











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Better Item Description 1.7.2This 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 Possessor Bonus Class 1.7.0Donators/Buyers bonus! Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Items Vault 1.7.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Cornac |
Class | Sun Paladin |
Level / Exp | 46 / 93% |
Size | medium |
Lifes / Deaths | Killed by naga nereid at level 3 on the 76th Pyre 122nd year of Ascendancy at 05:01 / 10Killed by Lbtetim the halfling at level 13 on the 14th Dusk 122nd year of Ascendancy at 14:22 Killed by venom drake hatchling at level 21 on the 37th Regrowth 123rd year of Ascendancy at 08:40 Killed by Lashing Tentacle at level 21 on the 37th Regrowth 123rd year of Ascendancy at 09:52 Killed by skeleton archer at level 29 on the 62nd Pyre 123rd year of Ascendancy at 11:53 Killed by armoured skeleton warrior at level 31 on the 69th Pyre 123rd year of Ascendancy at 11:57 Killed by orc necromancer at level 41 on the 59th Haze 123rd year of Ascendancy at 14:39 Killed by ghast at level 41 on the 60th Haze 123rd year of Ascendancy at 15:21 Killed by skeleton archer at level 42 on the 60th Haze 123rd year of Ascendancy at 17:38 Killed by orc summoner at level 46 on the 48th Regrowth 124th year of Ascendancy at 19:52 |
Primary Stats
Strength | 87 (base 60) |
Dexterity | 36 (base 16) |
Constitution | 57 (base 42) |
Magic | 105 (base 60) |
Willpower | 29 (base 11) |
Cunning | 37 (base 21) |
Resources
Life | 1908/1908 |
Positive | 141/141 |
Stamina | 380/380 |
Healing Factor | 1.2251118176839 |
Regeneration | 41.960079755674 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 1 |
Offense: Mainhand
Damage | 180 |
Accuracy | 58 |
Crit Chance | 51% |
APR | 16 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 55 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Blight | +13% |
Darkness | +14% |
Arcane | +18% |
All | +8% |
Offense: Damage Penetration
Physical | -13% |
Mind | 0% |
All | -20% |
Defense: Base
Armour (hardiness) | 64.5 (80%) |
Defense | 36 |
Ranged Defense | 36 |
Fatigue | 22 |
Physical Save | 49 |
Spell Save | 46 |
Mental Save | 22 |
Defense: Resistances
Acid | + 18%( 70%) |
Light | + 18%( 70%) |
Nature | + 27%( 70%) |
Cold | + 34%( 70%) |
Lightning | + 20%( 70%) |
Fire | + 25%( 70%) |
All | + 13%( 70%) |
Defense: Immunities
Pinning Resistance | 74% |
Bleed Resistance | 0% |
Confusion Resistance | 20% |
Stun Resistance | 38% |
Disarm Resistance | 75% |
Instadeath Resistance | 100% |
Knockback Resistance | 73% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 186 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 35 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 8 turns. While Heroism is active, you will only die when reaching -591 life. The duration and life will increase by 1% for every 1% life you have lost (currently 591 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: 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. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 536 damage for 6 turns. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Celestial / Sun | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 2/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Light | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Weapon of Wrath |
talent | Weapon of Light |
talent | Second Life |
talent | Retribution |
talent | Shield of Light |
detrimental effect | Zone-wide effect: +20 mindpower, +2 life regen, -1 equilibrium per turn, -20% resistance penetration. Natural Aura |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by fire drake. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
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 defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved Magic by +5. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
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. * You are back in Var'Eyal, the Far East as the people from the west call it. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 752. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 AlchemistsYou have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * You have destroyed Grushnak. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Con +4 Wil dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +6% darkness Res.pen +7% physical Melee Ret 8 lightning 4 darkness ----- def ----- Armour +4 Fatigue +3% Phys.save +12 (+4 eff.) Die.at -20.00 life Max.HP +100.00 Confus- +20% Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 17 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This object's appearance was changed to Frost Treads. |
