Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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.
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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Halfling |
Class | Anorithil |
Level / Exp | 42 / 49% |
Size | small |
Lifes / Deaths | Killed by Celia at level 31 on the 7th Pyre 123rd year of Ascendancy at 16:46 / 2Killed by Slasul at level 42 on the 70th Pyre 123rd year of Ascendancy at 10:07 |
Primary Stats
Strength | 17 (base 13) |
Dexterity | 35 (base 30) |
Constitution | 41 (base 29) |
Magic | 98 (base 60) |
Willpower | 22 (base 10) |
Cunning | 63 (base 60) |
Resources
Life | -180/1313 |
Positive | 101/173 |
Negative | 86/173 |
Healing Factor | 1.2281403954779 |
Regeneration | 0.3070350988695 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +32% |
Spell | -1.1102230246252E-14% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Offense: Mainhand
Damage | 38 |
Accuracy | 25 |
Crit Chance | 27% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 62 |
Crit Chance | 54% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Blight | +22% |
Physical | +6% |
Cold | +6% |
All | 0% |
Darkness | +29% |
Light | +47% |
Mind | +22% |
Fire | +15% |
Lightning | +27% |
Offense: Damage Penetration
Darkness | +40% |
Light | +90% |
Physical | +32% |
Cold | +40% |
All | +25% |
Defense: Base
Armour (hardiness) | 48 (71.324392949321%) |
Defense | 64 |
Ranged Defense | 64 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 31 |
Mental Save | 33 |
Defense: Resistances
Blight | + 41%( 70%) |
Arcane | + 29%( 70%) |
Cold | + 48%( 70%) |
All | + 25%( 70%) |
Darkness | + 60%( 70%) |
Light | + 51%( 70%) |
Physical | + 26%( 70%) |
Lightning | + 50%( 70%) |
Mind | + 34%( 70%) |
Fire | + 29%( 70%) |
Nature | + 30%( 70%) |
Defense: Immunities
Disarm Resistance | 0% |
Instadeath Resistance | 100% |
Confusion Resistance | 78% |
Stun Resistance | 72% |
Pinning Resistance | 20% |
Poison Resistance | 20% |
Silence Resistance | 26% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 696 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 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 mental and physical effect and reduce all damage taken by 26% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse 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 instantly heal yourself for 184 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 893% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 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 138 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Class Talents
Celestial / Eclipse | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Celestial / Circles | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Twilight | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Star fury | 1.30 |
| 2/5 |
| 4/5 |
| 2/5 |
| 1/5 |
Celestial / Sunlight | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Celestial / Light | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 |
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 Tariakam. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by shadow. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost tinker from death by Bethylranor the orc warrior. Escort: lost tinker (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost warrior from death by Betonne the multi-hued crystal. Escort: lost warrior (level 2 of Old Forest) | failed |
You failed to protect the repented thief from death by Layuldatira the treant. Escort: repented thief (level 4 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1303. | 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 |
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. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed pouch of luminous horror dust. * You've found the needed vial of elder vampire blood. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed minotaur nose. * You've found the needed pouch of bone giant dust. