
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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!) Ashes of Urh'Rok 1.5.0Official 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 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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.
Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Better Item Description 1.5.5This 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 ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.5.0Official 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:
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Higher |
Class | Sun Paladin |
Level / Exp | 50 / 805% |
Size | medium |
Lifes / Deaths | Killed by Halsurot the champion of Urh'Rok at level 50 on the 50th Haze 123rd year of Ascendancy at 21:34 / 1 |
Primary Stats
Strength | 87 (base 64) |
Dexterity | 91 (base 60) |
Constitution | 63 (base 33) |
Magic | 81 (base 60) |
Willpower | 45 (base 16) |
Cunning | 62 (base 18) |
Resources
Life | -56/1616 |
Positive | 66/147 |
Stamina | 354/354 |
Healing Factor | 1.1948161745697 |
Regeneration | 10.505151162563 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -46% |
Spell | -1.1102230246252E-14% |
Global | +100% |
Vision
Sight | 12 |
Lite | 8 |
Infravision | 21 |
See Invisible | 26 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 61 |
Accuracy | 43 |
Crit Chance | 41% |
APR | 21 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 70 |
Crit Chance | 43% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Mind | +7% |
Light | +154% |
Fire | +24% |
All | 0% |
Offense: Damage Penetration
Acid | +35% |
Light | +20% |
Arcane | +10% |
Fire | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | -3.4467893822855 (79.102564102564%) |
Defense | 48 |
Ranged Defense | 52 |
Fatigue | 34 |
Physical Save | 2 |
Spell Save | 49 |
Mental Save | -4 |
Defense: Resistances
Acid | + 66%( 70%) |
Blight | + 61%( 70%) |
Arcane | + 44%( 70%) |
Cold | + 70%( 70%) |
All | + 23%( 70%) |
Lightning | + 59%( 70%) |
Light | + 52%( 70%) |
Mind | + 40%( 70%) |
Physical | + 54%( 70%) |
Darkness | + 75%( 80%) |
Fire | + 64%( 70%) |
Nature | + 38%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 100% |
Bleed Resistance | 80% |
Confusion Resistance | 60% |
Knockback Resistance | 50% |
Stun Resistance | 100% |
Poison Resistance | 15% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 36% for 8 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: 16 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 505 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: 21 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 650 damage for 7 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 891% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. 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: 15 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 effect and reduce all damage taken by 34% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
Celestial / Guardian | 1.30 |
| 4/5 |
| 3/5 |
| 5/5 |
| 4/5 |
Celestial / Sun | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 5/5 |
Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Technique / Shield offense | 1.10 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Celestial / Radiance | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.10 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Celestial / Light | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Weapon of Light |
talent | Searing Sight |
talent | Weapon of Wrath |
talent | Chant of Resistance |
beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
detrimental effect | The target is disabled, reducing movement speed by 56% and accuracy by 53. Disable |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | The target is recovering 31 life each turn. Recovery |
detrimental effect | The target is on fire, taking 47.13 fire damage per turn. Burning |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | The target is poisoned, taking 9.43 nature damage per turn and decreasing all heals received by 60%. Insidious Poison |
detrimental effect | The target's combat ability is reduced, reducing its attack by 45. Sunder Arms |
detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
detrimental effect | The target's armour and saves are broken, reducing them by 62. Sunder Armour |
detrimental effect | Zone-wide effect: +10% light damage, -10% light resistance, -10% accuracy, -20% blind immunity. Aura of light |
beneficial effect | The target's spellpower has been increased by 30. Spellsurge |
detrimental effect | One or more of your marked sustains has been deactivated: Sustain Loss· Shield of Light · Second Life · Retribution |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Xanulaith the giant fire ant. Escort: injured seer (level 1 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by fire drake hatchling. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost tinker from death by greater faeros. Escort: lost tinker (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by Wrathroot. Escort: lost warrior (level 4 of Old Forest) | failed |
