










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Nekarcos's Quality of Life 07: Visible Size Categories (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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 Cleaner Item Descriptions 1.7.0Embers 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 22 / 44% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton archer at level 6 on the 3rd Mirth 122nd year of Ascendancy at 04:47 0 / 6Killed by Fale's Inner Demon at level 18 on the 41st Regrowth 123rd year of Ascendancy at 16:36 Killed by The Fragmented Essence of Harkor'Zun at level 18 on the 42nd Regrowth 123rd year of Ascendancy at 08:03 Killed by Layavea the giant eel at level 22 on the 58th Regrowth 123rd year of Ascendancy at 06:58 Killed by naga myrmidon at level 22 on the 58th Regrowth 123rd year of Ascendancy at 20:33 Killed by naga myrmidon at level 22 on the 58th Regrowth 123rd year of Ascendancy at 21:23 |
Primary Stats
| Strength | 38 (base 26) |
| Dexterity | 10 (base 10) |
| Constitution | 17 (base 10) |
| Magic | 37 (base 30) |
| Willpower | 26 (base 25) |
| Cunning | 16 (base 10) |
Resources
| Life | -167/491 |
| Positive | 93/113 |
| Stamina | 171/246 |
| Healing Factor | 1.062941519274 |
| Regeneration | 5.5804429761886 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | -2.2204460492503E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Stealth | 7 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 75 |
| Accuracy | 44 |
| Crit Chance | 17% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +6% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 27.118138619369 (56.297102139833%) |
| Defense | 18 |
| Ranged Defense | 18 |
| Fatigue | 11 |
| Physical Save | 19 |
| Spell Save | 24 |
| Mental Save | 20 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Blight | + 9%( 70%) |
| Cold | + 18%( 70%) |
| Fire | + 25%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Bleed Resistance | 10% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 20 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 167 damage for 3 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 511% 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. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Technique / Two-handed assault | 1.00 |
| 4/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Celestial / Chants | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lost sun paladin from death by luminous horror. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Scintillating Caves. Escort: temporal explorer (level 2 of Scintillating Caves)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed green worm. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed snow giant kidney. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed bloated horror heart. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On feet | Poritira the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Physical Crit +5.0% Spell Crit +2% Physical Power +4 (+1 eff.) Spellpower +10 (+4 eff.) Damage +6% arcane Ignore Armor +8 When Hit 6 arcane defense ------ Armor +3 Spell save +6 (+3 eff.) A pair of boots made of leather. |
| Light source | ethereal alchemist's lamp of clarity0.0 Encumbrance T3 lite [Ego+] Arcane/Psionic While equipped: Stats +4 Mag offense ------ Spellpower +5 (+2 eff.) defense ------ Mind save +7 (+4 eff.) other ------- Light +6 See Stealth +7 See Invisibility +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Quenchbreak the iron helm (0 def, 7 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Con offense ------ Physical Power +3 (+1 eff.) defense ------ Armor +7 Fatigue +5% Resistance +3% cold Cut Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | piercing yew totem of stinging [power 248] (15 cooldown)2.0 Encumbrance T3 totem charm [Ego+] Nature Sting an enemy dealing 248 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | rogue's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+4 eff.) Rings make your fingers look great! |
| On fingers | pixie's copper ring0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag offense ------ Spellpower +7 (+3 eff.) Rings make your fingers look great! |
| Around waist | rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In main hand | dwarven-steel greatsword 'Galeking' (34-54 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Rare] Psionic Weapon Damage 34.0 - 54.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +4 lightning On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: offense ------ Critical power +15.00% Ignore resists +20% lightning other ------- EQ when Hit +0.08 Max psi +20.00 Massive two-handed swords. |
| On hands | restful hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str offense ------ Physical Power +10 (+3 eff.) defense ------ Armor +2 Life Regen +3.00 other ------- Stamina/turn +0.70 Max stamina +13.00 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. |
| Main armor | iron mail armour 'Unryrak' (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Rare] Master While equipped: Stats +1 Wil defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Resistance +17% fire Unlife -60.00 life Disease Resist +20% other ------- Psi when Hit +0.04 A suit of armour made of mail. |
| Cloak | Lavaripper (2 def, 7 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Accuracy +10 (+4 eff.) defense ------ Armor +7 Defense +2 (+2 eff.) Resistance +9% acid +12% cold +6% fire Unlife -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Samekan the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +2 Str +4 Con offense ------ Critical power +5.00% Accuracy +5 (+2 eff.) Ignore Armor +4 defense ------ Fatigue -6% Life Regen +2.00 other ------- Max stamina +30.00 Amulets make your neck look great! |
Inventory
movement infusion of the psychic (speed 478%; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 478% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 4; phase 15; cd 16)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the wizard (power 13; resist 22%; move 39%; dur 5; cd 19)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 19 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 22% all resistance, you move 39% faster, and you are invisible (power 13). Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 203; dur 5; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 203 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 275; dur 3; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 275 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the wizard (range 104; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 104 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Lustrecrypt the gold amulet0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Str offense ------ Mindpower +5 (+2 eff.) Ignore resists +10% light defense ------ Resistance +3% darkness Disease Resist +20% Silence Resist +10% Confus Resist +20% Amulets make your neck look great! |
clarifying gold amulet0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +12% mind Confus Resist +31% Amulets make your neck look great! |
copper amulet of constitution (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