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed snow giant kidney. Agrimley the hermit has completed an elixir of serendipity without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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! | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | undeterred pair of dwarven-steel boots of strife (0 def, 4 armour) undeterred pair of dwarven-steel boots of strife (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Psionic While equipped: Stats +4 Con +3 Wil dps ---------- Mind.pwr +5 (+3 eff.) Res.pen +7% physical ----- def ----- Armour +4 Fatigue +3% Silence- +26% Confus- +20% Stun/Frz- +34% Blindside: Puts all charms on 25 cooldown Level 3.5 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 10 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern 'Daimidentir' brass lantern 'Daimidentir'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+5 eff.) Dmg.mod +6% physical ----- def ----- Resists +6% mind +1% physical Max.HP +42.00 Confus- +20% ---------- 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 | Adorimira (6 def, 13 armour) Adorimira (6 def, 13 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +13 Defense +6 (+1 eff.) Fatigue +4% Resists +5% arcane +6% blight +6% cold +3% nature +4% all Phys.save +10 (+5 eff.) Max.HP +100.00 Poison- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | stralite torque of clear mind 'Nimbusrip' [power 4] (25 cooldown) stralite torque of clear mind 'Nimbusrip' [power 4] (25 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +27% lightning +15% light Res.pen +25% light ----- def ----- Resists +12% lightning Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | Ulfublek Ulfublek0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Str +7 Con dps ---------- Phys.pwr +11 (+5 eff.) Dmg.mod +17% light +14% darkness ----- def ----- Defense +5 (+1 eff.) Resists +34% light +28% darkness Pinning- +20% ---------- misc Max.stam +30.00 Rings make your fingers look great! |
On fingers | Anurethad the Naturebearer Anurethad the Naturebearer0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- Phys.crit +7.0% Apr +2 ----- def ----- Armour +6 Resists +3% nature +6% cold Mind.save +8 (+4 eff.) Confus- +28% Rings make your fingers look great! |
Around waist | insulating rough leather belt of unlife insulating rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +6% blight +6% cold +5% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In main hand | ash starstaff 'Ravenserpent' (15-18 power, 3 apr, light element) ash starstaff 'Ravenserpent' (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% mind +15% light +15% darkness Res.pen +15% darkness +40% light ----- def ----- Armour +5 Hardiness +6% Resists +18% darkness Phys.save +5 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Blizzardblast (0 def, 8 armour) Blizzardblast (0 def, 8 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Dex dps ---------- Spell.crit +7% Spell.pwr +11 (+3 eff.) Melee+ 8 mind Dmg.mod +7% mind +6% cold Res.pen +15% cold ----- def ----- Armour +8 Fatigue +5% Resists +6% mind Mind.save +8 (+4 eff.) Max.HP +65.00 ---------- misc Mana/turn +0.24 Light +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. |
Main armor | Worm Nest (0 def, 0 armour) Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+4 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 4.5 Pwr.cost 15 out of 20/20. Range 9 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Cloak | Turezilasta (1 def, 6 armour) Turezilasta (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +9% blight +13% cold Phys.save +3 (+2 eff.) Die.at -60.00 life Confus- +10% ---------- misc Psi/ret +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | gold amulet 'Chartooth' gold amulet 'Chartooth'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +6 Wil dps ---------- Dmg.mod +15% fire Phasing +30% ----- def ----- Armour +6 Resists +21% lightning Max.HP +80.00 Stun/Frz- +38% ---------- misc Mana/s.crit +2.00 Max.vim +30.00 Amulets make your neck look great! |
Inventory
blink rune (range 6; phase 16; cd 17) blink rune (range 6; phase 16; cd 17)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 16; resist 17%; move 48%; dur 5; cd 16) ethereal rune (power 16; resist 17%; move 48%; dur 5; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 17% all resistance, you move 48% faster, and you are invisible (power 16). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Nightdream Nightdream0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +10% darkness +20% nature Melee Ret 4 darkness On Hit (Melee): * 20% chance to slow global speed by 48% * 10% chance to reduce damage dealt by 18% ----- def ----- Resists +12% mind +24% lightning Confus- +27% Amulets make your neck look great! |
Radhygogas the Wildvenom Radhygogas the Wildvenom0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid Res.pen +10% acid ----- def ----- Resists +21% acid +9% lightning +20% nature +18% mind Confus- +31% Amulets make your neck look great! |
