Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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 Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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:
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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Sun Paladin (Avatar of a Distant Sun) |
Level / Exp | 29 / 1% |
Size | big |
Lifes / Deaths | Killed by Glusenne the orc necromancer at level 29 on the 45th Regrowth 123rd year of Ascendancy at 09:33 / 1 |
Primary Stats
Strength | 104 (base 59) |
Dexterity | 10 (base 10) |
Constitution | 39 (base 10) |
Magic | 96 (base 60) |
Willpower | 23 (base 10) |
Cunning | 15 (base 10) |
Resources
Life | -5/827 |
Mana | 277/397 |
Stamina | 216/216 |
Positive | 64/134 |
Healing Factor | 1.3162543368031 |
Regeneration | 4.2778265946102 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | -2.2204460492503E-14% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 3 |
See Invisible | 3 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 178 |
Accuracy | 31 |
Crit Chance | 25% |
APR | 29 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 59 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Light | +31% |
Blight | +6% |
Physical | +7% |
Cold | +11% |
All | 0% |
Offense: Damage Penetration
Acid | +10% |
Light | +48% |
Blight | +5% |
Fire | +5% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 42 (30%) |
Defense | 21 |
Ranged Defense | 29 |
Fatigue | 25 |
Physical Save | 46 |
Spell Save | 48 |
Mental Save | 44 |
Defense: Resistances
Acid | + 29%( 70%) |
Blight | + 54%( 70%) |
Cold | + 37%( 70%) |
All | + 19%( 70%) |
Darkness | + 55%( 70%) |
Light | + 70%( 70%) |
Lightning | + 29%( 70%) |
Mind | + 29%( 70%) |
Nature | + 24%( 70%) |
Defense: Immunities
Silence Resistance | 31% |
Teleport Resistance | 100% |
Confusion Resistance | 33% |
Instadeath Resistance | 100% |
Stun Resistance | 25% |
Poison Resistance | 20% |
Blind Resistance | 69% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 463 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 258 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Celestial / Guardian | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Crusader | 1.50 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Celestial / Sun | 1.50 |
| 4/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Two-handed assault | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.40 |
| 5/5 |
| 2/5 |
| 5/5 |
| 3/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 2/5 |
| 4/5 |
| 2/5 |
| 3/5 |
Celestial / Chants | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)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 lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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 training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 4. | 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 |
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 length of troll intestine. * You've found the needed electric eel tail. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed storm wyrm claw. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed sandworm tooth. * You've found the needed wretchling eyeball. | active |
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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Equipment
On feet | undeterred pair of dwarven-steel boots of phasing (0 def, 4 armour) undeterred pair of dwarven-steel boots of phasing (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +2 Mag +3 Wil ----- def ----- Armour +4 Fatigue +3% Silence- +31% Confus- +23% Stun/Frz- +25% Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | 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.(74 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | drakeskin leather cap 'Tainttide' (0 def, 9 armour) drakeskin leather cap 'Tainttide' (0 def, 9 armour)2.0 T5 head armor [Random Unique] Master While equipped: Stats +11 Str +6 Wil dps ---------- Dmg.mod +6% light Res.pen +15% nature +5% light Melee Ret 2 nature ----- def ----- Armour +9 Fatigue +5% Resists +10% blight +6% nature Mind.save +8 (+3 eff.) ---------- misc Infravis +2 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 439.9 Physical damage. If the attack hits, the target is confused (25% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
On hands | Gloratha the dwarven-steel gauntlets (0 def, 9 armour) Gloratha the dwarven-steel gauntlets (0 def, 9 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +8 Str +2 Mag +2 Cun +3 Con dps ---------- Melee+ 9 physical Dmg.mod +6% acid +7% physical Res.pen +10% acid Melee Ret 4 acid ----- def ----- Armour +9 Fatigue +3% Resists +12% acid 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 | Hellnail the dwarven-steel pickaxe (dig speed 22 turns) Hellnail the dwarven-steel pickaxe (dig speed 22 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Res.pen +5% fire ----- def ----- Defense +5 (+2 eff.) Resists +12% lightning +3% blight Phys.save +9 (+3 eff.) Poison- +20% ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Emelubeth the Starvault Emelubeth the Starvault0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Wil +6 Mag dps ---------- Dmg.mod +6% blight +11% cold +6% light Res.pen +5% blight ----- def ----- Resists +22% cold ---------- misc See.Invis +3 Rings make your fingers look great! |
