










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
Items Vault 1.7.0Donators/Buyers bonus! 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 20 / 39% |
| Size | medium |
| Lifes / Deaths | Killed by Gunsnake at level 11 on the 1st Flare 122nd year of Ascendancy at 03:39 3 / 2Killed by Cyrithra the cold drake at level 20 on the 55th Dusk 122nd year of Ascendancy at 03:56 |
Primary Stats
| Strength | 57 (base 46) |
| Dexterity | 20 (base 10) |
| Constitution | 12 (base 10) |
| Magic | 53 (base 43) |
| Willpower | 18 (base 10) |
| Cunning | 20 (base 10) |
Resources
| Life | 516/516 |
| Positive | 107/107 |
| Stamina | 193/193 |
| Healing Factor | 1.4391526171257 |
| Regeneration | 4.6772460056585 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 21.388114253578 |
| See Invisible | 21.388114253578 |
Offense: Mainhand
| Damage | 100 |
| Accuracy | 45 |
| Crit Chance | 18% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Light | +11% |
| Physical | +15% |
| Arcane | +9% |
| Cold | +7% |
| Acid | +12% |
Offense: Damage Penetration
| Mind | +10% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 19 (30%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 12 |
| Physical Save | 22 |
| Spell Save | 25 |
| Mental Save | 13 |
Defense: Resistances
| Acid | + 48%( 70%) |
| Blight | + 12%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 13%( 70%) |
| All | 0%( 70%) |
| Darkness | + 15%( 70%) |
| Light | + 20%( 70%) |
| Temporal | + 6%( 70%) |
| Fire | + 11%( 70%) |
| Physical | + 2%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Bleed Resistance | 60% |
| Confusion Resistance | 22% |
| Stun Resistance | 30% |
| Instadeath Resistance | 100% |
| Blind Resistance | 25% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 599% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 73 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 Magic stat. |
| 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 110 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 212 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Crusader | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed skeleton mage skull. * You've found the needed xorn fragment. | 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 |
Equipment
| On feet | Voiddeath the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% darkness Melee Ret 2 darkness ----- def ----- Armour +3 Fatigue +2% Resists +15% darkness Silence- +20% Confus- +22% Stun/Frz- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Olelar the brass lantern2.0 T1 lite [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Melee Ret 13 fire ----- def ----- Resists +6% fire Crit.chn- 15.00% ---------- misc Psi/ret +0.08 Max.psi +30.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Shiverveil (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.pwr +20 (+5 eff.) Dmg.mod +12% acid Res.pen +5% physical Melee Ret 4 cold ----- def ----- Defense +1 (+1 eff.) Resists +18% acid ---------- misc Stam/turn +2.00 A pointy cloth hat, very wizardly... |
| Tool | iron pickaxe 'Betyletira' (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.crit +2.0% Dmg.mod +12% physical ----- def ----- Armour +2 Resists +2% physical Max.HP +21.00 ---------- misc Max.stam +16.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | sneakthief's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +16 (+5 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 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 115% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 10 light Ranged+ 13 light Dmg.mod +11% light Rings make your fingers look great! |
| Around waist | rough leather belt 'Hanetar'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% physical Res.pen +5% physical On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +8 Resists +9% acid +5% fire +6% cold A belt that goes around your waist. |
| In main hand | Xyyanor the steel greatmaul (28-42 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Psionic Power 28.0 - 42.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: ----- def ----- Resists +5% arcane +12% blight Spell.save +6 (+3 eff.) Heal.mod +20% Cut- +10% Stun/Frz- +10% Massive two-handed mauls. |
| On hands | Adybreba (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str +1 Con dps ---------- Crit.mult +10.00% Phys.pwr +25 (+6 eff.) Melee+ 8 cold Dmg.mod +7% cold ----- def ----- Armour +2 Fatigue +3% Resists +7% cold Die.at -20.00 life 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. |
| Main armor | Godir (6 def, 4 armour)9.0 T2 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Str +5 Dex +3 Mag +5 Wil +5 Cun dps ---------- Dmg.mod +9% arcane Melee Ret 4 temporal ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +21% acid +6% temporal +5% arcane Max.HP +64.00 HP.reg +3.00 Heal.mod +11% A suit of armour made of leather. |
| Cloak | Wintertrial the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Crit.mult +10.00% Res.pen +10% mind Melee Ret 2 cold ----- def ----- Defense +1 (+1 eff.) Resists +3% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Dridil the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil dps ---------- Spell.crit +3% S.pwr/crit +6 ----- def ----- Heal.mod +11% Cut- +50% ---------- misc Mana/s.crit +2.00 Max.vim +10.00 Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 177 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
healing infusion of the psychic (heal 76; 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 76 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower 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 |
healing infusion of the sneak (heal 83; 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 83 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
heroism infusion of the warrior (die at -408; dur 6; cd 26)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -408 life. The duration and life will increase by 1% for every 1% life you have lost (currently 408 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 471%; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 471% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 282; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 282 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the warrior (range 6; phase 18; cd 15)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. 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. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, physical, cold, fire, temporal)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 2 physical, 5 cold, 4 fire, 3 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 128; dur 3; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 128 damage for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 321; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 321 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Glareblow0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex +3 Wil dps ---------- Mind.pwr +10 (+5 eff.) Res.pen +5% light ----- def ----- Resists +6% light Amulets make your neck look great! |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