Turolathachik Turolathachik0.1 T2 amulet jewelry [Rare] Arcane While equipped: dps ---------- Crit.mult +14.00% Spell.pwr +9 (+2 eff.) Dmg.mod +9% blight +8% fire On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% darkness +9% light Mind.save +6 (+3 eff.) Heal.mod +10% Stun/Frz- +20% Knockbk- +20% Amulets make your neck look great! |
grounding copper amulet of willpower (+3) grounding copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +12% lightning Stun/Frz- +23% Amulets make your neck look great! |
warrior's copper amulet of dexterity (+3) warrior's copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
copper ring 'Lelagund' copper ring 'Lelagund'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Str +3 Con dps ---------- Phys.crit +4.0% ----- def ----- Armour +12 Defense +10 (+2 eff.) Phys.save +4 (+2 eff.) Rings make your fingers look great! |
copper ring of clarity copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) Confus- +20% Rings make your fingers look great! |
copper ring of power copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+3 eff.) Rings make your fingers look great! |
copper ring of tenacity copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +22.00 Disarm- +21% Pinning- +21% Knockbk- +23% Rings make your fingers look great! |
gold ring 'Adykira' gold ring 'Adykira'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +13 Wil dps ---------- Phys.crit +2.0% Dmg.mod +6% blight Apr +3 ----- def ----- Max.HP +37.00 Disarm- +30% Pinning- +29% Knockbk- +33% ---------- misc Infravis +3 Rings make your fingers look great! |
steel jade ring steel jade ring0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 11 physical Ranged+ 8 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 22 On Hit (Ranged): * 11% chance to reduce all saves and defense by 22 ----- def ----- Armour +4 Resists +4% all ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 5.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
quick stralite greatsword of corruption (50-80 power, 3 apr) quick stralite greatsword of corruption (50-80 power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego++] Arcane/Master Power 50.0 - 80.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: 20% Curse of Impotence 4 While equipped: Stats +7 Dex dps ---------- Phys.spd +10% Acc +14 (+7 eff.) Massive two-handed swords. |
steady yew longbow steady yew longbow4.0 T3 longbow 2H weapon Reqs Shoot [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: dps ---------- Phys.crit +6.0% Acc +14 (+7 eff.) Longbows are used to shoot arrows at your foes. |
Squalorspike the dwarven-steel mace (28-38 power, 4 apr) Squalorspike the dwarven-steel mace (28-38 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Rare] Master Power 27.5 - 38.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +30% mind Res.pen +25% mind Acc +11 (+6 eff.) ----- def ----- Defense +11 (+2 eff.) Resists +18% nature Disarm- +35% Blunt and deadly. |
Glyrin (25-30 power, 5 apr, light element) Glyrin (25-30 power, 5 apr, light element)5.0 T4 staff 2H weapon [Random Unique] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +21% Crit.mult +15.00% Phys.pwr +10 (+5 eff.) Spell.pwr +12 (+3 eff.) Dmg.mod +25% light ----- def ----- Resists +9% blight Phys.save +5 (+3 eff.) Spell.save +9 (+4 eff.) Mind.save +8 (+4 eff.) ---------- misc Mana/turn +0.34 Max.mana +61.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Ulofast (25-30 power, 5 apr, light element) Ulofast (25-30 power, 5 apr, light element)5.0 T4 staff 1H weapon [Random Unique] Nature/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +16% Crit.mult +18.00% Phys.pwr +24 (+11 eff.) Spell.pwr +20 (+5 eff.) Dmg.mod +25% light Res.pen +10% physical Acc +19 (+10 eff.) Apr +5 Melee Ret 4 physical ----- def ----- Defense +9 (+2 eff.) ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.5 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 7 that illuminates the area and deals 192.86 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
cruel elven-wood starstaff of might (25-30 power, 5 apr, light element) cruel elven-wood starstaff of might (25-30 power, 5 apr, light element)5.0 T4 staff 2H weapon [Ego] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +19% Crit.mult +13.00% Spell.pwr +12 (+3 eff.) Dmg.mod +25% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Radianceworth (27-43 power, 10 apr) Radianceworth (27-43 power, 10 apr)3.0 T3 trident 2H weapon Reqs Str 24 [Rare] Nature Power 27.0 - 43.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% Melee+ +20 nature On Crit.r2 +20 light While equipped: Stats +7 Wil ----- def ----- Resists +15% lightning +9% cold +12% mind Heal.mod +20% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