Light source | ![]() 1.0 T3 lite [Ego+] Nature While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +7 (+2 eff.) ----- def ----- Max.HP +52.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +5% nature Spell.save +3 (+1 eff.) Max.HP +69.00 Heal.mod +12% ---------- misc Stam/ret +1.30 Equi/ret +1.30 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +4 Mag dps ---------- Dmg.mod +10% arcane ----- def ----- Armour +8 Fatigue +5% Mind.save +10 (+5 eff.) Max.HP +61.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +4 Str +1 Dex dps ---------- Apr +4 Melee Ret 4 acid ----- def ----- Defense +20 (+8 eff.) Resists +6% light Die.at -40.00 life Max.HP +22.00 ---------- misc Max.stam +16.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Cun dps ---------- Mind.crit +2% Res.pen +20% mind Melee Ret 6 blight ----- def ----- Max.HP +135.00 HP.reg +26.00 Heal.mod +16% Disarm- +42% Pinning- +50% Stun/Frz- +38% Knockbk- +45% ---------- misc Equi/ret +0.12 Max.psi +10.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Ego] Arcane/Master While equipped: Stats +6 Mag ----- def ----- Spell.save +12 (+4 eff.) Max.HP +24.00 Disarm- +33% Pinning- +24% Knockbk- +28% Rings make your fingers look great! |
Around neck | ![]() 0.1 T4 amulet jewelry [Unique] While equipped: Stats +9 Str +9 Dex +9 Mag +9 Wil +9 Cun +9 Con dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Amulets make your neck look great! |
In main hand | ![]() 3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 40.0 - 56.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +12.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +12.00% 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. This object's appearance was changed to Corpathus. |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +8 (+4 eff.) Phys.save +15 (+5 eff.) Anom.red +10 Max.HP +59.00 ---------- misc Max.mana +60.00 Max.stam +43.00 Max.hate +13.00 Max.psi +22.00 Max.vim +27.00 Max.P.En +26.00 Max.N.En +28.00 A belt that goes around your waist. |
In off hand | ![]() 7.0 T5 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 73.5 - 88.2 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +202 Melee+ +19 fire On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Str dps ---------- Phys.crit +18.0% Phys.pwr +10 (+2 eff.) Melee Ret 25 fire ----- def ----- Armour +10 Fatigue +8% Resists +14% fire ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Acc +30 (+8 eff.) ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue -10% Resists +9% lightning +25% cold +12% nature +6% acid Phys.save +11 (+4 eff.) Spell.save +6 (+2 eff.) Mind.save +10 (+5 eff.) Die.at -50.00 life Max.HP +66.00 ---------- misc Max.stam +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +4 Str +3 Con ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Max.HP +104.00 HP.reg +5.00 Heal.mod +13% A suit of armour made of mail. This object's appearance was changed to Borfast's Cage. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 67 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 36 up to 7 times. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T5 amulet jewelry [Ego++] Arcane While equipped: Stats +9 Mag dps ---------- Spell.crit +4% Spell.pwr +5 (+1 eff.) S.pwr/crit +4 Dmg.mod +5% darkness +6% temporal +6% light +6% physical ---------- misc Mana/turn +0.11 Max.mana +44.00 Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 T4 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +6 Mag +6 Wil +5 Cun dps ---------- Spell.pwr +9 (+3 eff.) Melee+ 13 physical Ranged+ 11 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 26 On Hit (Ranged): * 14% chance to reduce all saves and defense by 26 ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 100% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+4 eff.) Spell.save +10 (+3 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Dex, 60% Mag, 45% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 136.57 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 5.0 T5 greatmaul 2H weapon [Ego+] Nature/Disrupt Power 66.0 - 99.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +24 nature On Crit: * Deals 69 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Ego+] Master/Psionic Power 36.5 - 58.4 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +20 darkness Against +13% Living On Crit: * Wound the target dealing 315 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +10 (+2 eff.) Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego++] Master Power 59.5 - 95.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +12.0% Crit.mult +38.00% Res.pen +16% physical Acc +26 (+7 eff.) Apr +35 Massive two-handed swords. |
