Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Items Vault 1.7.0Donators/Buyers bonus! Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Shalore |
Class | Sun Paladin |
Level / Exp | 23 / 80% |
Size | medium |
Lifes / Deaths | Killed by Lady Zoisla the Tidebringer at level 4 on the 79th Pyre 122nd year of Ascendancy at 01:18 0 / 6Killed by Lisinor the bandit at level 21 on the 14th Haze 122nd year of Ascendancy at 11:37 Killed by Ce'Noyavena the poison ivy at level 21 on the 15th Haze 122nd year of Ascendancy at 22:14 Killed by Islisemira the cold drake at level 22 on the 32nd Haze 122nd year of Ascendancy at 09:49 Killed by Islisemira the cold drake at level 22 on the 32nd Haze 122nd year of Ascendancy at 11:00 Killed by Velorilrath the yellow jelly at level 23 on the 54th Haze 122nd year of Ascendancy at 05:42 |
Primary Stats
Strength | 49 (base 45) |
Dexterity | 25 (base 10) |
Constitution | 14 (base 10) |
Magic | 67 (base 53) |
Willpower | 32 (base 10) |
Cunning | 30 (base 10) |
Resources
Life | -954/481 |
Positive | 52/116 |
Stamina | 162/221 |
Healing Factor | 1.2972895330003 |
Regeneration | 10.702638647252 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +36% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 1 |
See Stealth | 8 |
See Invisible | 7 |
Offense: Mainhand
Damage | 88 |
Accuracy | 54 |
Crit Chance | 32% |
APR | 47 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +9% |
Light | +15% |
Nature | +6% |
Darkness | +17% |
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Physical | +10% |
Darkness | +19% |
Light | +17% |
Mind | +5% |
Blight | +20% |
Arcane | +15% |
Cold | +25% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 48.413408721348 (65.897138898113%) |
Defense | 38 |
Ranged Defense | 38 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 31 |
Mental Save | 30 |
Defense: Resistances
Lightning | + 6%( 70%) |
Acid | + 8%( 70%) |
Light | + 27%( 70%) |
Darkness | + 26%( 70%) |
Cold | + 6%( 70%) |
Physical | + 10%( 70%) |
Fire | + 6%( 70%) |
All | + 3%( 70%) |
Defense: Immunities
Stun Resistance | 23% |
Teleport Resistance | 20% |
Disarm Resistance | 30% |
Instadeath Resistance | 100% |
Blind Resistance | 43% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -454 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1808 life, 27 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 290 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 435 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Celestial / Crusader | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 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 |
| 2/5 |
Technique / Two-handed assault | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed ice ant stinger. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' 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 chunk of ghoul flesh. * You've found the needed green worm. * You've found the needed orc heart. | 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 |
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 | Emelesenne (1 def, 3 armour) Emelesenne (1 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +1 Dex dps ---------- Phys.crit +5.0% Phys.pwr +4 (+1 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +15 (+5 eff.) Res.pen +5% mind Apr +5 ----- def ----- Armour +3 Defense +1 (+0 eff.) ---------- misc Max.hate +8.00 A pair of boots made of leather. |
Light source | Starserpent Starserpent2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +15 (+5 eff.) Melee Ret 4 light ----- def ----- Armour +8 Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +8 See.Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Ulakalthobar the hardened leather cap (0 def, 11 armour) Ulakalthobar the hardened leather cap (0 def, 11 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Str +5 Wil dps ---------- Phys.pwr +8 (+3 eff.) On Hit (Melee): * 20% chance to reduce armor by 34% ----- def ----- Armour +11 Fatigue +3% Resists +3% lightning +8% physical Phys.save +17 (+8 eff.) Disease- +20% Teleport- +20% A cap made of leather. |
Tool | soothing ash wand of lightning storm [power 182] (15 cooldown) soothing ash wand of lightning storm [power 182] (15 cooldown)2.0 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 39 lightning damage and will be dazed for 1 turn (198 total damage) Puts all charms on 15 cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | gold ring 'Umbrarigor' gold ring 'Umbrarigor'0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+3 eff.) Res.pen +20% blight Acc +19 (+5 eff.) Apr +17 Melee Ret 2 blight ----- def ----- Defense +19 (+7 eff.) Resists +9% darkness 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 4 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 143% 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! |