On fingers | gladiator's steel ring of misery gladiator's steel ring of misery0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Str +3 Cun +5 Con dps ---------- Phys.pwr +6 (+1 eff.) Melee+ 11 physical Ranged+ 5 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 15 On Hit (Ranged): * 11% chance to reduce all saves and defense by 15 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Around neck | The Far-Hand The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (159). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
In main hand | Champion's Will (67-107 power, 22 apr) Champion's Will (67-107 power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 67.0 - 107.2 Physical Uses 20% Con, 115% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 77 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 30 power out of 1/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. This item has been sent to the Item's Vault. |
Around waist | monstrous hardened leather belt of valiance monstrous hardened leather belt of valiance1.0 T3 belt armor [Ego++] Nature/Psionic While equipped: Stats +5 Str +3 Wil +3 Con dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Phys.save +7 (+3 eff.) Mind.save +11 (+4 eff.) Max.HP +71.00 ---------- misc Size +1 A belt that goes around your waist. |
In off hand | Unsetting Sun (16 def, 20 armour, 50-60 power, 280 block) Unsetting Sun (16 def, 20 armour, 50-60 power, 280 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Glows brightly in the light of dawn. When used to Attack: Power 50.0 - 60.0 Light Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +280 While equipped: ----- def ----- Armour +20 Defense +16 (+8 eff.) Rng.Def +17 (+9 eff.) Fatigue +14% Resists +30% blight +30% darkness Spell.save +19 (+6 eff.) ---------- misc Light +2 Talents +1 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. This item has been sent to the Item's Vault. |
Cloak | resilient linen cloak of Iron Throne (1 def, 0 armour) resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +1 (+0 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | dreamer's silk robe of Linaniil (0 def, 0 armour) dreamer's silk robe of Linaniil (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.crit +6% Spell.pwr +22 (+6 eff.) ----- def ----- Resists +14% darkness +13% mind +13% all Phys.save +14 (+5 eff.) Spell.save +12 (+4 eff.) Mind.save +26 (+9 eff.) ---------- misc Mana/turn +0.14 Max.mana +64.00 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Blood of Undeath Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
healing infusion of the wizard (heal 232; cd 14) healing infusion of the wizard (heal 232; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 232 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. Press to compare to your current inscriptions |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
sneakthief's steel ring of pilfering sneakthief's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +4 Dex dps ---------- Acc +16 (+8 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 95% 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! |
enhanced stralite battleaxe of enduring (42-62 power, 3 apr) enhanced stralite battleaxe of enduring (42-62 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego++] Nature Power 41.5 - 62.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% While equipped: Stats +10 Str +10 Dex +12 Mag +19 Wil +12 Cun +29 Con ----- def ----- Max.HP +37.00 Massive two-handed battleaxes. |
dwarven-steel longsword 'Beuyon' (23-32 power, 4 apr) dwarven-steel longsword 'Beuyon' (23-32 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Arcane Power 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +11 temporal While equipped: Stats +8 Mag +3 Cun +2 Con dps ---------- Dmg.mod +15% arcane Res.pen +20% arcane ----- def ----- Resists +5% arcane +11% temporal Crit.dmg- 10.00% Sharp, long, and deadly. |
flaming dwarven-steel longsword of crippling (24-33 power, 4 apr) flaming dwarven-steel longsword of crippling (24-33 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Arcane/Master Power 23.5 - 32.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit.r1 +10 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Sharp, long, and deadly. |
hateful dwarven-steel longsword (24-33 power, 4 apr) hateful dwarven-steel longsword (24-33 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Psionic Power 23.5 - 32.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +11 darkness Against +8% Living Sharp, long, and deadly. |