![]() 4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Ego+] Nature/Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Crit.r2 +56 fire While equipped: Stats +8 Dex dps ---------- All.spd +11% Res.pen +11% physical +15% fire Longbows are used to shoot arrows at your foes. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Arcane/Master Power 42.5 - 59.5 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +12 temporal On Hit.r1 +8 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 93 damage While equipped: dps ---------- Phys.crit +12.0% Crit.mult +34.00% Dmg.mod +18% temporal Res.pen +25% arcane Acc +12 (+3 eff.) Apr +14 ----- def ----- Defense +15 (+6 eff.) Disarm- +44% Sharp, long, and deadly. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 40 [Unique] Nature/Psionic Power 24.0 - 26.4 Dreamforge Uses 60% Wil, 50% Mag, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun +6 Wil dps ---------- Mind.crit +8% Phys.pwr +10 (+2 eff.) Mind.pwr +16 (+5 eff.) Melee+ 30 dreamforge Dmg.mod +10% physical +10% mind +10% fire Res.pen +10% mind +10% physical Acc +10 (+3 eff.) ----- def ----- Resists +5% physical +5% mind +15% fire ---------- misc Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Level 3.0 Pwr.cost 24 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 22.59 mind damage, 22.59 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 1.80 mind and 1.80 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
![]() 4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Random Unique] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +6 Str +9 Mag +2 Cun +2 Con dps ---------- Phys.pwr +12 (+3 eff.) Dmg.mod +9% temporal +12% physical Res.pen +8% temporal +37% physical ----- def ----- Resists +12% temporal ---------- misc Reload +4 Light +2 Masteries +0.20 Chronomancy/Bow Threading Instant Weapon Swap Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T5 staff 2H weapon [Unique] Unknown Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +15% Spell.pwr +40 (+11 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Armour +5 Resists +5% all Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Time Shield -3 Temporal Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
![]() 5.0 T2 staff 2H weapon [Ego++] Arcane Power 15.0 - 18.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Mag +3 Wil +3 Cun +3 Con dps ---------- Spell.crit +2% Crit.mult +14.00% Spell.pwr +10 (+3 eff.) Dmg.mod +15% cold ---------- misc N.En/turn +0.20 Vim/s.crit +5.00 Max.mana +35.00 Max.vim +26.00 Max.N.En +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 waraxe 1H weapon [Rare] Psionic Power 41.0 - 57.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +8 mind On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: ----- def ----- Armour +4 Phys.save +18 (+6 eff.) Cut- +20% Confus- +10% ---------- misc Equi/ret +0.20 One-handed war axes. |
![]() 1.0 T5 belt armor [Ego++] Nature/Master While equipped: Stats +3 Str +4 Dex +5 Wil +4 Cun dps ---------- Phys.crit +5.0% Crit.mult +9.00% Phys.pwr +5 (+1 eff.) ----- def ----- Phys.save +15 (+5 eff.) Spell.save +18 (+6 eff.) Mind.save +16 (+8 eff.) A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Mind.crit +5% Acc +26 (+7 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -7% Resists +6% blight +12% lightning +5% arcane +15% light Max.HP +82.00 HP.reg +4.00 Knockbk- +20% ---------- misc Max.stam +26.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Cloak of Deception. |
![]() 2.0 T5 cloth armor [Ego++] Nature While equipped: Stats +7 Str +6 Mag +6 Wil dps ---------- Dmg.mod +14% lightning +18% physical +18% cold ----- def ----- Resists +10% lightning +15% cold +10% blight +15% all Max.HP +54.00 HP.reg +5.70 Heal.mod +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T4 hands armor [Ego+] Master While equipped: Stats +6 Dex dps ---------- Acc +20 (+5 eff.) ----- def ----- Armour +7 Mind.save +9 (+5 eff.) Max.HP +68.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() 2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+5 eff.) Mind.pwr +15 (+5 eff.) Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +25% acid +25% fire +25% cold +25% lightning ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 40 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Nature/Disrupt/Master While equipped: Stats +4 Wil dps ---------- Dmg.mod +12% acid +9% cold Melee Ret 4 cold ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +6% acid +9% physical +22% darkness +36% blight +17% nature D.Red.from +8% Unnatural Phys.save +21 (+7 eff.) ---------- misc Light +2 A suit of armour made of mail. |