You failed to protect the lost warrior from death by Islywyn the orc master wyrmic. Escort: lost warrior (level 5 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * You are back in Var'Eyal, the Far East as the people from the west call it. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2223. | 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. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit has completed an elixir of focus without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | 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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+10 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cursed/Endless hunt +0.20 Cunning/Trapping +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 11/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Light source | ![]() 1.0 T5 lite [Random Unique] Arcane/Master While equipped: Stats +9 Cun +1 Mag dps ---------- Spell.crit +6% Spell.pwr +6 (+2 eff.) S.pwr/crit +8 Dmg.mod +13% light Res.pen +15% acid On Hit (Melee): * 35% chance to corrode armour by 30% ----- def ----- Resists +12% blight +28% darkness Affinity +5% light Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.mana +20.00 Light +2 Infravis +15 See.Invis +15 The wearer is treated as an undead. The wearer no longer has to breathe. Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 114.35 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T4 head armor [Unique] Master While equipped: Stats +7 Con +10 Wil dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% light +15% darkness Res.Cap +10% darkness Unseen.red 25% ---------- misc Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
On hands | ![]() 1.0 T3 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +7 Wil +6 Mag dps ---------- Spell.pwr +8 (+2 eff.) S.pwr/crit +2 Melee+ 7 arcane 9 mind Dmg.mod +7% mind Res.pen +10% arcane ----- def ----- Armour +2 Resists +5% arcane +7% mind Spell.save +6 (+2 eff.) HP.reg +2.80 ---------- misc Stam/turn +0.50 Max.stam +19.00 Disperse Magic: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T5 torque charm [Rare] Psionic While equipped: Stats +5 Dex dps ---------- Dmg.mod +27% light Acc +4 (+1 eff.) Melee Ret 20 light ----- def ----- Resists +12% darkness Phys.save +9 (+9 eff.) Poison- +15% Teleport randomly (rad 64) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +21% light Res.pen +20% light +25% fire Melee Ret 8 light 12 fire ----- def ----- Resists +9% fire Mind.save +8 (+8 eff.) Confus- +30% Rings can have magical properties. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +10 Str +10 Dex +13 Cun +10 Con dps ---------- Mind.crit +2% Phys.pwr +15 (+4 eff.) Mind.pwr +2 (+1 eff.) Dmg.mod +19% light Res.pen +20% acid Acc +15 (+5 eff.) Melee Ret 12 mind ----- def ----- Resists +38% light +15% mind ---------- misc Max.hate +2.00 Rings can have magical properties. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9 Dex +6 Cun +7 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -8% Resists +3% acid +9% darkness +9% blight +6% cold +3% nature +6% fire HP.reg +1.20 Heal.mod +20% Blind- +22% Cut- +80% ---------- misc Stam/turn +0.80 Infravis +5 Sight +2 See.Invis +11 Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 181 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | ![]() 5.0 T5 staff 1H weapon [Random Unique] Nature/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +8 light While equipped: Stats +6 Con dps ---------- Phys.crit +8.0% Spell.crit +8% Crit.mult +11.00% Phys.pwr +15 (+4 eff.) Spell.pwr +31 (+8 eff.) Dmg.mod +30% light Acc +12 (+4 eff.) On Hit (Melee): * 10 arcane resource burn * 10% chance to blind ----- def ----- Defense +15 (+5 eff.) Resists +9% blight +6% fire +3% darkness +6% acid HP.reg +1.40 Heal.mod +25% ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 177.58 light damage. Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 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 302, 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. |
In off hand | ![]() 7.0 T5 shield armor [Random Unique] Nature When used to Attack: Power 184% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +5.0% Block +197 Melee+ +20 cold On Crit.r2 +8 lightning On Hit: * deal bonus physical damage equal to your armor While equipped: Stats +4 Cun dps ---------- Melee+ 10 cold Melee Ret 19 ice 16 lightning ----- def ----- Armour +17 Hardiness +10% Defense +12 (+4 eff.) Rng.Def +12 (+4 eff.) Fatigue +14% Resists +19% blight +20% physical +16% nature +5% arcane Crit.dmg- 10.00% Max.HP +99.00 Blind- +5% Disease- +20% ---------- misc Talents +5 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +7 Mag dps ---------- Melee Ret 60 ice ----- def ----- Defense +12 (+4 eff.) Resists -15% fire +25% cold +8% all Release a radius 4 chilling blast, instantly dealing 270.30 cold damage and condensing the air into freezing vapors that deal 90.10 cold damage (based on Magic) each turn for 10 turns. Uses 30 power out of 7/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Main armor | ![]() 14.0 T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+3 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% cold +20% acid +20% fire Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Corrosive Breath -3 Fire Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Inventory