Dawn's Blade (50-70 power, 7 apr) Dawn's Blade (50-70 power, 7 apr)3.0 T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Power 50.0 - 70.0 Physical Uses 25% Mag, 80% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 100% Melee+ +0 light +0 fire Dmg.conv 30% light Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+3 eff.) Dmg.mod +18% light +0% fire Res.pen +25% light ---------- misc Light +2 Cooldown Healing Light -2 Suncloak -3 Providence -4 Barrier -2 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 349.42 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 35 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. This item has been sent to the Item's Vault. |
Moldbraze the dwarven-steel mace (27-38 power, 4 apr) Moldbraze the dwarven-steel mace (27-38 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Disrupt Power 27.0 - 37.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +12% mind Res.pen +10% mind Melee Ret 6 nature ----- def ----- Resists +10% acid +9% lightning +11% cold +11% fire +5% all Spell.save +9 (+3 eff.) Mind.save +6 (+2 eff.) ---------- misc Hate/m.crit +4.00 Blunt and deadly. |
arcing dwarven-steel waraxe of vileness (20-28 power, 4 apr) arcing dwarven-steel waraxe of vileness (20-28 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +13 blight On Hit: * 13% chance to reduce strength, dexterity, and constitution by 28 * 25% chance for lightning to strike from the target to a second target dealing 99 damage One-handed war axes. |
truestriking stralite waraxe of evisceration (34-48 power, 5 apr) truestriking stralite waraxe of evisceration (34-48 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego++] Master Power 34.5 - 48.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit: * Wound the target dealing 257 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +11 (+2 eff.) Res.pen +7% physical Acc +12 (+6 eff.) Apr +12 One-handed war axes. |
dwarven-steel dagger of shearing (14-19 power, 7 apr) dwarven-steel dagger of shearing (14-19 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Power 14.5 - 18.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% all Acc +9 (+5 eff.) Apr +7 Sharp, short and deadly. |
Glynn the vined mindstar (5-6 power, 18 apr, nature damage) Glynn the vined mindstar (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Str +2 Mag +1 Con dps ---------- Mind.crit +4% Crit.mult +15.00% Mind.pwr +4 (+2 eff.) ----- def ----- Crit.dmg- 10.00% ---------- misc Equi/ret +0.12 Hate/m.crit +4.00 Hate/kill +2.00 Psi/kill +3.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 38.40 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
barbed quiver of ash arrows (19/19, 30-42 power, 7 apr) barbed quiver of ash arrows (19/19, 30-42 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Ego+] Master Power 30.0 - 42.0 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +12.5% Capacity 19 On Crit: * Wound the target dealing 257 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
dwarven-steel shield of the stars (0 def, 6 armour, 29-35 power, 75 block) dwarven-steel shield of the stars (0 def, 6 armour, 29-35 power, 75 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 29.0 - 34.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +75 Melee+ +12 light +12 darkness While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% light +12% darkness ----- def ----- Armour +6 Fatigue +8% Resists +12% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
wrathful stralite shield of patience (0 def, 8 armour, 44-53 power, 138.5 block) wrathful stralite shield of patience (0 def, 8 armour, 44-53 power, 138.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego++] Arcane When used to Attack: Power 44.0 - 52.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +138 On Crit.r2 +12 light +19 fire While equipped: dps ---------- On shield block: * Deals 148 light and fire damage to each enemy blocked ----- def ----- Armour +8 Fatigue +8% Resists +9% fire +8% light +13% temporal ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 5.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (412) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)9.0 T5 light armor Reqs Level 35 [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+4 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+7 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Celestial/Sunlight +0.10 Spell/Wildfire +0.10 Spell/Fire Blastwave: Level 4.0 Pwr.cost 12 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 133.67 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. This item has been sent to the Item's Vault. |
radiant iron mail armour of Eyal (2 def, 4 armour) radiant iron mail armour of Eyal (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +2 Wil ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +12% blight +12% darkness Max.HP +29.00 HP.reg +2.00 Heal.mod +11% ---------- misc Light +1 A suit of armour made of mail. |
