempest damages himself through Martyrdom!
Getira the elven tempest hits Josephine for 1 light damage.
Thunderstorm hits Josephine for 54 lightning damage.
Ivima the elven mage's Earthen Missiles hits Josephine for 75 physical, 12 physical (88 total damage).
Ivima the elven mage's Earthen Missiles hits Josephine for 75 physical, 12 physical (88 total damage).
Ivima the elven mage's Earthen Missiles hits Josephine for 75 physical damage.
Lightburn from Josephine hits Getira the elven tempest for 11 light damage.
Josephine hits Getira the elven tempest for 2 light, 1 lightning (4 total damage).
Getira the elven tempest receives 73 healing from Temporal Restoration Field.
Josephine the level 28 cornac sun paladin was torn limb from limb to death by Ivima the elven mage on level 2 of Dark crypt.