Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | OldRPG - Overdrive - 4 of 6 (A) OldRPG Player Sprites 1.6.5OldRPG Player Sprites continued. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Nekarcos's Quality of Life 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
OldRPG - Overdrive - 5 of 6 (A) OldRPG Player Sprites 1.6.5OldRPG Player Sprites continued. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
OldRPG - Overdrive - 6 of 6 (A) OldRPG Player Sprites 1.6.5OldRPG Player Sprites continued. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) Items Vault 1.7.0Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) OldRPG - Overdrive - 2 of 6 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns. Part 2 of 6 contains all NPCs, Objects, Shaders, etc. (Required) OldRPG - Overdrive - 1 of 6 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii (if you are interested in contributing sprites for Cults please contact me!). After downloading and installing all 6 parts, make sure OldRPG 64x64 is selected as the tileset in game. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns. Part 1 of 6 contains all terrain textures. (Required) Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
OldRPG - Overdrive - 3 of 6 (A) OldRPG Player Sprites 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Glass Golem, Whitehoof and Yeti use the original tiles. Not every race/item combo has been tested so there may be some misalignments. New sprites for Worm That Walks and tentacles, all other Cults artifacts currently use the original sprites. You can also use a custom player sprite if you don't care about the paperdoll overlay. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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 | Normal Roguelike |
Sex | Female |
Race | Shalore |
Class | Sun Paladin |
Level / Exp | 27 / 54% |
Size | medium |
Lifes / Deaths | Killed by ghast at level 27 on the 79th Pyre 123rd year of Ascendancy at 00:41 / 1 |
Primary Stats
Strength | 73 (base 58) |
Dexterity | 15 (base 10) |
Constitution | 27 (base 10) |
Magic | 73 (base 55) |
Willpower | 19 (base 10) |
Cunning | 18 (base 10) |
Resources
Life | -760/678 |
Mana | 181/301 |
Stamina | 200/200 |
Positive | 28/128 |
Healing Factor | 1.2686945338482 |
Regeneration | 2.8545627011585 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 198 |
Accuracy | 38 |
Crit Chance | 35% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Cold | +11% |
Physical | +23% |
Light | +14% |
All | +8% |
Offense: Damage Penetration
Light | +54% |
Physical | +16% |
Defense: Base
Armour (hardiness) | 55.551211628464 (73.607947236566%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 23 |
Physical Save | 41 |
Spell Save | 40 |
Mental Save | 32 |
Defense: Resistances
Darkness | + 12%( 70%) |
Acid | + 13%( 70%) |
Light | + 40%( 70%) |
Cold | + 18%( 70%) |
Mind | + 15%( 70%) |
Lightning | + 8%( 70%) |
Fire | + 10%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Confusion Resistance | 32% |
Knockback Resistance | 40% |
Instadeath Resistance | 100% |
Blind Resistance | 54% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -407 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1269 life, 18 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 93 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Celestial / Crusader | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Two-handed assault | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 fire dragon that dwelled there. | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 1. | 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 wretchling eyeball. * You've found the needed black mamba head. * You've found the needed pouch of faeros ash. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed bear paw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within7 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | pair of dwarven-steel boots 'Adalrana' (30 def, 9 armour) pair of dwarven-steel boots 'Adalrana' (30 def, 9 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Crit.mult +15.00% ----- def ----- Armour +9 Defense +30 (+14 eff.) Fatigue +3% Resists +6% acid +10% fire +8% lightning +11% cold Phys.save +6 (+2 eff.) Spell.save +12 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | survivor's brass lantern of health survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+2 eff.) Max.HP +42.00 Heal.mod +13% ---------- 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. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | Zubylrata the voratun pickaxe (dig speed 11 turns) Zubylrata the voratun pickaxe (dig speed 11 turns)3.0 T5 digger tool [Rare] Master While equipped: Stats +3 Str +5 Con dps ---------- Phys.crit +4.0% Res.pen +16% physical Acc +20 (+7 eff.) Melee Ret 8 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 17 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | gladiator's steel ring gladiator's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +7 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Rings make your fingers look great! |