![]() 0.1 T3 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 10 turns. While Heroism is active, you will only die when reaching -1026 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 327.38 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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 ability. |
![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +15% light ----- def ----- Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue -5% Resists +3% physical HP.reg +1.10 ---------- misc Light +2 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego+] Master While equipped: ----- def ----- Armour +8 Defense +9 (+3 eff.) Res.Cap +7% all Phys.save +27 (+22 eff.) Amulets can have magical properties. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 11.88 cold and 11.88 physical damage (based on Willpower) each turn and knocking opponents back. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% lightning +12% fire +12% arcane +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Spell.crit +5% Crit.mult +10.00% Spell.pwr +4 (+1 eff.) Dmg.mod +16% light +6% blight Phasing +50% ----- def ----- Resists +32% light +6% blight Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+3 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Phys.save +45 (+31 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +15% fire ----- def ----- Fatigue -8% Resists +5% arcane +30% fire Mind.save +11 (+11 eff.) Confus- +47% ---------- misc Max.enc +28 Equi/ret +0.04 Hate/m.crit +3.00 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +20% lightning +12% nature Res.pen +10% nature +15% light Melee Ret 8 nature On Hit (Melee): * Slows global speed by 31% ----- def ----- Resists +55% lightning +5% arcane +9% acid Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+3 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+3 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 4.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up mana into a powerful bolt doing 162.41 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() 5.0 T5 staff 2H weapon [Rare] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 arcane On Hit.r1 +4 nature On Crit.r2 +16 arcane While equipped: Stats +2 Wil dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) Dmg.mod +30% arcane Res.pen +10% mind Melee Ret 12 nature ----- def ----- Armour +12 Hardiness +12% Resists +9% nature Phys.save +8 (+8 eff.) ---------- misc Psi/ret +0.08 Hate/m.crit +2.00 Telepathy Demon/Minor Demon/Major Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 greatmaul 2H weapon [Rare] Nature Power 180% Range: 1.5x Uses 120% Str Dmg Fire Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +24 temporal +27 nature On Crit.r2 +28 fire On Hit: * 52% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- S.pwr/crit +12 Dmg.mod +9% arcane +9% temporal Phasing +50% Melee Ret 12 blight On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) Massive two-handed mauls. |
![]() 3.0 T5 longsword 1H weapon [Rare] Arcane Power 153% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +15 fire While equipped: dps ---------- Dmg.mod +39% arcane +9% fire Res.pen +30% arcane +15% lightning On Hit (Melee): * 39% chance to daze at end of turn ----- def ----- Resists +6% arcane +12% lightning Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Rare] Arcane Power 157% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Melee+ +14 acid On Crit: * splashes the target with acid While equipped: dps ---------- Res.pen +15% temporal ----- def ----- Defense +11 (+4 eff.) Rng.Def +11 (+4 eff.) Resists +15% nature +2% physical Spell.save +12 (+4 eff.) Mind.save +9 (+9 eff.) Cut- +20% Disarm- +15% Teleport- +30% Blunt and deadly. |
![]() 3.0 T5 waraxe 1H weapon [Rare] Master Power 167% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +3 Cun +8 Con dps ---------- On Hit (Melee): * 26 arcane resource burn * Slows global speed by 30% ----- def ----- Fatigue -6% Resists +15% temporal +12% nature +12% fire ---------- misc See.Invis +9 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Rare] Arcane Power 148% Range: 1.4x Uses 100% Str Dmg Lightning Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +24 cold On Hit.r1 +8 physical While equipped: dps ---------- Crit.mult +15.00% Acc +16 (+5 eff.) ----- def ----- Armour +10 Phys.save +48 (+33 eff.) Die.at -60.00 life Def/telep +19 Res/telep +19% Dur/telep +19% One-handed war axes. |
