











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Roguelike Keybindings 1.7.0Adds new game option "[ZOmnibus] | Roguelike keybindings" that can be used to alter the game's movement keybindings to the classic "roguelike" or "Vi keys" style, useful for laptops or other keyboards that lack numeric keypads. The keybindings modified by this addon are as follows:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Dwarf |
Class | Sun Paladin |
Level / Exp | 36 / 76% |
Size | medium |
Lifes / Deaths | Killed by Islilema the rogue at level 14 on the 14th Profit 122nd year of Ascendancy at 20:48 0 / 10Killed by Berendar at level 23 on the 44th Steel 123rd year of Ascendancy at 09:44 Killed by Porydheth the war bear at level 25 on the 10th Gold 123rd year of Ascendancy at 06:23 Killed by Polalle the multi-hued drake hatchling at level 27 on the 12nd Gold 123rd year of Ascendancy at 04:02 Killed by Belywe the snow giant at level 30 on the 41st Stralite 123rd year of Ascendancy at 11:16 Killed by Grand Corruptor at level 33 on the 30th Voratun 123rd year of Ascendancy at 05:47 Killed by faerlhing at level 35 on the 9th Profit 123rd year of Ascendancy at 22:51 Killed by faerlhing at level 35 on the 9th Profit 123rd year of Ascendancy at 22:55 Killed by faerlhing at level 35 on the 9th Profit 123rd year of Ascendancy at 23:53 Killed by Eilinikira the thief at level 36 on the 16th Profit 123rd year of Ascendancy at 10:26 |
Primary Stats
Strength | 93 (base 60) |
Dexterity | 26 (base 14) |
Constitution | 52 (base 26) |
Magic | 87 (base 60) |
Willpower | 36 (base 10) |
Cunning | 38 (base 10) |
Resources
Life | -86/1545 |
Positive | 6/155 |
Stamina | 248/270 |
Healing Factor | 1.389329218765 |
Regeneration | 0.34733230469125 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +110.31638663509% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 2 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 179 |
Accuracy | 47 |
Crit Chance | 43% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 49 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Mind | +10% |
Lightning | +21% |
Light | +36% |
Temporal | +3% |
Nature | +9% |
Physical | +17% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Acid | +5% |
Light | +75% |
Physical | +19% |
Lightning | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 71.521305378697 (73.607947236566%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 30 |
Physical Save | 58 |
Spell Save | 56 |
Mental Save | 49 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 42%( 70%) |
Physical | + 16%( 70%) |
Cold | + 55%( 70%) |
All | + 10%( 70%) |
Darkness | + 24%( 70%) |
Light | + 60%( 70%) |
Lightning | + 56%( 70%) |
Fire | + 48%( 70%) |
Nature | + 34%( 70%) |
Defense: Immunities
Silence Resistance | 63% |
Disarm Resistance | 26% |
Knockback Resistance | 26% |
Confusion Resistance | 57% |
Stun Resistance | 90% |
Pinning Resistance | 23% |
Instadeath Resistance | 100% |
Blind Resistance | 43% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 828% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 535 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 455 damage for 6 turns. Its effects scale with your Magic stat. |
Class Talents
Celestial / Guardian | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 3/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Celestial / Radiance | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Parasite | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Strength by +5. | done |
You failed to protect the lost sun paladin from death by Berendar. Escort: lost sun paladin (level 6 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Berendar. Escort: temporal explorer (level 2 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed orc heart. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed pouch of luminous horror dust. * You've found the needed bear paw. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed green worm. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within6 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +2.0% Crit.mult +10.00% Phys.pwr +10 (+2 eff.) Melee Ret 6 physical ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +3% Resists +6% acid Silence- +63% Confus- +57% Stun/Frz- +60% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 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.(92 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +1 Con dps ---------- Crit.mult +15.00% Mind.pwr +5 (+3 eff.) Melee+ 18 mind 18 darkness Dmg.mod +6% lightning Acc +10 (+3 eff.) On Hit (Melee): * 16% chance to reduce all saves and defense by 24 ----- def ----- Armour +10 Fatigue +3% Mind.save +1 (+0 eff.) Max.HP +109.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 3.0 T3 digger tool [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Str +3 Mag dps ---------- Spell.crit +7% Dmg.mod +10% mind +10% fire ----- def ----- Armour +6 Defense +11 (+4 eff.) Resists +6% lightning +7% physical Crit.chn- 15.00% Mind.save +19 (+6 eff.) Max.HP +20.00 ---------- misc Max.mana +35.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +8 (+4 eff.) Dmg.mod +6% nature Melee Ret 10 nature On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Resists +10% acid +13% fire +16% lightning +18% cold Max.HP +36.00 Disarm- +26% Pinning- +23% Knockbk- +26% Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +8 Mag dps ---------- Melee+ 24 light Ranged+ 25 light Dmg.mod +14% light ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