On fingers | Isiramina Isiramina0.1 T4 ring jewelry [Rare] Master While equipped: Stats +2 Cun +2 Str dps ---------- Phys.pwr +11 (+3 eff.) Spell.pwr +11 (+3 eff.) Mind.pwr +10 (+5 eff.) Dmg.mod +6% all Apr +6 ----- def ----- Crit.dmg- 15.00% Die.at -80.00 life Rings make your fingers look great! |
Around waist | Mighty Girdle 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. |
In main hand | Balychik the Blazevice (66-99 power, 4 apr) Balychik the Blazevice (66-99 power, 4 apr)5.0 T5 greatmaul 2H weapon [Rare] Master Power 66.0 - 99.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +8 darkness On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +16.0% Dmg.mod +3% cold Res.pen +5% light Melee Ret 10 light ----- def ----- Resists +6% light +12% darkness Massive two-handed mauls. |
On hands | Baloruigorn the Noonpride (0 def, 10 armour) Baloruigorn the Noonpride (0 def, 10 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +4 Dex +2 Mag +2 Wil +5 Cun +2 Con dps ---------- Melee+ 8 physical Dmg.mod +5% physical Res.pen +15% light ----- def ----- Armour +10 Resists +3% light 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. |
Main armor | Balyyon (0 def, 18 armour) Balyyon (0 def, 18 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: ----- def ----- Armour +18 Fatigue +22% Resists +7% acid +7% cold HP.reg +2.00 ---------- misc Stam/turn +0.60 Hate/m.crit +4.00 Max.hate +4.00 Max.psi +20.00 Breathe water A suit of armour made of metal plates. |
Cloak | enveloping linen cloak of protection (6 def, 0 armour) enveloping linen cloak of protection (6 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +6 (+3 eff.) Phys.save +5 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | clarifying steel amulet of magic (+4) clarifying steel amulet of magic (+4)0.1 T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +4 Mag ----- def ----- Resists +15% mind Confus- +22% Amulets make your neck look great! |
Inventory
movement infusion of the warrior (speed 627%; cd 15) movement infusion of the warrior (speed 627%; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 627% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (226.00 temporal damage, removed from time 4 turns) Rune of the Rift (226.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 244.08 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Bloodcaller Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Halutohor the Shimmervagrant Halutohor the Shimmervagrant0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +6 Dex +2 Mag +5 Wil dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +51% lightning Rings make your fingers look great! |
Umbraroar Umbraroar0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% blight +15% darkness Res.pen +10% darkness +10% temporal Melee Ret 8 blight ----- def ----- Resists +13% acid +6% darkness +14% fire +14% cold +12% lightning Rings make your fingers look great! |
sneakthief's gold ring of misery sneakthief's gold ring of misery0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +13 Cun +5 Dex dps ---------- Melee+ 8 physical Ranged+ 12 physical Acc +8 (+3 eff.) On Hit (Melee): * 12% chance to reduce all saves and defense by 17 On Hit (Ranged): * 12% chance to reduce all saves and defense by 17 ---------- misc Hate/m.crit +1.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
wizard's copper ring of tenacity wizard's copper ring of tenacity0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Max.HP +21.00 Disarm- +20% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
dwarven-steel battleaxe (32-49 power, 2 apr) dwarven-steel battleaxe (32-49 power, 2 apr)3.0 T3 battleaxe 2H weapon [Normal] Power 32.5 - 48.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Massive two-handed battleaxes. |
stralite battleaxe 'Anerak' (60-89 power, 3 apr) stralite battleaxe 'Anerak' (60-89 power, 3 apr)3.0 T4 battleaxe 2H weapon [Rare] Master Power 59.5 - 89.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% While equipped: dps ---------- Acc +10 (+4 eff.) Melee Ret 4 physical ----- def ----- Resists +3% light +9% nature Phys.save +3 (+1 eff.) Max.HP +40.00 Massive two-handed battleaxes. |
chilling dwarven-steel dagger (16-21 power, 7 apr) chilling dwarven-steel dagger (16-21 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane Power 16.0 - 20.8 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +5 cold Sharp, short and deadly. |
chilling dwarven-steel dagger of shearing (18-24 power, 7 apr) chilling dwarven-steel dagger of shearing (18-24 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane/Master Power 18.5 - 24.1 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +7 cold While equipped: dps ---------- Res.pen +10% all Acc +5 (+2 eff.) Apr +9 Sharp, short and deadly. |
flaming dwarven-steel dagger of massacre (23-30 power, 7 apr) flaming dwarven-steel dagger of massacre (23-30 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane/Master Power 23.0 - 29.9 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +7 fire Sharp, short and deadly. |
steel dagger of crippling (12-16 power, 6 apr) steel dagger of crippling (12-16 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Master Power 12.5 - 16.2 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Sharp, short and deadly. |