![]() 1.0 T5 dagger 1H weapon [Ego] Nature/Psionic Power 150% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +16 temporal +16 darkness +13 nature Against +11% Living Sharp, short and deadly. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature/Psionic This psionic mindstar is wrathful to the hated. Power 114% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +16% Mind.pwr +10 (+3 eff.) ---------- misc Hate/m.crit +6.00 Psi/m.crit +6.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +4 Con dps ---------- Dmg.mod +6% arcane ----- def ----- Defense +25 (+8 eff.) Rng.Def +9 (+3 eff.) Resists +21% darkness +30% temporal Phys.save +25 (+21 eff.) Max.HP +107.00 Heal.mod +10% Def/telep +20 Res/telep +14% Dur/telep +30% ---------- misc Max.mana +80.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown 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] Psionic While equipped: dps ---------- Dmg.mod +24% nature +12% light Res.pen +25% light ----- def ----- Armour +3 Fatigue +3% Resists +6% nature Phys.save +10 (+10 eff.) Spell.save +10 (+3 eff.) Mind.save +9 (+9 eff.) ---------- misc Light +3 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +3 Fatigue +3% Silence- +29% Confus- +28% Stun/Frz- +31% ---------- misc Stam/turn +0.60 Max.stam +18.00 A pair of boots made of leather. |
![]() 3.0 T5 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +5 Fatigue +4% Resists +14% lightning +7% temporal ---------- misc Stam/turn +1.10 Max.stam +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +6 (+2 eff.) ----- def ----- Armour +19 Fatigue +4% Resists +24% nature +9% blight Mind.save +9 (+9 eff.) Die.at -100.00 life Blind- +35% Disease- +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T5 hands armor [Rare] Master While equipped: Stats +6 Dex dps ---------- Dmg.mod +12% darkness +12% mind Acc +25 (+8 eff.) On Hit (Melee): * 39% chance to daze at end of turn ----- def ----- Armour +3 Resists +18% lightning +6% darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T5 hands armor [Ego] Psionic While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +3 Phys.save +10 (+10 eff.) Mind.save +10 (+10 eff.) Disarm- +50% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T5 head armor [Normal] While equipped: ----- def ----- Defense +3 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Str +4 Dex +4 Cun +4 Con dps ---------- Dmg.mod +30% light Melee Ret 16 light ----- def ----- Armour +3 Fatigue +3% Resists -30% light +15% fire HP.reg +4.20 A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Dex +5 Wil +3 Cun dps ---------- Apr +6 ----- def ----- Armour +3 Fatigue +3% Resists +12% fire Blind- +25% Poison- +20% Silence- +10% Teleport- +15% A cap made of leather. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+10 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+10 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+10 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+10 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+2 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +10 Cun dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Crit.dmg- 10.00% ---------- misc Light +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. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 1.0 T5 lite [Random Unique] Master/Psionic While equipped: Stats +19 Cun dps ---------- Dmg.mod +6% fire +3% temporal Res.pen +15% all Apr +15 Melee Ret 12 mind ----- def ----- Resists +9% mind +9% fire Mind.save +14 (+14 eff.) ---------- misc Light -14 Infravis +16 See.Stealth +22 See.Invis +23 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (102 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T5 digger tool [Ego] Master While equipped: Stats +8 Str ----- def ----- Fatigue -8% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd -16% Phys.spd +12% Spell.spd +12% Mind.spd +12% Dmg.mod +15% temporal +10% all ----- def ----- Resists +15% temporal -12% all Dmg.red +0 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards entropy). Uses 20 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
![]() 2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Mind.pwr +10 (+3 eff.) Melee+ 25 phys.bleed Dmg.mod +5% physical +10% temporal Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 15 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 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 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 445.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +18% light +15% acid Res.pen +10% acid +10% light Melee Ret 12 acid ----- def ----- Resists +6% light ---------- misc Light +3 Talents +1 Invoke Tentacle Cooldown Invoke Tentacle +5 Harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +10% lightning Melee Ret 12 lightning 12 temporal On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +27% lightning ---------- misc Talents +4 Strike Cooldown Strike -1 Reveal the area around you, dispelling darkness (radius 12, power 80 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Phys.crit +3.0% Crit.mult +12.00% Res.pen +15% lightning ----- def ----- Resists +9% lightning Heal.mod +15% Disarm traps (63 bonus disarm power, based on Magic) along a range 4 line Puts all charms on 15 cooldown 100% to regenerate 8 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+5 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 223 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 14/35 This gold-tipped wand shines with an unnatural sheen. |
Achievements
By Orden the Higher Sun Paladin level 36