On fingers | Wheel of Fate Wheel of Fate0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +1 Str +5 Mag +5 Wil +4 Con dps ---------- Spell.pwr +6 (+2 eff.) Mov.spd +11% Dmg.mod +9% light Acc +6 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) HP.reg +2.00 Stun/Frz- +23% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown Activation is instant. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around waist | Hailnigh Hailnigh1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Cun +4 Dex dps ---------- Phys.crit +8.0% Mind.crit +8% Dmg.mod +3% light +6% cold Res.pen +25% cold On Hit (Melee): * 20% chance to reduce armor by 34% ----- def ----- Resists +6% acid +3% cold A belt that goes around your waist. |
In main hand | Sulfurstriker the steel greatsword (33-53 power, 2 apr) Sulfurstriker the steel greatsword (33-53 power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Master Power 33.5 - 53.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 83 damage While equipped: dps ---------- Dmg.mod +6% nature Res.pen +10% physical +15% arcane +10% nature Acc +10 (+3 eff.) Apr +9 Massive two-handed swords. |
On hands | Arolechak the Skywaker (0 def, 2 armour) Arolechak the Skywaker (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Master/Psionic While equipped: Stats +9 Cun +9 Dex dps ---------- Dmg.mod +9% lightning Acc +21 (+6 eff.) Apr +14 ----- def ----- Armour +2 Resists +3% fire Phys.save +7 (+3 eff.) Spell.save +9 (+5 eff.) Mind.save +7 (+3 eff.) Disarm- +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | dwarven-steel mail armour 'Arebers' (3 def, 18 armour) dwarven-steel mail armour 'Arebers' (3 def, 18 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Cun dps ---------- Mind.pwr +10 (+4 eff.) On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +18 Defense +3 (+1 eff.) Fatigue +12% Mind.save +6 (+3 eff.) Max.HP +64.00 HP.reg +6.00 Heal.mod +26% ---------- misc Hate/m.crit +2.00 A suit of armour made of mail. |
Cloak | cashmere cloak 'Duathelradiance' (2 def, 0 armour) cashmere cloak 'Duathelradiance' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Mag +4 Wil +2 Cun dps ---------- Dmg.mod +17% darkness Res.pen +19% darkness On Hit (Melee): * 20% chance to slow global speed by 52% ----- def ----- Defense +2 (+1 eff.) Resists +15% darkness Stealth +14 ---------- 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. |
Around neck | Feathersteel Amulet Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 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. |
Inventory
healing infusion of the wizard (heal 175; cd 15) healing infusion of the wizard (heal 175; 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 175 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. |
heroism infusion of the warrior (die at -335; dur 6; cd 33) heroism infusion of the warrior (die at -335; dur 6; cd 33)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 33 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -335 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1336 life, 23 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the wizard (speed 655%; cd 8) movement infusion of the wizard (speed 655%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 655% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 254; 14 cd) regeneration infusion of the warrior (heal 254; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 254 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 268; dur 4; cd 18) shielding rune of the duelist (absorb 268; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 268 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Spiderpall the copper amulet Spiderpall the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex +1 Mag +1 Cun +1 Con ----- def ----- Resists +11% lightning Stun/Frz- +22% Amulets make your neck look great! |
Sootstreak Sootstreak0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +3 Cun +4 Con +7 Lck dps ---------- Phys.pwr +15 (+5 eff.) Mov.spd +10% Dmg.mod +3% darkness Acc +9 (+3 eff.) ----- def ----- Defense +7 (+3 eff.) Fatigue -5% Resists +11% mind Unseen.red 11% Die.at -60.00 life HP.reg +1.00 Confus- +21% ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