Gonne the Dourbreeze (34-55 power, 2 apr) Gonne the Dourbreeze (34-55 power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Nature/Master/Psionic Power 34.5 - 55.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +19 darkness Against +20% Living On Crit.r2 +41 acid +40 nature While equipped: dps ---------- Res.pen +23% acid +13% nature +15% darkness Acc +16 (+6 eff.) Apr +12 Melee Ret 6 darkness ----- def ----- Defense +14 (+7 eff.) Disarm- +53% ---------- misc Psi/ret +0.12 Max.psi +50.00 Massive two-handed swords. |
acidic dwarven-steel greatsword of massacre (49-78 power, 2 apr) acidic dwarven-steel greatsword of massacre (49-78 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane/Master Power 49.0 - 78.4 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 138 damage over 5 turns and reducing armor and accuracy by 18 Massive two-handed swords. |
plaguebringer's dwarven-steel greatsword of crippling (37-59 power, 2 apr) plaguebringer's dwarven-steel greatsword of crippling (37-59 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Arcane/Master Power 37.0 - 59.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 blight On Hit: 20% Epidemic 3 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 24 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% ----- def ----- Disease- +31% Massive two-handed swords. |
hardened leather sling of enduring hardened leather sling of enduring4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego+] Nature Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +7 Con +5 Wil ----- def ----- Max.HP +18.00 Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling of enduring hardened leather sling of enduring4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego+] Nature Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +9 Con +7 Wil ----- def ----- Max.HP +21.00 Slings are used to hurl stones or metal shots at your foes. |
arcing dwarven-steel waraxe of phasing (22-30 power, 12 apr) arcing dwarven-steel waraxe of phasing (22-30 power, 12 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane Power 21.5 - 30.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +4.5% Atk.spd 100% Phasing +12% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 83 damage One-handed war axes. |
truestriking steel waraxe of shearing (15-21 power, 3 apr) truestriking steel waraxe of shearing (15-21 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego++] Master Power 15.0 - 21.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% all +7% physical Acc +12 (+5 eff.) Apr +15 One-handed war axes. |
Girdle of the Calm Waters Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Neira's Memory Neira's Memory1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 282, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Robes of Deflection (0 def, 7 armour) 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 (+1 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. |
cashmere robe of power (0 def, 0 armour) cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +12% all ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's woollen robe of alchemy (0 def, 0 armour) tormentor's woollen robe of alchemy (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +3 Cun dps ---------- Crit.mult +12.00% Dmg.mod +9% acid +9% physical +8% fire +7% cold ----- def ----- Resists +12% acid +12% physical +12% fire +11% cold +9% all ---------- misc Hate/m.crit +3.00 Psi/m.crit +1.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frostvenom the pair of hardened leather boots (0 def, 15 armour) Frostvenom the pair of hardened leather boots (0 def, 15 armour)2.0 T3 feet armor [Rare] Arcane/Master/Psionic While equipped: Stats +3 Con dps ---------- Phys.crit +4.0% Phys.pwr +7 (+2 eff.) Spell.pwr +8 (+2 eff.) Mind.pwr +8 (+4 eff.) Melee Ret 8 physical ----- def ----- Armour +15 Resists +6% cold Phys.save +9 (+3 eff.) A pair of boots made of leather. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- 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." |
pair of iron boots 'Velossra' (0 def, 3 armour) pair of iron boots 'Velossra' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Mind.pwr +15 (+7 eff.) Apr +4 ----- def ----- Armour +3 Fatigue +2% ---------- misc Equi/ret +0.12 Max.hate +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
sand dwarven-steel gauntlets of strength (+2) (0 def, 8 armour) sand dwarven-steel gauntlets of strength (+2) (0 def, 8 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 7 physical Dmg.mod +4% physical ----- def ----- Armour +8 Fatigue +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. |
Glintreeve the dwarven-steel helm (0 def, 4 armour) Glintreeve the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Str +5 Wil dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +12% light +9% darkness Res.pen +20% light ----- def ----- Armour +4 Fatigue +4% Resists +12% blight +9% physical +5% arcane Phys.save +8 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed hardened leather cap of knowledge (0 def, 3 armour) bladed hardened leather cap of knowledge (0 def, 3 armour)2.0 T3 head armor [Ego++] Master/Psionic While equipped: Stats +4 Str +3 Wil +3 Cun dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 488.4 Physical damage. If the attack hits, the target is confused (28% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