![]() 9.0 T4 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +14.00% Phys.pwr +8 (+2 eff.) ----- def ----- Armour +7 Defense +12 (+5 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego+] Nature While equipped: ----- def ----- Armour +7 Defense +12 (+5 eff.) Fatigue +8% Max.HP +85.00 HP.reg +8.60 Heal.mod +14% A suit of armour made of leather. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Ego++] Nature/Master While equipped: Stats +5 Str +5 Con ----- def ----- Armour +18 Fatigue +22% Resists +8% acid +6% cold Max.HP +64.00 ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Ego+] Arcane/Nature While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +11% light +16% darkness Max.HP +44.00 HP.reg +8.00 Heal.mod +17% A suit of armour made of metal plates. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 68.0 - 81.6 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +192 On Hit.r1 +8 darkness On Hit: * 20% chance to reduce damage dealt by 21% While equipped: dps ---------- Dmg.mod +6% fire Res.pen +25% fire On shield block: * Cause enemies within radius 6 to bleed for 315 physical damage over 5 turns (1/turn) ----- def ----- Armour +10 Fatigue +8% Resists +6% darkness +9% fire ---------- misc Talents +1 Block Handheld deflection devices. This object's appearance was changed to Titanic. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 40.0 - 48.0 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +180 While equipped: dps ---------- On shield block: * 30% chance of petrifying the attacker. ----- def ----- Armour +25 Defense +5 (+2 eff.) Rng.Def +10 (+4 eff.) Fatigue +12% Resists +10% acid +10% physical +10% lightning +10% fire ---------- misc Talents +1 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 48.0 - 57.6 Ice Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +8.0% Block +150 On Hit: 15% Ice Shards 3 While equipped: ----- def ----- Armour +20 Defense +5 (+2 eff.) Rng.Def +12 (+5 eff.) Fatigue +10% Resists +25% cold +25% fire ---------- misc Talents +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 68.0 - 81.6 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +200 Melee+ +22 cold While equipped: Stats +2 Mag +2 Wil dps ---------- Crit.mult +10.00% Melee+ 18 lightning On shield block: * Deals 139 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Melee Ret 10 lightning ----- def ----- Armour +10 Fatigue +8% Resists +6% acid +26% fire +13% cold Spell.save +3 (+1 eff.) Mind.save +6 (+3 eff.) ---------- misc Psi/ret +0.16 Talents +1 Block Handheld deflection devices. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Ego] Arcane/Nature Power 52.5 - 73.5 Physical Uses 70% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 23 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 225 physical damage On Crit: * Splash the target with acid dealing 155 damage over 5 turns and reducing armor and accuracy by 20 Arrows are used with bows to pierce your foes to death. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.1 T5 demonic gem [Unique] Arcane While carried: Melee Ret 34 healing Mind.save -18 (-15 eff.) HP.reg -2.00 Heal.mod -50% Light -2 Item imbue powers: Phys.pwr +12 (+3 eff.) Spell.pwr +16 (+5 eff.) Dmg.mod +9% all Melee Ret 34 darkness Heal.mod +50% Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.0 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. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+4 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 29.31 cold damage and 29.31 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 1.0 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.(83 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+5 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 153.90 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 550.80 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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. |
![]() 2.0 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. |
![]() 2.0 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 (+4 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 60 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 53% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+7 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+5 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 129 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