acidic deep-steel trident of massacre (42-66 power, 10 apr) acidic deep-steel trident of massacre (42-66 power, 10 apr)3.0 T3 trident 2H weapon Reqs Str 24 [Ego] Arcane/Master Power 41.5 - 66.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 172 damage over 5 turns and reducing armor and accuracy by 22 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
arcing orite trident of amnesia (44-70 power, 13 apr) arcing orite trident of amnesia (44-70 power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Ego+] Arcane/Psionic Power 43.5 - 69.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) * 25% chance for lightning to strike from the target to a second target dealing 103 damage A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
arcing orite trident of paradox (40-64 power, 13 apr) arcing orite trident of paradox (40-64 power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Ego] Arcane Power 40.0 - 64.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% Melee+ +14 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 103 damage While equipped: ----- def ----- Resists +17% temporal A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
balanced deep-steel trident of erosion (30-49 power, 10 apr) balanced deep-steel trident of erosion (30-49 power, 10 apr)3.0 T3 trident 2H weapon Reqs Str 24 [Ego] Nature/Master Power 30.5 - 48.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% Melee+ +16 nature While equipped: dps ---------- Acc +12 (+6 eff.) ----- def ----- Defense +10 (+2 eff.) Disarm- +38% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
balanced orite trident of erosion (39-62 power, 13 apr) balanced orite trident of erosion (39-62 power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Ego] Nature/Master Power 39.0 - 62.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% Melee+ +13 nature While equipped: dps ---------- Acc +9 (+5 eff.) ----- def ----- Defense +13 (+3 eff.) Disarm- +39% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
blazebringer's orite trident of shearing (41-66 power, 13 apr) blazebringer's orite trident of shearing (41-66 power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Ego++] Nature/Master Power 41.0 - 65.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Crit.r2 +52 fire While equipped: dps ---------- All.spd +7% Res.pen +14% all +21% fire Acc +9 (+5 eff.) Apr +12 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
caustic deep-steel trident of torment (24-38 power, 10 apr) caustic deep-steel trident of torment (24-38 power, 10 apr)3.0 T3 trident 2H weapon Reqs Str 24 [Ego++] Nature/Psionic Power 24.0 - 38.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% On Crit.r2 +35 acid +16 nature On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +16% acid +14% nature Apr +12 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
caustic orite trident (42-66 power, 13 apr) caustic orite trident (42-66 power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Ego+] Nature Power 41.5 - 66.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Crit.r2 +24 acid +24 nature While equipped: dps ---------- Res.pen +30% acid +19% nature Apr +9 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
chilling orite trident of amnesia (41-66 power, 13 apr) chilling orite trident of amnesia (41-66 power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Ego+] Arcane/Psionic Power 41.0 - 65.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% Melee+ +28 cold On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
elemental deep-steel trident of crippling (26-42 power, 10 apr) elemental deep-steel trident of crippling (26-42 power, 10 apr)3.0 T3 trident 2H weapon Reqs Str 24 [Ego++] Arcane/Master Power 26.5 - 42.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% On Hit: * Create an explosion dealing 103 cold damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% Dmg.mod +19% cold Res.pen +16% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
elemental orite trident of massacre (53-85 power, 13 apr) elemental orite trident of massacre (53-85 power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Ego+] Arcane/Master Power 53.0 - 84.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 103 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +24% cold Res.pen +20% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