grounding dwarven-steel helm of might (0 def, 4 armour) grounding dwarven-steel helm of might (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +7% lightning +8% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding rough leather cap of dexterity (+3) (0 def, 1 armour) grounding rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A cap made of leather. |
impenetrable steel mail armour of resilience (2 def, 13 armour) impenetrable steel mail armour of resilience (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 +22.00 A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of cold resistance (3 def, 8 armour) rejuvenating dwarven-steel mail armour of cold resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +16% cold HP.reg +3.30 ---------- misc Stam/turn +1.30 A suit of armour made of mail. |
enlightening hardened leather armour of the deep (9 def, 8 armour) enlightening hardened leather armour of the deep (9 def, 8 armour)9.0 T3 light armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +8 Defense +9 (+5 eff.) Fatigue +8% Resists +7% acid +7% cold Mind.save +10 (+5 eff.) ---------- misc Breathe water A suit of armour made of leather. |
radiant hardened leather armour (9 def, 6 armour) radiant hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: Stats +2 Wil ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +13% blight +19% darkness ---------- misc Light +1 A suit of armour made of leather. |
rejuvenating hardened leather armour (9 def, 6 armour) rejuvenating hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% HP.reg +2.00 ---------- misc Stam/turn +1.10 A suit of armour made of leather. |
rejuvenating hardened leather armour of the deep (9 def, 8 armour) rejuvenating hardened leather armour of the deep (9 def, 8 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +9 (+5 eff.) Fatigue +8% Resists +7% acid +5% cold HP.reg +3.10 ---------- misc Stam/turn +0.70 Breathe water A suit of armour made of leather. |
Relgyrim the voratun plate armour (0 def, 22 armour) Relgyrim the voratun plate armour (0 def, 22 armour)17.0 T5 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Melee Ret 8 physical ----- def ----- Armour +22 Fatigue +22% Resists +2% physical +19% fire Phys.save +3 (+1 eff.) Die.at -60.00 life A suit of armour made of metal plates. |
Barkseam the voratun shield (0 def, 10 armour, 66-80 power, 201 block) Barkseam the voratun shield (0 def, 10 armour, 66-80 power, 201 block)7.0 T5 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 66.5 - 79.8 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +201 On Crit.r2 +12 cold While equipped: Stats +3 Str dps ---------- On Hit (Melee): * 20% chance to slow global speed by 43% ----- def ----- Armour +10 Fatigue +8% Resists +20% physical Crit.dmg- 10.00% ---------- misc See.Invis +12 Talents +1 Block Handheld deflection devices. |
iron shield of winter (0 def, 2 armour, 10-12 power, 20.5 block) iron shield of winter (0 def, 2 armour, 10-12 power, 20.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 10.0 - 12.0 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 Melee+ +11 cold While equipped: Stats +2 Wil dps ---------- On shield block: * Deals 81 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +2 Fatigue +8% Resists +11% cold ---------- misc Talents +1 Block Handheld deflection devices. |
shocking dwarven-steel shield of cold resistance (+15%) (0 def, 6 armour, 32-39 power, 80 block) shocking dwarven-steel shield of cold resistance (+15%) (0 def, 6 armour, 32-39 power, 80 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 32.5 - 39.0 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +80 While equipped: dps ---------- Melee+ 17 lightning Melee Ret 6 lightning ----- def ----- Armour +6 Fatigue +8% Resists +15% cold ---------- misc Talents +1 Block Handheld deflection devices. |
4 agate 4 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. |
64 alchemist agate 64 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
11 aquamarine 11 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. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal 8 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. |
9 topaz 9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald 3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
4 garnet 4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
pouch of dwarven-steel shots of accuracy (21/22, 34-41 power, 3 apr) pouch of dwarven-steel shots of accuracy (21/22, 34-41 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Master Power 34.5 - 41.4 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Acc +9 Apr +3 Crit +5.0% Capacity 22 Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of dwarven-steel shots of corruption (16/16, 34-41 power, 3 apr) psychokinetic pouch of dwarven-steel shots of corruption (16/16, 34-41 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego++] Arcane/Psionic Power 34.5 - 41.4 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 16 Ranged+ +16 physical On Hit: 20% Curse of Defenselessness 3 On Hit: * 20% chance to knock the target back 3 spaces and deal 94 physical damage Shots are used with slings to pummel your foes to death. |