In main hand | ![]() 3.0 T4 longsword 1H weapon [Random Unique] Nature/Master Power 153% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +8 darkness On Hit.r1 +4 darkness On Hit: * 10% chance to reduce damage dealt by 20% While equipped: Stats +7 Str +7 Dex +8 Mag +19 Wil +7 Cun +15 Con ----- def ----- Resists +12% acid Max.HP +27.00 Sharp, long, and deadly. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Cun +4 Dex dps ---------- Phys.crit +11.0% Mind.crit +11% Dmg.mod +3% nature +17% physical Res.pen +25% light +19% physical Melee Ret 2 nature ----- def ----- Resists +6% nature Max.HP +53.00 A belt that goes around your waist. |
In off hand | ![]() 7.0 T4 shield armor Reqs Shield usage training [Random Unique] Nature When used to Attack: Power 161% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +140 Melee+ +12 acid +23 cold On Hit: * Deal physical damage equal to your armor (72) While equipped: Stats +4 Wil dps ---------- Dmg.mod +3% temporal Res.pen +5% acid On shield block: * Deals 125 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) On Hit (Melee): * 20% chance to reduce armor by 35% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +11 Fatigue +8% Resists +8% acid +9% fire +9% lightning +23% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +5 Str +3 Con dps ---------- Dmg.mod +15% lightning Res.pen +20% lightning Acc +25 (+8 eff.) Melee Ret 6 cold ----- def ----- Armour +10 Defense +2 (+1 eff.) Resists +9% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+4 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Spit a cloud of flames, doing 26.37 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 230 then cleanse 1 wound, poison, and disease effect. 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. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 227 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. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 242.60 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] 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 direct a cone of chilling stormwind doing 86.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 16 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%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 52 up to 6 times. 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. |
![]() 0.1 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 (149). 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. |
![]() 0.1 T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag ----- def ----- Resists +11% lightning Stun/Frz- +22% Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 13 physical Ranged+ 10 physical Dmg.mod +12% acid +12% darkness On Hit (Melee): * 10% chance to reduce all saves and defense by 24 On Hit (Ranged): * 12% chance to reduce all saves and defense by 24 ----- def ----- Max.HP +26.00 Blind- +26% Disarm- +23% Pinning- +28% Knockbk- +22% ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Infravis +4 See.Stealth +10 See.Invis +10 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Dex +1 Wil +1 Con dps ---------- Crit.mult +10.00% Res.pen +15% physical ----- def ----- Max.HP +23.00 Disarm- +22% Pinning- +21% Knockbk- +23% ---------- misc Stam/turn +1.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +3 Mag dps ---------- Spell.pwr +8 (+2 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% cold ----- def ----- Defense +6 (+2 eff.) Resists +20% cold Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +56.00 HP.reg +12.00 Heal.mod +15% Stun/Frz- +30% Rings make your fingers look great! |
![]() 3.0 T2 greatsword 2H weapon [Rare] Psionic Power 128% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +13 darkness Against +13% Living While equipped: Stats +3 Dex dps ---------- Crit.mult +20.00% Phys.pwr +15 (+3 eff.) Melee Ret 10 fire ----- def ----- Resists +4% physical ---------- misc Stam/turn +2.00 Massive two-handed swords. |