Emelle the gold amulet Emelle the gold amulet0.1 T3 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +2 Mag +6 Wil +7 Lck dps ---------- S.pwr/crit +4 Dmg.mod +6% acid Acc +8 (+2 eff.) Melee Ret 4 acid 2 arcane ----- def ----- Defense +8 (+3 eff.) Resists +6% acid Unseen.red 13% ---------- misc Mana/turn +0.19 Max.mana +26.00 Amulets make your neck look great! |
Iserin Iserin0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +4 Con dps ---------- Spell.crit +1% ----- def ----- Resists +6% mind Mind.save +6 (+3 eff.) Confus- +21% ---------- misc Mana/s.crit +2.00 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! |
Bleakmistress Bleakmistress0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +9 (+3 eff.) Mov.spd +17% Dmg.mod +3% darkness +3% blight Acc +10 (+3 eff.) On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 24 * 10% chance to reduce damage dealt by 21% ----- def ----- Defense +9 (+3 eff.) Resists +3% blight +9% darkness Blind- +28% ---------- misc Infravis +5 See.Stealth +12 See.Invis +17 Blinding Speed: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 10 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Chartouch the iron greatsword (22-36 power, 1 apr) Chartouch the iron greatsword (22-36 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Master Power 22.5 - 36.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +16 fire On Hit.r1 +4 fire While equipped: ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Hate/m.crit +2.00 Massive two-handed swords. |
flaming iron greatsword of massacre (27-43 power, 1 apr) flaming iron greatsword of massacre (27-43 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane/Master Power 27.0 - 43.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Hit.r1 +7 fire Massive two-handed swords. |
Gleambraid (38-61 power, 2 apr) Gleambraid (38-61 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Master Power 38.5 - 61.6 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: * 10% chance to reduce damage dealt by 21% On Crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +7 (+2 eff.) Dmg.mod +12% light +3% nature Res.pen +5% darkness +15% nature ---------- misc Light +1 Massive two-handed swords. |
iron mace (13-18 power, 2 apr) iron mace (13-18 power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 13.5 - 18.9 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. |
Star (10-13 power, 0 apr) Star (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Str, 20% Dex Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Kinetic Focus (6-6 power, 18 apr, physical damage) Kinetic Focus (6-6 power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+3 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block) Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Blastrazor (0 def, 4 armour, 14-17 power, 41 block) Blastrazor (0 def, 4 armour, 14-17 power, 41 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Arcane/Nature/Master When used to Attack: Power 14.5 - 17.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +41 On Crit.r2 +13 light +14 fire While equipped: dps ---------- Melee+ 11 lightning Dmg.mod +6% lightning +9% temporal Res.pen +10% temporal On shield block: * Deals 124 light and fire damage to each enemy blocked Melee Ret 5 lightning ----- def ----- Armour +4 Fatigue +8% Resists +6% light +25% fire ---------- misc Talents +1 Block Handheld deflection devices. |
Dairethel the steel shield (0 def, 4 armour, 14-16 power, 39.5 block) Dairethel the steel shield (0 def, 4 armour, 14-16 power, 39.5 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Arcane/Nature/Psionic When used to Attack: Power 14.0 - 16.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.0% Block +39 Melee+ +12 acid +8 physical While equipped: Stats +2 Con dps ---------- Phys.crit +2.0% On Hit (Melee): * 8% chance to reduce all saves and defense by 25 On Melee Ret: * 11% chance to reduce armor by 34% * 13% chance to reduce all saves and defense by 25 ----- def ----- Armour +4 Fatigue +8% Resists +12% acid Max.HP +40.00 ---------- misc Talents +1 Block Handheld deflection devices. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+4 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Layomina the Cleansethorn (0 def, 9 armour) Layomina the Cleansethorn (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Psionic While equipped: dps ---------- Melee Ret 2 nature ----- def ----- Armour +9 Fatigue +22% Resists +3% nature +6% darkness +6% mind Mind.save +15 (+7 eff.) Max.HP +51.00 HP.reg +5.00 Heal.mod +23% A suit of armour made of metal plates. |