iron torque of gale force 'Blazedeath' [power 110] (15 cooldown) iron torque of gale force 'Blazedeath' [power 110] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +4 Str +2 Mag dps ---------- Dmg.mod +3% lightning Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 135 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Malosus [power 290] (15 cooldown) Malosus [power 290] (15 cooldown)2.0 T4 totem charm [Random Unique] Nature While equipped: ----- def ----- Resists +9% light Phys.save +9 (+3 eff.) Die.at -40.00 life Sting an enemy dealing 313 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. 100% to reduce fatigue by 28% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
yew totem of stinging [power 290] (15 cooldown) yew totem of stinging [power 290] (15 cooldown)2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 313 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
7 amethyst 7 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. |
2 quartz 2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 ametrine 9 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. |
12 citrine 12 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Snek of God the Shalore Sun Paladin level 27
73rd Pyre 123rd year of Ascendancy at 21:37 see stats
By Snek of God the Shalore Sun Paladin level 20
31st Regrowth 123rd year of Ascendancy at 09:41 see stats
By Snek of God the Shalore Sun Paladin level 14
79th Haze 122nd year of Ascendancy at 22:00 see stats
By Snek of God the Shalore Sun Paladin level 19
23rd Regrowth 123rd year of Ascendancy at 07:06 see stats
By Snek of God the Shalore Sun Paladin level 18
21st Regrowth 123rd year of Ascendancy at 17:05 see stats
By Snek of God the Shalore Sun Paladin level 27
73rd Pyre 123rd year of Ascendancy at 18:18 see stats
By Snek of God the Shalore Sun Paladin level 10
34th Haze 122nd year of Ascendancy at 09:23 see stats
By Snek of God the Shalore Sun Paladin level 20
29th Regrowth 123rd year of Ascendancy at 20:18 see stats
By Snek of God the Shalore Sun Paladin level 3
77th Pyre 122nd year of Ascendancy at 11:08 see stats
By Snek of God the Shalore Sun Paladin level 22
77th Regrowth 123rd year of Ascendancy at 05:40 see stats
By Snek of God the Shalore Sun Paladin level 26
69th Pyre 123rd year of Ascendancy at 02:03 see stats
By Snek of God the Shalore Sun Paladin level 25
53rd Pyre 123rd year of Ascendancy at 12:25 see stats
By Snek of God the Shalore Sun Paladin level 20
30th Regrowth 123rd year of Ascendancy at 20:05 see stats
By Snek of God the Shalore Sun Paladin level 27
79th Pyre 123rd year of Ascendancy at 00:39 see stats
By Snek of God the Shalore Sun Paladin level 7
3rd Mirth 122nd year of Ascendancy at 12:05 see stats
By Snek of God the Shalore Sun Paladin level 17
2nd Regrowth 123rd year of Ascendancy at 08:07 see stats
By Snek of God the Shalore Sun Paladin level 22
64th Regrowth 123rd year of Ascendancy at 14:30 see stats
By Snek of God the Shalore Sun Paladin level 26
67th Pyre 123rd year of Ascendancy at 18:25 see stats
By Snek of God the Shalore Sun Paladin level 17
10th Allure 123rd year of Ascendancy at 00:03 see stats
Log
Ghast can not be healed this way!
Ghast can not be healed this way!
Snek of God receives 107 healing from Snek of God's healing light area effect.
Ghoul shrugs off the effect 'Dazed'!
Rotting Disease from Ghoulking hits Snek of God for (79 absorbed), 0 cold (0 total damage).
Searing Sight hits Ghast for (9 absorbed), 0 light (0 total damage).
Searing Sight hits Ghast for (7 flat reduction), (2 absorbed), 0 light (0 total damage).
Searing Sight hits Celia for 8 light damage.
Searing Sight hits Ghast for (9 absorbed), 0 light (0 total damage).
Searing Sight hits Ghast for (7 flat reduction), (2 absorbed), 0 light (0 total damage).
Searing Sight hits Ghoulking for (7 flat reduction), (2 absorbed), 0 light (0 total damage).
Searing Sight hits Ghoul for (8 absorbed), 0 light (0 total damage).
Spikes of Decrepitude hits Snek of God for (22 absorbed), 0 cold, (22 absorbed), 0 cold (0 total damage).
Celia casts Invoke Darkness.
Celia's spell attains critical power!
Your shield crumbles under the damage!
The shield around Snek of God crumbles.
Celia hits Snek of God for (100 absorbed), 417 cold (417 total damage).
Ghoulking uses Ghoulish Leap.
Ghoulking speeds up.
Ghast hits Snek of God for 20 cold damage.
Melee retaliation hits Ghast for (13 absorbed), 0 light, (1 absorbed), 0 mind (0 total damage).
Ghast misses Snek of God.
Melee retaliation hits Ghast for (7 flat reduction), (6 absorbed), 0 light, (1 flat reduction), 0 mind (0 total damage).
Ghast hits Snek of God for 18 physical damage.
Melee retaliation hits Ghast for (7 flat reduction), (6 absorbed), 0 light, (3 flat reduction), 0 mind (0 total damage).
Ghast hits Snek of God for 20 cold damage.
Snek of God the level 27 shalore sun paladin was chilled to death by a ghast on level 2 of Last Hope Graveyard.
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Ghast killed Snek of God!