Achievements
By Enneva the Cornac Sun Paladin level 32
71st Pyre 123rd year of Ascendancy at 10:12 see stats
By Enneva the Cornac Sun Paladin level 38
26th Dusk 123rd year of Ascendancy at 12:12 see stats
By Enneva the Cornac Sun Paladin level 32
69th Pyre 123rd year of Ascendancy at 16:52 see stats
By Enneva the Cornac Sun Paladin level 35
2nd Flare 123rd year of Ascendancy at 03:49 see stats
By Enneva the Cornac Sun Paladin level 36
10th Dusk 123rd year of Ascendancy at 01:21 see stats
By Enneva the Cornac Sun Paladin level 23
1st Time of Balance 123rd year of Ascendancy at 01:17 see stats
By Enneva the Cornac Sun Paladin level 22
52nd Regrowth 123rd year of Ascendancy at 17:11 see stats
By Enneva the Cornac Sun Paladin level 14
57th Dusk 122nd year of Ascendancy at 04:06 see stats
By Enneva the Cornac Sun Paladin level 42
7th Regrowth 124th year of Ascendancy at 11:38 see stats
By Enneva the Cornac Sun Paladin level 33
76th Pyre 123rd year of Ascendancy at 04:40 see stats
By Enneva the Cornac Sun Paladin level 44
31st Regrowth 124th year of Ascendancy at 08:30 see stats
By Enneva the Cornac Sun Paladin level 26
20th Pyre 123rd year of Ascendancy at 02:54 see stats
By Enneva the Cornac Sun Paladin level 20
35th Regrowth 123rd year of Ascendancy at 07:26 see stats
By Enneva the Cornac Sun Paladin level 29
52nd Pyre 123rd year of Ascendancy at 07:42 see stats
By Enneva the Cornac Sun Paladin level 43
7th Regrowth 124th year of Ascendancy at 15:06 see stats
By Enneva the Cornac Sun Paladin level 41
46th Haze 123rd year of Ascendancy at 07:53 see stats
By Enneva the Cornac Sun Paladin level 20
8th Regrowth 123rd year of Ascendancy at 09:48 see stats
By Enneva the Cornac Sun Paladin level 10
2nd Summertide 122nd year of Ascendancy at 14:19 see stats
By Enneva the Cornac Sun Paladin level 20
7th Regrowth 123rd year of Ascendancy at 04:54 see stats
By Enneva the Cornac Sun Paladin level 30
62nd Pyre 123rd year of Ascendancy at 14:32 see stats
By Enneva the Cornac Sun Paladin level 40
68th Dusk 123rd year of Ascendancy at 05:00 see stats
By Enneva the Cornac Sun Paladin level 3
77th Pyre 122nd year of Ascendancy at 00:43 see stats
By Enneva the Cornac Sun Paladin level 40
68th Dusk 123rd year of Ascendancy at 07:20 see stats
By Enneva the Cornac Sun Paladin level 27
31st Pyre 123rd year of Ascendancy at 15:31 see stats
By Enneva the Cornac Sun Paladin level 40
44th Haze 123rd year of Ascendancy at 11:26 see stats
By Enneva the Cornac Sun Paladin level 26
29th Pyre 123rd year of Ascendancy at 01:57 see stats
By Enneva the Cornac Sun Paladin level 34
76th Pyre 123rd year of Ascendancy at 06:27 see stats
By Enneva the Cornac Sun Paladin level 35
8th Dusk 123rd year of Ascendancy at 22:15 see stats
By Enneva the Cornac Sun Paladin level 45
34th Regrowth 124th year of Ascendancy at 04:25 see stats
By Enneva the Cornac Sun Paladin level 13
20th Dusk 122nd year of Ascendancy at 16:17 see stats
By Enneva the Cornac Sun Paladin level 28
49th Pyre 123rd year of Ascendancy at 07:32 see stats
By Enneva the Cornac Sun Paladin level 21
38th Regrowth 123rd year of Ascendancy at 14:13 see stats
By Enneva the Cornac Sun Paladin level 31
69th Pyre 123rd year of Ascendancy at 14:12 see stats
Log
Rested for 16 turns (stop reason: hostile spotted to the west (orc assassin)).
Enneva rushes out!
Enneva performs a melee critical strike against Orc assassin!
Orc assassin is a martyr.
Orc assassin is dazed!
Enneva hits Orc assassin for 322 physical, 16 blight, 42 light (379 total damage).
Shield of Light hits Orc assassin for 89 light, 16 fire, 42 light (146 total damage).
Enneva receives 8 healing from Orc assassin.
Enneva uses Shield Slam.
Enneva is filled with the Sun's fury!
Enneva performs a melee critical strike against Orc assassin!
Orc assassin is not dazed anymore.
Orc assassin is crippled.
Shield of Light performs a melee critical strike against Orc assassin!
You collect a new ingredient: orc heart (1).
Enneva misses Orc assassin.
Enneva performs a melee critical strike against Orc assassin!
Enneva hits Orc assassin for 109 physical, 22 fire, 58 light (190 total damage).
Shield of Light hits Orc assassin for 183 light damage.
Talent Bathe in Light is ready to use.
Shield of Light killed Orc assassin!
Resting starts...
Enneva's solar fury subsides.
Talent Shield Slam is ready to use.
Talent Rush is ready to use.
Rested for 23 turns (stop reason: all resources and life at maximum).