![]() 3.0 T4 longsword 1H weapon [Ego+] Arcane/Master Power 142% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 84 damage On Crit: * Wound the target dealing 307 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +13 (+2 eff.) Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Ego+] Master Power 138% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +9 (+3 eff.) Apr +7 Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Ego++] Master Power 125% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% all +7% physical Acc +16 (+5 eff.) Apr +14 Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Ego+] Master Power 126% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +7 (+1 eff.) Res.pen +7% physical ----- def ----- Disarm- +10% Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Random Unique] Arcane/Master Power 120% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical 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 84 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Res.pen +15% acid On Hit (Melee): * 10% chance to reduce armor by 35% ----- def ----- Resists +5% arcane Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego] Arcane Power 133% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +15 cold Blunt and deadly. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 176% Range: 1.2x Uses 190% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +10 Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+4 eff.) Dmg.mod +20% physical Acc +7 (+2 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Channel Staff: Level 2.0 Pwr.cost 9 out of 20/20. Range 8 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Disrupt Power 124% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +6.5% Atk.spd 100% On Hit: * 10% chance to slow global speed by 50% While equipped: Stats +5 Dex ----- def ----- Defense +25 (+9 eff.) Resists +12% acid +9% darkness One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Unique] Arcane Power 121% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T3 belt armor [Ego] Disrupt/Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Resists +8% acid +8% blight Spell.save +9 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Str +4 Dex +4 Cun +6 Lck dps ---------- Dmg.mod +3% nature Melee Ret 2 mind ----- def ----- Defense +5 (+2 eff.) Phys.save +6 (+2 eff.) Stealth +6 ---------- misc T.Disarm +7 Max.psi +20.00 Infravis +4 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Str +2 Wil dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +5% mind Apr +4 ----- def ----- Defense +1 (+1 eff.) Max.HP +33.00 ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +6 Str +6 Con dps ---------- Dmg.mod +6% acid +6% physical Melee Ret 4 acid 4 nature ----- def ----- Armour +3 Resists +12% light ---------- misc Light +2 Size +1 A pair of boots made of leather. |
![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +12% ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 2.0 T3 feet armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +3% light Melee Ret 8 light ----- def ----- Armour +3 Resists +7% lightning +7% temporal ---------- misc Psi/ret +0.12 Max.hate +4.00 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +3% arcane Phasing +10% On Hit (Melee): * 10% chance to reduce all saves and defense by 24 ----- def ----- Armour +1 Resists +9% mind Silence- +23% Confus- +22% Stun/Frz- +20% ---------- misc Max.vim +20.00 A pair of boots made of leather. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 5 acid Dmg.mod +3% acid ----- def ----- Armour +1 Fatigue +1% Resists +6% 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. |
![]() 1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +11 (+2 eff.) Acc +5 (+1 eff.) ----- def ----- Armour +2 Phys.save +5 (+2 eff.) Mind.save +5 (+2 eff.) Disarm- +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +3% Resists +9% cold +2% physical +12% darkness +3% temporal Mind.save +3 (+1 eff.) Max.HP +60.00 A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Max.HP +47.00 HP.reg +6.00 Heal.mod +15% A suit of armour made of mail. |
![]() 9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+3 eff.) Rng.Def +4 (+2 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+5 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: dps ---------- Melee Ret 6 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 25 ----- def ----- Armour +9 Fatigue +22% Resists +5% acid +7% physical +7% fire +11% lightning +22% cold Max.HP +21.00 HP.reg +3.00 Heal.mod +12% Disarm- +20% Stun/Frz- +24% Knockbk- +22% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 137% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +82 On Hit.r1 +12 mind While equipped: Stats +3 Dex +6 Wil +5 Cun dps ---------- Dmg.mod +9% acid On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Armour +6 Fatigue +8% Resists +24% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Random Unique] Nature/Disrupt/Master When used to Attack: Power 146% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +120 On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +7 (+1 eff.) ----- def ----- Armour +6 Fatigue +8% Resists +16% arcane Max.HP +83.00 Disease- +20% ---------- misc Equi/ret +0.04 Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 134% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +90 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +7% acid +8% fire +8% lightning +7% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane/Nature When used to Attack: Power 141% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +85 Melee+ +12 light +10 darkness On Hit.r1 +12 fire While equipped: Stats +3 Cun +1 Mag dps ---------- Melee+ 6 fire Dmg.mod +10% light +14% darkness Melee Ret 3 fire ----- def ----- Armour +6 Fatigue +8% Resists +12% light +15% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 96% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +47 While equipped: ----- def ----- Armour +3 Fatigue +8% Resists +16% acid ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 114% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +42 Melee+ +8 mind While equipped: dps ---------- Melee+ 9 lightning Dmg.mod +9% mind On shield block: * Cause enemies within radius 6 to bleed for 307 physical damage over 5 turns (1/turn) Melee Ret 3 lightning On Hit (Melee): * 10% chance to reduce all saves and defense by 24 ----- def ----- Armour +4 Fatigue +8% Resists +3% blight +17% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 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. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Con ----- def ----- Defense +15 (+5 eff.) Fatigue -4% Die.at -60.00 life ---------- misc Equi/ret +0.04 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +5 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. |
![]() 0.0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+4 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 148 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
Achievements
By Berendar the Dwarf Sun Paladin level 32
20th Voratun 123rd year of Ascendancy at 10:50 see stats
By Berendar the Dwarf Sun Paladin level 35
7th Profit 123rd year of Ascendancy at 21:35 see stats
By Berendar the Dwarf Sun Paladin level 23
43rd Steel 123rd year of Ascendancy at 10:43 see stats
By Berendar the Dwarf Sun Paladin level 31
9th Voratun 123rd year of Ascendancy at 13:06 see stats
By Berendar the Dwarf Sun Paladin level 10
2nd Profit 122nd year of Ascendancy at 21:24 see stats
By Berendar the Dwarf Sun Paladin level 20
31st Iron 123rd year of Ascendancy at 06:27 see stats
By Berendar the Dwarf Sun Paladin level 30
24th Stralite 123rd year of Ascendancy at 15:56 see stats
By Berendar the Dwarf Sun Paladin level 29
9th Stralite 123rd year of Ascendancy at 05:15 see stats
By Berendar the Dwarf Sun Paladin level 30
42nd Stralite 123rd year of Ascendancy at 14:47 see stats
By Berendar the Dwarf Sun Paladin level 25
8th Gold 123rd year of Ascendancy at 00:17 see stats
By Berendar the Dwarf Sun Paladin level 6
20th Voratun 122nd year of Ascendancy at 15:18 see stats
By Berendar the Dwarf Sun Paladin level 9
3rd Acquisition 122nd year of Ascendancy at 11:27 see stats
By Berendar the Dwarf Sun Paladin level 21
34th Steel 123rd year of Ascendancy at 18:08 see stats
By Berendar the Dwarf Sun Paladin level 24
2nd Gold 123rd year of Ascendancy at 14:30 see stats
By Berendar the Dwarf Sun Paladin level 16
13rd Iron 123rd year of Ascendancy at 23:03 see stats
By Berendar the Dwarf Sun Paladin level 35
9th Profit 123rd year of Ascendancy at 23:53 see stats
Log
Talent Assault is ready to use.
Your shield crumbles under the damage!
The shield around Berendar crumbles.
Berendar receives 18 healing from Shield of Light.
Something hits Berendar for (31 absorbed), 15 physical (15 total damage).
Berendar is filled with the Sun's fury!
Berendar performs a melee critical strike against Skeleton warrior!
Berendar hits Something for 4 darkness damage.
Berendar hits Skeleton warrior for 497 physical damage.
Berendar's spell attains critical power!
Berendar killed Skeleton warrior!
Wretch titan's acid area effect hits Berendar for 11 acid damage.
Wretch titan's acid area effect hits Eilinikira the thief for 20 acid damage.
Wretch titan's acid area effect hits Wretch titan for 0 acid damage.
Shield of Light hits Berendar for 31 healing, 31 healing (0 total damage) [62 healing].
Khulmanar, General of Urh'Rok's firestorm hits Berendar for 130 fire damage.
Berendar is poisoned!
Berendar receives 31 healing from Shield of Light.
Eilinikira the thief's Steady Shot hits Berendar for 254 physical damage.
Talent Brandish is ready to use.
Berendar receives 15 healing from Shield of Light.
Deadly Poison from Eilinikira the thief hits Berendar for 20 nature damage.
Berendar deactivates Shield of Light.
Shield of Light has been disrupted by anti-magic forces!
Khulmanar, General of Urh'Rok's firestorm hits Berendar for 130 fire damage.
Eilinikira the thief uses Headshot.
Eilinikira the thief's Headshot hits Berendar for 383 physical damage.
Berendar the level 36 dwarf sun paladin was sliced to death by Eilinikira the thief on level 9 of Dreadfell.