Toxinfiend the drakeskin leather belt Toxinfiend the drakeskin leather belt1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +9 Dex +10 Cun +15 Lck dps ---------- Dmg.mod +15% cold Res.pen +5% nature ----- def ----- Resists +6% nature Stealth +18 Max.HP +50.00 ---------- misc T.Disarm +28 Infravis +9 A belt that goes around your waist. |
Stormstoker the cashmere cloak (2 def, 0 armour) Stormstoker the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Spell.crit +4% Dmg.mod +17% darkness +15% lightning Res.pen +10% darkness ----- def ----- Defense +2 (+1 eff.) Resists +14% darkness +3% light Stealth +13 Die.at -40.00 life Blind- +20% Teleport- +10% ---------- misc Max.mana +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of Eldoral (2 def, 0 armour) resilient cashmere cloak of Eldoral (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature/Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +2 (+1 eff.) Max.HP +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Radiance (15 def, 0 armour) Radiance (15 def, 0 armour)2.0 T5 cloak armor Reqs Level 35 [Unique] Arcane While equipped: Stats +10 Cun +10 Mag dps ---------- Spell.pwr +20 (+5 eff.) Dmg.mod +25% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+7 eff.) Resists +30% light +30% darkness Res.Cap +10% light Talent.cat+ +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. This item has been sent to the Item's Vault. |
pair of hardened leather boots of tirelessness (0 def, 3 armour) pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 ---------- misc Stam/turn +0.50 Max.stam +16.00 A pair of boots made of leather. |
reinforced pair of dwarven-steel boots of rushing (0 def, 10 armour) reinforced pair of dwarven-steel boots of rushing (0 def, 10 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +10 Fatigue +3% Resists +8% acid +8% fire +7% lightning +8% cold Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tarrichik the Lustremire (0 def, 2 armour) Tarrichik the Lustremire (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Disrupt While equipped: dps ---------- Dmg.mod +6% light +21% cold Res.pen +25% acid +10% cold +25% light ----- def ----- Armour +2 Fatigue +3% Resists +11% blight +8% darkness +14% arcane Affinity +8% nature Spell.save +14 (+4 eff.) ---------- misc Light +2 Masteries +0.20 Wild-gift/Antimagic Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of the starseeker (0 def, 2 armour) dwarven-steel gauntlets of the starseeker (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag ----- def ----- Armour +2 Fatigue +3% Resists +7% light +5% darkness ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 68.35 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
steady dwarven-steel gauntlets (0 def, 2 armour) steady dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Psionic While equipped: dps ---------- Acc +7 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +6 (+2 eff.) Mind.save +7 (+2 eff.) Disarm- +23% 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. |
eldritch cashmere wizard hat of the Brotherhood (2 def, 0 armour) eldritch cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane While equipped: Stats +3 Mag +6 Con dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +7% arcane ----- def ----- Defense +2 (+1 eff.) ---------- misc Mana/turn +1.40 Mana/ret +1.50 Max.mana +40.00 Manaflow: Puts all charms on 40 cooldown Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 12 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
3 agate 3 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. |
9 spinel 9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 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. |
6 aquamarine 6 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. |
10 opal 10 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz 10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 amethyst 10 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. |
4 lapis lazuli 4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 emerald 7 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. |
4 garnet 4 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. |
quartz 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. |
186 alchemist agate 186 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. |
dwarven lantern 'Eraroddadunablek' dwarven lantern 'Eraroddadunablek'0.0 T5 lite Reqs Level 35 [Random Unique] Arcane/Psionic While equipped: Stats +5 Dex +10 Mag +1 Con dps ---------- Spell.pwr +17 (+4 eff.) S.pwr/crit +6 Dmg.mod +15% light ----- def ----- Resists +15% darkness Affinity +5% light Mind.save +14 (+5 eff.) ---------- misc Light +11 See.Stealth +22 See.Invis +22 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 198.48 light damage. At talent level 3 you gain 29% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. This item has been sent to the Item's Vault. |