grounding steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +13% lightning Stun/Frz- +22% Amulets make your neck look great! |
warrior's copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% fire ----- def ----- Armour +6 Resists +22% fire Rings make your fingers look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 10.14 cold and 10.90 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
rogue's steel ring of lightning (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +12% lightning ----- def ----- Defense +6 (+3 eff.) Resists +24% lightning Rings make your fingers look great! |
ash vilestaff of fate (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +6 (+3 eff.) Dmg.mod +15% fire ----- def ----- Phys.save +7 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+7 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash starstaff of power (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon [Ego] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +12 (+5 eff.) Dmg.mod +15% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
steel greatsword of daylight (23-37 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 23.0 - 36.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 light Against +7% Undead Massive two-handed swords. |
iron longsword 'Koryrand' (10-15 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit: * 20% chance to reduce strength, dexterity, and constitution by 20 While equipped: dps ---------- Acc +6 (+2 eff.) On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 20 ----- def ----- Defense +12 (+6 eff.) Resists +9% blight +3% mind HP.reg +2.00 Heal.mod +15% Disarm- +25% Sharp, long, and deadly. |
truestriking iron longsword (13-18 power, 2 apr)3.0 T1 longsword 1H weapon [Ego+] Master Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Res.pen +6% physical Acc +7 (+2 eff.) Apr +5 Sharp, long, and deadly. |
arcing steel mace of evisceration (11-15 power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Arcane/Master Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 62 damage On Crit: * Wound the target dealing 244 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +8 (+2 eff.) Blunt and deadly. |
flaming steel dagger (11-14 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +5 fire Sharp, short and deadly. |
horrifying thorny mindstar of clarity (7-8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 5 mind 5 darkness Dmg.mod +4% mind +2% darkness ----- def ----- Mind.save +2 (+2 eff.) ---------- misc Max.psi +16.00 Talents +1 Attune Mindstar 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. |
wyrm's thorny mindstar of resolve (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Psionic Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 3 lightning 2 physical 5 cold 4 acid 4 fire ----- def ----- Resists +4% lightning +4% physical +4% fire +4% cold +3% acid Spell.save +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar 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. |
coruscating dwarven-steel steamsaw (22-33 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego+] Arcane/Steamtech Power 22.0 - 33.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +44 Uses 1.0 Steam When used to Attack: Melee+ +13 fire While equipped: Stats +2 Str dps ---------- Melee Ret 9 fire ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +12% fire ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
warded dwarven-steel steamsaw (20-31 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego+] Arcane/Steamtech Power 20.5 - 30.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +52 Uses 1.0 Steam When used to Attack: On Hit: * reduce the cooldown of your ward talent by 1 While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Wards +5 lightning +3 temporal +4 darkness +5 fire +5 nature +4 blight +4 cold +5 arcane +4 light Talents +1 Ward +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
pouch of iron shots 'Shineravage' (14/14, 21-25 power, 1 apr)3.0 T1 shot ammo [Rare] Master Power 21.0 - 25.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 14 Proj.spd +200% On Hit.r1 +20 light While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
Wrathroot's Barkwood (9 def, 10 armour, 26-36 power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 26.0 - 36.4 Physical Uses 150% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+5 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Robes of Deflection (0 def, 7 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag dps ---------- Spell.pwr +5 (+3 eff.) ----- def ----- Armour +7 Hardiness +30% Resists +7% all On Spell Hit: 4% Evasion 1 This set of robes seems to shine with metallic colors. |
mindwoven linen robe of lightning (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +10% lightning ----- def ----- Resists +15% lightning +7% all Mind.save +15 (+11 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Strikeenvy the rough leather armour (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Dmg.mod +6% lightning Res.pen +20% mind ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +9% lightning +16% fire ---------- misc Psi/ret +0.24 See.Invis +9 A suit of armour made of leather. |
Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+8 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 30.99 to 92.97 lightning damage (61.98 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
cured leather armour of lightning resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +17% lightning A suit of armour made of leather. |
impenetrable iron mail armour (2 def, 10 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
iron mail armour 'Barkire' (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +18% cold Res.pen +10% nature Melee Ret 2 cold On Hit (Melee): * 20% chance to slow global speed by 39% ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +9% nature Max.HP +24.00 A suit of armour made of mail. |