steel plate armour 'Tempesttrial' (0 def, 13 armour) steel plate armour 'Tempesttrial' (0 def, 13 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: dps ---------- Res.pen +15% lightning Melee Ret 2 lightning ----- def ----- Armour +13 Fatigue +22% Resists +11% acid +12% cold +18% lightning ---------- misc Light +1 Breathe water A suit of armour made of metal plates. |
Barkgash Barkgash1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +8 Cun +3 Con +6 Lck dps ---------- On Hit (Melee): * 20% chance to slow global speed by 52% ----- def ----- Resists +6% nature Stealth +6 ---------- misc T.Disarm +9 Infravis +4 A belt that goes around your 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. |
hardened leather belt 'Breguran' hardened leather belt 'Breguran'1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +4 Cun +6 Lck dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Resists +6% light +13% darkness Spell.save +5 (+3 eff.) Stealth +7 Heal.mod +5% Blind- +10% Silence- +10% ---------- misc T.Disarm +5 Infravis +4 Size +1 A belt that goes around your waist. |
Alynik the linen cloak (1 def, 0 armour) Alynik the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Mag +1 Wil +4 Con dps ---------- Crit.mult +15.00% ----- def ----- Defense +1 (+0 eff.) Resists +3% fire Max.HP +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak (1 def, 5 armour) thick linen cloak (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Poradheba the pair of rough leather boots (0 def, 1 armour) Poradheba the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +7 Str +1 Mag +4 Con dps ---------- Dmg.mod +9% acid +5% physical Melee Ret 2 acid ----- def ----- Armour +1 Resists +3% light +3% darkness ---------- misc Size +1 A pair of boots made of leather. |
pair of rough leather boots (0 def, 1 armour) pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. |
Dourrip the pair of iron boots (0 def, 5 armour) Dourrip the pair of iron boots (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Armour +5 Fatigue +2% Crit.chn- 5.00% HP.reg +4.00 ---------- misc Stam/turn +1.00 Infravis +1 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 'Polonn' (0 def, 7 armour) pair of iron boots 'Polonn' (0 def, 7 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% temporal ----- def ----- Armour +7 Fatigue +2% Resists +3% temporal +6% cold +15% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blighted iron gauntlets (0 def, 1 armour) blighted iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Melee+ 5 blight Dmg.mod +3% blight ----- def ----- Armour +1 Fatigue +1% Resists +5% blight 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. |
iron gauntlets 'Lelakaltholin' (0 def, 1 armour) iron gauntlets 'Lelakaltholin' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Spell.crit +1% Melee+ 6 blight Dmg.mod +3% blight ----- def ----- Armour +1 Fatigue +1% Resists +6% blight +9% nature Mind.save +3 (+1 eff.) Max.HP +20.00 Heal.mod +5% Knockbk- +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. |
Scumvault the rough leather cap (0 def, 1 armour) Scumvault the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 52% ----- def ----- Armour +1 Fatigue +1% Resists +3% mind Phys.save +11 (+5 eff.) Mind.save +3 (+1 eff.) A cap made of leather. |
insulating iron helm of strength (+3) (0 def, 3 armour) insulating 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% Resists +6% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Tempestspike' (0 def, 3 armour) iron helm 'Tempestspike' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +3 Dex dps ---------- Dmg.mod +6% lightning Res.pen +15% mind Acc +5 (+2 eff.) Melee Ret 2 physical ----- 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 (+6 eff.) Spell.save +12 (+6 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. |
Ulyrand the dwarven-steel helm (0 def, 4 armour) Ulyrand the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Mag +2 Wil +1 Cun +4 Con dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Armour +4 Fatigue +4% Resists +5% fire +8% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Xanulethra' (0 def, 4 armour) dwarven-steel helm 'Xanulethra' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce armor by 34% ----- def ----- Armour +4 Fatigue +4% Resists +3% blight Phys.save +15 (+7 eff.) HP.reg +2.00 Poison- +10% Teleport- +20% 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. |
6 spinel 6 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. |