Planar Beacon Planar Beacon1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 121.93 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 121.93 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
yew wand of lightning storm 'Kindlewreath' [power 518] (22 cooldown) yew wand of lightning storm 'Kindlewreath' [power 518] (22 cooldown)2.0 T3 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +9% light Melee Ret 10 fire ----- def ----- Resists +9% light +3% fire Create a radius 3 storm for 5 turns. Each turn, creatures within take 103 lightning damage and will be dazed for 1 turn (518 total damage) Puts all charms on 22 cooldown 100% to heal for 78. 100% to increase all damage penetration by 18% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Solaire the Cornac Sun Paladin level 23
9th Allure 123rd year of Ascendancy at 18:19 see stats
By Solaire the Cornac Sun Paladin level 26
19th Regrowth 123rd year of Ascendancy at 15:56 see stats
By Solaire the Cornac Sun Paladin level 15
52nd Haze 122nd year of Ascendancy at 07:24 see stats
By Solaire the Cornac Sun Paladin level 24
10th Regrowth 123rd year of Ascendancy at 13:35 see stats
By Solaire the Cornac Sun Paladin level 20
3rd Decay 122nd year of Ascendancy at 11:40 see stats
By Solaire the Cornac Sun Paladin level 27
38th Regrowth 123rd year of Ascendancy at 05:45 see stats
By Solaire the Cornac Sun Paladin level 22
5th Decay 122nd year of Ascendancy at 20:22 see stats
By Solaire the Cornac Sun Paladin level 10
29th Dusk 122nd year of Ascendancy at 22:51 see stats
By Solaire the Cornac Sun Paladin level 20
77th Haze 122nd year of Ascendancy at 15:33 see stats
By Solaire the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 12:52 see stats
By Solaire the Cornac Sun Paladin level 23
4th Allure 123rd year of Ascendancy at 14:27 see stats
By Solaire the Cornac Sun Paladin level 23
9th Allure 123rd year of Ascendancy at 18:19 see stats
By Solaire the Cornac Sun Paladin level 9
28th Dusk 122nd year of Ascendancy at 06:08 see stats
By Solaire the Cornac Sun Paladin level 23
9th Allure 123rd year of Ascendancy at 18:19 see stats
By Solaire the Cornac Sun Paladin level 15
47th Dusk 122nd year of Ascendancy at 00:25 see stats
By Solaire the Cornac Sun Paladin level 26
18th Regrowth 123rd year of Ascendancy at 21:15 see stats
By Solaire the Cornac Sun Paladin level 2
74th Pyre 122nd year of Ascendancy at 21:55 see stats
Log
Weapon of Light hits Orc cryomancer for (8 absorbed), 0 light (0 total damage).
Weapon of Light hits Glusenne the orc necromancer for (9 absorbed), 0 light (0 total damage).
Weapon of Light hits Layugana the Guardian for 13 light damage.
Melee retaliation hits Solaire for 6 cold damage.
Layugana the Guardian hits Solaire for 66 healing, 7 healing, 3 healing, 10 healing, 32 healing, 10 healing, 47 healing, 28 healing (0 total damage) [203 healing].
Orc cryomancer is no longer out of phase.
Rime Wraith from Glusenne the orc necromancer hits Solaire for 53 cold damage.
Orc cryomancer receives 45 healing from Rime Wraith from Glusenne the orc necromancer.
Layugana the Guardian damages himself through Martyrdom!
Solaire hits Layugana the Guardian for 8 light, (1 ignored), 0 cold, 1 light, 0 cold (9 total damage).
Melee retaliation hits Layugana the Guardian for 2 light, 1 acid, 17 light, 1 light, 0 nature (20 total damage).
Layugana the Guardian hits Solaire for 197 cold, 16 cold (213 total damage).
Orc cryomancer misses Solaire.
The shield around Glusenne the orc necromancer crumbles.
Shield of Light hits Glusenne the orc necromancer for 21 healing, 21 healing, 21 healing, 21 healing, 21 healing, 21 healing, 21 healing (0 total damage) [146 healing].
Melee retaliation hits Glusenne the orc necromancer for (1 absorbed), 0 light, (1 absorbed), 0 acid, (12 absorbed), 0 light, (0 absorbed), 0 light, 0 nature, 1 light, 1 acid, 12 light, 1 light, 0 nature (16 total damage).
Shield of Light hits Solaire for 36 cold, 10 cold, 40 cold (86 total damage).
Glusenne the orc necromancer hits Solaire for 85 cold, 37 cold (122 total damage).
Glusenne the orc necromancer roars triumphantly.
A shield forms around Glusenne the orc necromancer.
A shield forms around Layugana the Guardian.
Layugana the Guardian shrugs off the effect 'Frozen'!
Orc cryomancer's ice storm area effect hits Layugana the Guardian for (43 absorbed), 0 cold (0 total damage).
Orc cryomancer's ice storm area effect hits Glusenne the orc necromancer for (45 absorbed), 0 cold (0 total damage).
Orc cryomancer receives 59 healing from Solaire's healing light area effect.
Glusenne the orc necromancer receives 59 healing from Solaire's healing light area effect.
Layugana the Guardian receives 71 healing from Solaire's healing light area effect.
Glusenne the orc necromancer's desolate waste area effect hits Solaire for 10 cold damage.
Glusenne the orc necromancer's desolate waste area effect hits Solaire for 10 cold damage.
Solaire the level 29 cornac sun paladin was iced to death by Glusenne the orc necromancer on level 1 of Ruined Dungeon.