enhanced deep-steel trident of enduring (26-42 power, 10 apr) enhanced deep-steel trident of enduring (26-42 power, 10 apr)3.0 T3 trident 2H weapon Reqs Str 24 [Ego++] Nature Power 26.0 - 41.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% While equipped: Stats +12 Str +9 Dex +9 Mag +25 Wil +9 Cun +23 Con ----- def ----- Max.HP +77.00 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
enhanced orite trident of the mystic (40-63 power, 13 apr) enhanced orite trident of the mystic (40-63 power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Ego+] Arcane/Nature Power 39.5 - 63.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% While equipped: Stats +14 Str +10 Dex +23 Mag +20 Wil +16 Cun +9 Con dps ---------- Spell.pwr +14 (+4 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
flaming orite trident of massacre (54-86 power, 13 apr) flaming orite trident of massacre (54-86 power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Ego] Arcane/Master Power 54.0 - 86.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Hit.r1 +16 fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
hateful orite trident of erosion (38-62 power, 13 apr) hateful orite trident of erosion (38-62 power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Ego] Nature/Psionic Power 38.5 - 61.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% Melee+ +7 nature +19 darkness Against +16% Living A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orite trident (38-62 power, 13 apr) orite trident (38-62 power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Normal] Power 38.5 - 61.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orite trident (41-66 power, 13 apr) orite trident (41-66 power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Normal] Power 41.0 - 65.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
plaguebringer's deep-steel trident (29-46 power, 10 apr) plaguebringer's deep-steel trident (29-46 power, 10 apr)3.0 T3 trident 2H weapon Reqs Str 24 [Ego+] Arcane Power 29.0 - 46.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% Melee+ +16 blight On Hit: 20% Epidemic 3 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 29 While equipped: ----- def ----- Disease- +34% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
plaguebringer's orite trident of ruin (38-61 power, 13 apr) plaguebringer's orite trident of ruin (38-61 power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Ego++] Arcane/Master Power 38.0 - 60.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% Melee+ +19 blight On Hit: 20% Epidemic 4 On Hit: * 16% chance to reduce strength, dexterity, and constitution by 29 While equipped: dps ---------- Phys.crit +13.0% Crit.mult +28.00% Apr +13 ----- def ----- Disease- +25% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
stormbringer's deep-steel trident of ruin (24-39 power, 10 apr) stormbringer's deep-steel trident of ruin (24-39 power, 10 apr)3.0 T3 trident 2H weapon Reqs Str 24 [Ego++] Nature/Master Power 24.5 - 39.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% On Crit.r2 +7 lightning +34 cold While equipped: dps ---------- Phys.crit +13.0% Crit.mult +23.00% Mov.spd +49% Res.pen +19% lightning +12% cold Apr +10 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
stormbringer's orite trident of crippling (42-67 power, 13 apr) stormbringer's orite trident of crippling (42-67 power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Ego++] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Crit.r2 +26 lightning +47 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Mov.spd +50% Res.pen +27% lightning +21% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
stormbringer's orite trident of massacre (55-88 power, 13 apr) stormbringer's orite trident of massacre (55-88 power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Ego+] Nature/Master Power 55.0 - 88.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Crit.r2 +35 lightning +38 cold While equipped: dps ---------- Mov.spd +31% Res.pen +24% lightning +19% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
stormbringer's orite trident of ruin (43-69 power, 13 apr) stormbringer's orite trident of ruin (43-69 power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Ego++] Nature/Master Power 43.0 - 68.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Crit.r2 +47 lightning +37 cold While equipped: dps ---------- Phys.crit +13.0% Crit.mult +31.00% Mov.spd +49% Res.pen +21% lightning +19% cold Apr +14 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