7 ametrine 7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 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. |
2 aquamarine 2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
amethyst amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 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. |
emerald 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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
114 alchemist agate 114 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.(86 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. |
scorching brass lantern scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 12 fire ----- def ----- Resists +5% fire ---------- 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. |
Salutta Salutta1.0 T3 lite [Rare] Arcane While equipped: Stats +1 Dex dps ---------- Dmg.mod +5% light +3% acid ----- def ----- Resists +6% acid +3% temporal +9% darkness +9% mind Affinity +5% light HP.reg +4.00 Knockbk- +10% ---------- misc Light +5 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 146.04 light damage. At talent level 3 you gain 24% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 39 turns) iron pickaxe of endurance (dig speed 39 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% 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. |
Telekinetic Core Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+6 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 54 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
ash totem of healing 'Alaharadas' [power 176] (15 cooldown) ash totem of healing 'Alaharadas' [power 176] (15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +1 Dex dps ---------- On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Del the Shalore Sun Paladin level 12
20th Dusk 122nd year of Ascendancy at 14:24 see stats
By Del the Shalore Sun Paladin level 22
30th Haze 122nd year of Ascendancy at 04:41 see stats
By Del the Shalore Sun Paladin level 10
6th Mirth 122nd year of Ascendancy at 10:38 see stats
By Del the Shalore Sun Paladin level 20
55th Dusk 122nd year of Ascendancy at 02:12 see stats
By Del the Shalore Sun Paladin level 4
79th Pyre 122nd year of Ascendancy at 00:01 see stats
By Del the Shalore Sun Paladin level 12
25th Dusk 122nd year of Ascendancy at 17:19 see stats
By Del the Shalore Sun Paladin level 6
79th Pyre 122nd year of Ascendancy at 21:49 see stats
By Del the Shalore Sun Paladin level 10
4th Flare 122nd year of Ascendancy at 02:34 see stats
By Del the Shalore Sun Paladin level 17
39th Dusk 122nd year of Ascendancy at 06:17 see stats
Log
Talent Track is ready to use.
Talent Barrier is ready to use.
Velorilrath the yellow jelly damages himself through Martyrdom!
Melee retaliation hits Velorilrath the yellow jelly for 14 light, 0 blight, 14 light, 0 blight (30 total damage).
Del hits Velorilrath the yellow jelly for 23 lightning, 0 lightning, 1 lightning, 0 lightning, 2 lightning (28 total damage).
Bleeding from Velorilrath the yellow jelly hits Del for 48 lightning damage.
Velorilrath the yellow jelly hits Del for 577 lightning, 13 lightning, 26 lightning, 20 lightning (638 total damage).
LIFE LOST WARNING!
Velorilrath the yellow jelly's devouring flames area effect drains life from Del!
Velorilrath the yellow jelly damages himself through Martyrdom!
Del hits Velorilrath the yellow jelly for 1 lightning, 3 healing (1 total damage) [4 healing].
Velorilrath the yellow jelly's devouring flames area effect hits Del for 28 lightning damage.
The unstable sand tunnel collapses!
Velorilrath the yellow jelly breathes acid!
Del is disarmed!
Del seems more focused.
Velorilrath the yellow jelly damages himself through Martyrdom!
Del hits Velorilrath the yellow jelly for 6 lightning, 2 lightning (9 total damage).
Bleeding from Velorilrath the yellow jelly hits Del for 48 lightning damage.
Velorilrath the yellow jelly hits Del for 157 lightning damage.
Velorilrath the yellow jelly's devouring flames area effect drains life from Del!
Velorilrath the yellow jelly damages himself through Martyrdom!
Del hits Velorilrath the yellow jelly for 1 lightning, 3 healing (1 total damage) [4 healing].
Velorilrath the yellow jelly's devouring flames area effect hits Del for 28 lightning damage.
Velorilrath the yellow jelly's light is back.
Velorilrath the yellow jelly is no longer influenced by martyrdom.
Velorilrath the yellow jelly spits acid!
Velorilrath the yellow jelly hits Del for 149 lightning damage.
Del the level 23 shalore sun paladin was volted to death by Velorilrath the yellow jelly on level 4 of Sandworm lair.