impenetrable steel mail armour of Eyal (2 def, 13 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +12% Max.HP +20.00 HP.reg +2.00 Heal.mod +11% A suit of armour made of mail. |
prismatic dwarven-steel mail armour of lightning resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +16% lightning +12% light +16% darkness A suit of armour made of mail. |
Gilotir the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Con ----- def ----- Resists +5% lightning +9% temporal +6% cold A belt that goes around your waist. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
reinforced rough leather belt of magery1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +3% ----- def ----- Armour +6 Defense +5 (+3 eff.) Phys.save +12 (+6 eff.) A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
stealthy pair of hardened leather boots of rushing (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: Stats +2 Str +4 Dex +2 Con +8 Lck ----- def ----- Armour +3 Stealth +7 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. A pair of boots made of leather. |
temporal hardened leather gloves of the nighthunter (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 6 temporal Ranged+ 9 temporal Dmg.mod +6% temporal Acc +8 (+2 eff.) ----- def ----- Armour +2 Resists +7% darkness +6% temporal ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Betona the Chargedash (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +1 Dex +3 Mag dps ---------- Melee+ 6 light Dmg.mod +4% light ----- def ----- Armour +1 Fatigue +1% Resists +9% acid +6% light +6% lightning ---------- misc Infravis +3 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. |
scouring dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +7 (+1 eff.) Acc +5 (+1 eff.) Apr +7 On Melee Ret: * 18 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +7% blight Spell.save +19 (+9 eff.) 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. |
grounding linen wizard hat of lightning (+21%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +1 (+1 eff.) Resists +21% lightning +5% temporal A pointy cloth hat, very wizardly... |
Breezeoozer (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature +3% light Res.pen +5% light Melee Ret 2 lightning On Hit (Melee): * 20% chance to slow global speed by 39% ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +5% temporal +3% nature +3% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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 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. |
3 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. |
3 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. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+8 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 6 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. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 113.65 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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)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. |
Blasttrial the ash totem of stinging [power 188] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +10% lightning Melee Ret 8 lightning On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +6% lightning +9% temporal +5% arcane Sting an enemy dealing 188 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Achievements
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By UpInTheSkies the Cornac Sun Paladin level 20
55th Dusk 122nd year of Ascendancy at 00:50 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By UpInTheSkies the Cornac Sun Paladin level 10
1st Summertide 122nd year of Ascendancy at 13:05 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By UpInTheSkies the Cornac Sun Paladin level 20
54th Dusk 122nd year of Ascendancy at 07:17 see stats
Lost in translation (Nightmare (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By UpInTheSkies the Cornac Sun Paladin level 4
78th Pyre 122nd year of Ascendancy at 00:36 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By UpInTheSkies the Cornac Sun Paladin level 18
50th Dusk 122nd year of Ascendancy at 21:24 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By UpInTheSkies the Cornac Sun Paladin level 8
6th Mirth 122nd year of Ascendancy at 18:57 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By UpInTheSkies the Cornac Sun Paladin level 18
41st Dusk 122nd year of Ascendancy at 11:55 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By UpInTheSkies the Cornac Sun Paladin level 18
50th Dusk 122nd year of Ascendancy at 21:23 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By UpInTheSkies the Cornac Sun Paladin level 18
40th Dusk 122nd year of Ascendancy at 05:30 see stats
Log
Cyrithra the cold drake's aether beam hits UpInTheSkies for 10 arcane damage.
Cyrithra the cold drake damages himself through Martyrdom!
UpInTheSkies hits Cyrithra the cold drake for 1 arcane damage.
Cyrithra the cold drake's aether beam hits UpInTheSkies for 10 arcane damage.
Cyrithra the cold drake damages himself through Martyrdom!
UpInTheSkies hits Cyrithra the cold drake for 1 arcane damage.
Cyrithra the cold drake's aether beam hits UpInTheSkies for 10 arcane damage.
Cyrithra the cold drake damages himself through Martyrdom!
UpInTheSkies hits Cyrithra the cold drake for 1 arcane damage.
Cyrithra the cold drake's aether beam hits UpInTheSkies for 10 arcane damage.
Cyrithra the cold drake damages himself through Martyrdom!
UpInTheSkies hits Cyrithra the cold drake for 1 arcane damage.
Cyrithra the cold drake's aether beam hits UpInTheSkies for 10 arcane damage.
Cyrithra the cold drake damages himself through Martyrdom!
UpInTheSkies hits Cyrithra the cold drake for 1 arcane damage.
Cyrithra the cold drake's aether beam hits UpInTheSkies for 10 arcane damage.
Cyrithra the cold drake damages himself through Martyrdom!
UpInTheSkies hits Cyrithra the cold drake for 1 arcane damage.
Cyrithra the cold drake's aether beam hits UpInTheSkies for 10 arcane damage.
Cyrithra the cold drake stops surging mana.
Cyrithra the cold drake damages himself through Martyrdom!
UpInTheSkies hits Cyrithra the cold drake for 12 arcane damage.
Aether Breach from Cyrithra the cold drake hits UpInTheSkies for 122 arcane damage.
UpInTheSkies the level 20 cornac sun paladin was imploded to death by Cyrithra the cold drake on level 1 of Intimidating Cave.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Aether Breach from Cyrithra the cold drake killed UpInTheSkies!
Saving game...
Saving done.








































































