truestriking orite trident (42-66 power, 13 apr) truestriking orite trident (42-66 power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Ego+] Master Power 41.5 - 66.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +12% physical Acc +13 (+7 eff.) Apr +10 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
truestriking orite trident of corruption (40-65 power, 13 apr) truestriking orite trident of corruption (40-65 power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Ego++] Arcane/Master Power 40.5 - 64.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Hit: 20% Curse of Death 4 While equipped: dps ---------- Res.pen +13% physical Acc +19 (+10 eff.) Apr +17 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
warbringer's deep-steel trident of crippling (26-42 power, 10 apr) warbringer's deep-steel trident of crippling (26-42 power, 10 apr)3.0 T3 trident 2H weapon Reqs Str 24 [Ego++] Master Power 26.0 - 41.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Con dps ---------- Phys.crit +10.0% Phys.pwr +13 (+6 eff.) Res.pen +13% physical ----- def ----- Disarm- +32% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Aerimira Aerimira1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Cun ----- def ----- Armour +2 Defense +25 (+6 eff.) Resists +6% lightning Mind.save +3 (+1 eff.) HP.reg +0.80 Heal.mod +11% ---------- misc Max.hate +4.00 A belt that goes around your waist. |
Arurab the Airrune Arurab the Airrune1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +10% lightning ----- def ----- Armour +6 Defense +15 (+3 eff.) Resists +9% acid Max.HP +32.00 Confus- +10% A belt that goes around your waist. |
hardened leather belt 'Radhoregofang' hardened leather belt 'Radhoregofang'1.0 T3 belt armor [Rare] Master While equipped: ----- def ----- Armour +16 Defense +16 (+4 eff.) Resists +1% physical Stealth +7 Max.HP +40.00 Heal.mod +5% Pinning- +20% Knockbk- +20% A belt that goes around your waist. |
Dairorim the cashmere cloak (22 def, 0 armour) Dairorim the cashmere cloak (22 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.crit +6% Dmg.mod +18% mind ----- def ----- Defense +22 (+5 eff.) Resists +9% mind Die.at -40.00 life Silence- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lightumbra the cashmere cloak (2 def, 8 armour) Lightumbra the cashmere cloak (2 def, 8 armour)2.0 T3 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +9% light Melee Ret 10 blight 6 light ----- def ----- Armour +8 Defense +2 (+0 eff.) Resists +16% cold Mind.save +8 (+4 eff.) Max.HP +34.00 ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Morningstrike' (1 def, 0 armour) linen cloak 'Morningstrike' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% fire Res.pen +15% lightning +5% fire +25% light ----- def ----- Defense +1 (+0 eff.) Resists +3% lightning +3% light Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
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 +13 (+3 eff.) Dmg.mod +11% all ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Flashwilter (5 def, 9 armour) Flashwilter (5 def, 9 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +3 (+1 eff.) Apr +4 ----- def ----- Armour +9 Defense +5 (+1 eff.) Resists +6% lightning +1% physical Die.at -20.00 life Disarm- +20% A pair of boots made of leather. |
Malolin the Magmarage (0 def, 4 armour) Malolin the Magmarage (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Dmg.mod +3% fire Res.pen +10% blight ----- def ----- Armour +4 Fatigue +3% Silence- +22% Confus- +25% Stun/Frz- +25% ---------- misc Mana/turn +0.16 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
hardened leather gloves 'Freezetreason' (0 def, 12 armour) hardened leather gloves 'Freezetreason' (0 def, 12 armour)1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 8 physical Dmg.mod +6% cold +5% physical Res.pen +25% mind Acc +13 (+7 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 22 ----- def ----- Armour +12 Mind.save +8 (+4 eff.) Max.HP +54.00 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. |