55th Pyre 123rd year of Ascendancy at 00:45 see stats
By Orden the Higher Sun Paladin level 28
59th Regrowth 123rd year of Ascendancy at 15:45 see stats
By Orden the Higher Sun Paladin level 36
53rd Pyre 123rd year of Ascendancy at 02:10 see stats
By Orden the Higher Sun Paladin level 42
72nd Pyre 123rd year of Ascendancy at 20:15 see stats
By Orden the Higher Sun Paladin level 48
54th Dusk 123rd year of Ascendancy at 04:12 see stats
By Orden the Higher Sun Paladin level 29
16th Pyre 123rd year of Ascendancy at 05:04 see stats
By Orden the Higher Sun Paladin level 8
7th Flare 122nd year of Ascendancy at 07:35 see stats
By Orden the Higher Sun Paladin level 50
40th Haze 123rd year of Ascendancy at 15:08 see stats
By Orden the Higher Sun Paladin level 38
65th Pyre 123rd year of Ascendancy at 01:50 see stats
By Orden the Higher Sun Paladin level 33
39th Pyre 123rd year of Ascendancy at 05:15 see stats
By Orden the Higher Sun Paladin level 21
1st Wintertide 123rd year of Ascendancy at 21:59 see stats
By Orden the Higher Sun Paladin level 31
30th Pyre 123rd year of Ascendancy at 06:08 see stats
By Orden the Higher Sun Paladin level 50
46th Haze 123rd year of Ascendancy at 11:07 see stats
By Orden the Higher Sun Paladin level 28
59th Regrowth 123rd year of Ascendancy at 16:39 see stats
By Orden the Higher Sun Paladin level 10
16th Haze 122nd year of Ascendancy at 08:40 see stats
By Orden the Higher Sun Paladin level 20
1st Decay 122nd year of Ascendancy at 10:06 see stats
By Orden the Higher Sun Paladin level 30
18th Pyre 123rd year of Ascendancy at 13:47 see stats
By Orden the Higher Sun Paladin level 40
66th Pyre 123rd year of Ascendancy at 00:05 see stats
By Orden the Higher Sun Paladin level 50
66th Dusk 123rd year of Ascendancy at 09:28 see stats
By Orden the Higher Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 10:31 see stats
By Orden the Higher Sun Paladin level 50
43rd Haze 123rd year of Ascendancy at 16:32 see stats
By Orden the Higher Sun Paladin level 50
6th Haze 123rd year of Ascendancy at 16:49 see stats
By Orden the Higher Sun Paladin level 9
25th Dusk 122nd year of Ascendancy at 16:40 see stats
By Orden the Higher Sun Paladin level 48
59th Dusk 123rd year of Ascendancy at 21:23 see stats
By Orden the Higher Sun Paladin level 31
30th Pyre 123rd year of Ascendancy at 00:25 see stats
By Orden the Higher Sun Paladin level 39
65th Pyre 123rd year of Ascendancy at 07:52 see stats
By Orden the Higher Sun Paladin level 7
2nd Flare 122nd year of Ascendancy at 00:41 see stats
By Orden the Higher Sun Paladin level 28
59th Regrowth 123rd year of Ascendancy at 15:45 see stats
By Orden the Higher Sun Paladin level 9
13rd Haze 122nd year of Ascendancy at 17:15 see stats
By Orden the Higher Sun Paladin level 43
5th Flare 123rd year of Ascendancy at 17:13 see stats
By Orden the Higher Sun Paladin level 22
2nd Wintertide 123rd year of Ascendancy at 16:53 see stats
By Orden the Higher Sun Paladin level 16
50th Haze 122nd year of Ascendancy at 02:20 see stats
By Orden the Higher Sun Paladin level 35
52nd Pyre 123rd year of Ascendancy at 15:38 see stats
Log
Orden deactivates Shield of Light.
Orden's Shield of Light has been deactivated!
Halsurot the champion of Urh'Rok casts Draining Assault.
Halsurot the champion of Urh'Rok performs a melee critical strike against Orden!
Your shield crumbles under the damage!
The shield around Orden crumbles.
Orden is recovering from the damage!
Halsurot the champion of Urh'Rok resists!
Halsurot the champion of Urh'Rok resists the mind attack!
Halsurot the champion of Urh'Rok performs a melee critical strike against Orden!
Orden deactivates Second Life.
Orden's Second Life has been deactivated!
Orden has been healed by a blast of positive energy!
Halsurot the champion of Urh'Rok's spell attains critical power!
Halsurot the champion of Urh'Rok resists the mind attack!
Halsurot the champion of Urh'Rok's spell attains critical power!
Orden reflects damage back to Halsurot the champion of Urh'Rok!
Halsurot the champion of Urh'Rok steals life from Orden!
Halsurot the champion of Urh'Rok hits Orden for (505 absorbed), 213 physical, 6 nature, 22 temporal, 15 nature, 10 fire, 650 physical, 6 nature, 0 temporal, 15 nature, 15 fire, 296 blight, 6 nature, 22 temporal, 15 nature, 15 fire (1305 total damage).
Orden hits Halsurot the champion of Urh'Rok for 505 reflected, 157 healing, 4 healing, 16 healing, 11 healing, 4 lightning, 49 light, 16 fire, 19 cold, 2 mind, 8 healing, 482 healing, 4 healing, 11 healing, 4 lightning, 49 light, 16 fire, 19 cold, 3 mind, 11 healing, 4 lightning, 49 light, 16 fire, 19 cold, 2 mind (773 total damage) [705 healing].
Orden receives 934 healing.
Talent Chant of Fortitude is ready to use.
Talent Giant Leap is ready to use.
Orden receives 37 healing.
Orden hits Halsurot the champion of Urh'Rok for 12 light damage.
Insidious Poison from Halsurot the champion of Urh'Rok hits Orden for 6 nature damage.
Burning from Halsurot the champion of Urh'Rok hits Orden for 17 fire damage.
Halsurot the champion of Urh'Rok uses Massive Blow.
Cave walls turns into cave floor.
Saving game...