Giliruiyon the Heatburst (2 def, 0 armour) Giliruiyon the Heatburst (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: Stats +8 Mag +4 Con dps ---------- Spell.pwr +30 (+8 eff.) Dmg.mod +6% cold +11% arcane +6% fire Res.pen +10% blight Melee Ret 4 blight 10 fire ----- def ----- Defense +2 (+0 eff.) Spell.save +6 (+3 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 6.5 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Gloruselle the iron helm (0 def, 7 armour) Gloruselle the iron helm (0 def, 7 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +1 Con dps ---------- Phys.crit +3.0% ----- def ----- Armour +7 Fatigue +5% Phys.save +3 (+2 eff.) Die.at -40.00 life Skullcracker: Puts all charms on 20 cooldown Level 4.5 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 57.2 Physical damage. If the attack hits, the target is confused (35% effect) for 6 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Lightbore the hardened leather cap (0 def, 3 armour) Lightbore the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Res.pen +25% light ----- def ----- Armour +3 Fatigue +3% Resists +15% light +14% darkness ---------- misc Infravis +3 A cap made of leather. |
defender's hardened leather cap of sanctity (6 def, 10 armour) defender's hardened leather cap of sanctity (6 def, 10 armour)2.0 T3 head armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +10 Defense +6 (+1 eff.) Fatigue +3% Resists +10% blight +7% darkness +5% all Phys.save +10 (+5 eff.) Spell.save +9 (+4 eff.) Mind.save +10 (+5 eff.) Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 7.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 5 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 37 light damage to everyone else who enters. The circle lasts 7 turns. A cap made of leather. |
mindcaging dwarven-steel helm of might (0 def, 4 armour) mindcaging dwarven-steel helm of might (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +4 Str +3 Con dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +15% mind Mind.save +16 (+7 eff.) Confus- +36% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
thaloren hardened leather cap of sanctity (0 def, 3 armour) thaloren hardened leather cap of sanctity (0 def, 3 armour)2.0 T3 head armor [Ego++] Arcane/Master While equipped: Stats +4 Wil ----- def ----- Armour +3 Fatigue +3% Resists +19% blight +8% darkness Spell.save +10 (+5 eff.) Mind.save +15 (+7 eff.) Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 5.9 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 34 light damage to everyone else who enters. The circle lasts 6 turns. A cap made of leather. |
corrosive dwarven-steel shield of the stars (0 def, 6 armour, 83.5 block) corrosive dwarven-steel shield of the stars (0 def, 6 armour, 83.5 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Mag +6 Cun +3 Con dps ---------- Dmg.mod +14% light +13% darkness On Melee Ret: * 10% chance to reduce armor by 39% ----- def ----- Armour +6 Fatigue +8% Resists +13% acid +13% light +13% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
5 agate 5 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. |
955 alchemist agate 955 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. |
4 onyx 4 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 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. |
4 lapis lazuli 4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 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. |
sapphire sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 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. |
5 emerald 5 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. |
jade jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(72 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Umbraphage Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+5 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 239.94 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Orb of Many Ways Orb of Many Ways1.0 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
8 garnet 8 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. |
ruby ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 234/400 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. |
steel torque of mindblast 'Gleamwild' [power 170] (15 cooldown) steel torque of mindblast 'Gleamwild' [power 170] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +20% light +25% mind ----- def ----- Resists +9% lightning +6% light +3% mind ---------- misc Light +1 Blast the opponent's mind dealing 207 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 54. Torques are made by powerful psionics to store psionic powers. |
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. |
elm wand of shielding 'Veleyama' [power 122] (20 cooldown) elm wand of shielding 'Veleyama' [power 122] (20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Mind.pwr +15 (+8 eff.) ----- def ----- Resists +12% acid Mind.save +6 (+3 eff.) ---------- misc Psi/ret +0.24 Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 quartz 3 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. |
amber amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 ametrine 10 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. |
9 citrine 9 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. |
7 zircon 7 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 Tariakam the Halfling Anorithil level 36
24th Pyre 123rd year of Ascendancy at 18:00 see stats
By Tariakam the Halfling Anorithil level 36
22nd Pyre 123rd year of Ascendancy at 23:58 see stats
By Tariakam the Halfling Anorithil level 31
4th Pyre 123rd year of Ascendancy at 07:37 see stats
By Tariakam the Halfling Anorithil level 41
55th Pyre 123rd year of Ascendancy at 15:27 see stats
By Tariakam the Halfling Anorithil level 39
49th Pyre 123rd year of Ascendancy at 03:20 see stats
By Tariakam the Halfling Anorithil level 38
44th Pyre 123rd year of Ascendancy at 13:51 see stats
By Tariakam the Halfling Anorithil level 38
45th Pyre 123rd year of Ascendancy at 00:28 see stats
By Tariakam the Halfling Anorithil level 31
4th Pyre 123rd year of Ascendancy at 09:40 see stats
By Tariakam the Halfling Anorithil level 23
56th Haze 122nd year of Ascendancy at 15:17 see stats
By Tariakam the Halfling Anorithil level 27
11st Regrowth 123rd year of Ascendancy at 21:44 see stats
By Tariakam the Halfling Anorithil level 10
3rd Mirth 122nd year of Ascendancy at 23:59 see stats
By Tariakam the Halfling Anorithil level 20
36th Haze 122nd year of Ascendancy at 11:47 see stats
By Tariakam the Halfling Anorithil level 30
58th Regrowth 123rd year of Ascendancy at 19:29 see stats
By Tariakam the Halfling Anorithil level 40
50th Pyre 123rd year of Ascendancy at 16:55 see stats
By Tariakam the Halfling Anorithil level 28
40th Regrowth 123rd year of Ascendancy at 09:37 see stats
By Tariakam the Halfling Anorithil level 32
11st Pyre 123rd year of Ascendancy at 17:36 see stats
By Tariakam the Halfling Anorithil level 19
35th Haze 122nd year of Ascendancy at 15:20 see stats
By Tariakam the Halfling Anorithil level 39
45th Pyre 123rd year of Ascendancy at 02:53 see stats
By Tariakam the Halfling Anorithil level 20
39th Haze 122nd year of Ascendancy at 11:24 see stats
By Tariakam the Halfling Anorithil level 7
79th Pyre 122nd year of Ascendancy at 02:29 see stats
By Tariakam the Halfling Anorithil level 25
6th Allure 123rd year of Ascendancy at 08:46 see stats
By Tariakam the Halfling Anorithil level 22
42nd Haze 122nd year of Ascendancy at 14:50 see stats
By Tariakam the Halfling Anorithil level 23
58th Haze 122nd year of Ascendancy at 09:07 see stats
By Tariakam the Halfling Anorithil level 15
51st Dusk 122nd year of Ascendancy at 05:40 see stats
By Tariakam the Halfling Anorithil level 31
7th Pyre 123rd year of Ascendancy at 16:46 see stats
By Tariakam the Halfling Anorithil level 35
21st Pyre 123rd year of Ascendancy at 14:36 see stats
Log
Tariakam casts Celestial Surge.
Tariakam's spell attains critical power!
Slasul resists the effect 'Slow'!
Slasul resists the effect 'Slow'!
Slasul resists the effect 'Slow'!
Tariakam hits Slasul for 166 light, 139 darkness, 179 light, 139 darkness, 179 light, 139 darkness (941 total damage).
Slasul hits Tariakam for (4 flat reduction), 0 nature (0 total damage).
Slasul resists the silence!
Slasul resists the knockback!
Tariakam's sanctity area effect hits Slasul for 67 light damage.
Tariakam's Corona hits Slasul for 66 darkness damage.
Tariakam's Corona hits Slasul for 85 light damage.
Tariakam's Corona hits Slasul for 85 light damage.
Tariakam's Corona hits Slasul for 85 light damage.
Tariakam's Corona hits Slasul for 85 light damage.
Tariakam's Corona hits Slasul for 66 darkness damage.
Tariakam's defensive darkness area effect hits Slasul for 52 darkness damage.
Tariakam's prismatic repulsion area effect hits Slasul for 43 light, 34 darkness (77 total damage).
Tariakam's Corona hits Slasul for 85 light damage.
Tariakam's spell attains critical power!
Hymn of Shadows hits Slasul for 60 darkness damage.
Slasul's skin is back to normal.
Slasul uses Massive Blow.
Coral wall turns into underwater.
Slasul performs a melee critical strike against Tariakam!
Tariakam tries to evade attacks.
Slasul hits Tariakam for (22 flat reduction), 1440 physical, (19 flat reduction), 0 blight, (22 flat reduction), 419 physical (1859 total damage).
Melee retaliation hits Slasul for 22 darkness, 49 light, 22 darkness, 49 light (142 total damage).
Tariakam the level 42 halfling anorithil was decapitated to death by Slasul and perverted into a monstrous aberration as a warning to the surface on level 3 of Temple of Creation.
Space restabilizes around you.