steel amulet 'Mardokalthotir'0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun offense ------ Mindpower +20 (+10 eff.) Ignore resists +20% mind defense ------ Resistance +20% lightning +9% temporal Stun Resist +24% Amulets make your neck look great! |
savior's copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Physical save +7 (+4 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Blind Resist +21% other ------- Infravision +3 See Stealth +8 See Invisibility +5 Rings make your fingers look great! |
solipsist's steel ring of clarity0.1 Encumbrance T2 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +7 (+3 eff.) defense ------ Mind save +7 (+4 eff.) Confus Resist +26% Rings make your fingers look great! |
steel ring of darkness (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +11% darkness defense ------ Resistance +22% darkness Rings make your fingers look great! |
wizard's copper ring of darkness (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag offense ------ Damage +11% darkness defense ------ Resistance +22% darkness Spell save +4 (+2 eff.) Rings make your fingers look great! |
Stormfront (30-45 power, 15 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Nature Weapon Damage 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +5.0% Attack Speed 100% On-hit +15 lightning +15 cold On Critical: * inflicts either shocked or wet, chosen at random While equipped: offense ------ Damage +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
arcing dwarven-steel dagger of massacre (21-27 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane/Master Weapon Damage 21.0 - 27.3 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 68 damage Sharp, short and deadly. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Unique] Master Weapon Damage 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +1.5% Attack Speed 100% While equipped: Shattering Blow: Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 13 Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
iron greatsword (16-25 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 15.5 - 24.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
ranger's yew longbow of dampening4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Disrupt/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 While equipped: Stats +3 Dex defense ------ Resistance +15% acid +14% lightning +12% cold +15% fire +6% all Spell save +11 (+5 eff.) Longbows are used to shoot arrows at your foes. |
Charged Focus (10-11 power, 24 apr, lightning damage)3.0 Encumbrance T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 10.0 - 11.0 Lightning Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +6% Mindpower +12 (+6 eff.) Damage +15% lightning Ignore resists +9% lightning defense ------ Resistance +15% lightning Mind save +9 (+5 eff.) other ------- Max psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
Eclipse (18-22 power, 4 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane Weapon Damage 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +12 (+4 eff.) Damage +15% light +15% physical +15% darkness +15% temporal other ------- Positive/turn +0.10 Negative/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
elven-wood magestaff of greater warding (25-30 power, 5 apr, cold element)5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +12 (+4 eff.) Damage +25% cold defense ------ Armor +8 Defense +7 (+4 eff.) other ------- Wards +3 cold Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
deep-steel trident of evisceration (26-42 power, 10 apr)3.0 Encumbrance T3 trident 2H weapon [Ego+] Master Weapon Damage 26.0 - 41.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +2.5% Attack Speed 100% On Critical: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +9.0% Physical Power +10 (+3 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
truestriking deep-steel trident of massacre (36-58 power, 10 apr)3.0 Encumbrance T3 trident 2H weapon [Ego+] Master Weapon Damage 36.5 - 58.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Ignore resists +10% physical Accuracy +7 (+3 eff.) Ignore Armor +9 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
balanced steel waraxe of daylight (12-17 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Arcane/Master Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +6 light Damage Against +9% Undead While equipped: offense ------ Accuracy +7 (+3 eff.) defense ------ Defense +6 (+4 eff.) Disarm Resist +21% One-handed war axes. |
truestriking dwarven-steel waraxe of paradox (22-31 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Arcane/Master Weapon Damage 22.5 - 31.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +5 temporal While equipped: offense ------ Ignore resists +7% physical Accuracy +11 (+4 eff.) Ignore Armor +8 defense ------ Resistance +8% temporal One-handed war axes. |
Focus Whip (19-21 power, 7 apr)3.0 Encumbrance T3 whip 1H weapon Reqs Dex 15 [Unique] Psionic Weapon Damage 19.0 - 20.9 Mind Uses 20% Wil, 10% Cun, 70% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Accuracy Stat Wil Ignore Armor +7 Critical Rate +5.0% Attack Speed 125% On Critical: * Try to fry your enemies brain (25% chance to brainlock) While equipped: offense ------ Mind Crit +3% Mindpower +10 (+5 eff.) Strike all targets in a line (for 100% weapon damage as mind) out to range 4. Uses 10 power out of 10/10 A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
Anerotar the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: defense ------ Armor +2 Defense +9 (+5 eff.) Resistance +6% mind Spell save +3 (+1 eff.) Stealth +6 Life +40.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A belt that goes around your waist. |
Pureprophet1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +4 Wil offense ------ Mindpower +3 (+1 eff.) Ignore resists +5% nature defense ------ Physical save +5 (+3 eff.) other ------- EQ when Hit +0.12 Hate-on-crit +2.00 A belt that goes around your waist. |
rough leather belt 'Gleta'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Str defense ------ Defense +10 (+6 eff.) Resistance +9% temporal Life +32.00 other ------- Max stamina +10.00 Infravision +1 A belt that goes around your waist. |
Emebrema the Blizzardhunt (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ On-Hit (Melee): * 10% chance to reduce all saves and defense by 15 defense ------ Defense +1 (+1 eff.) Resistance +12% cold +6% light +3% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of protection (2 def, 7 armour)2.0 Encumbrance T3 cloak armor [Ego] Arcane/Master While equipped: defense ------ Armor +7 Defense +2 (+2 eff.) Resistance +15% cold Spell save +7 (+3 eff.) Mind save +7 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robes of Deflection (0 def, 7 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag offense ------ Spellpower +5 (+2 eff.) defense ------ Armor +7 Hardiness +30% Resistance +7% all On Spell Hit: 4% Evasion level 1 This set of robes seems to shine with metallic colors. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+6 eff.) Resistance +30% nature +11% all Physical 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. |
Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+5 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
mindwoven cashmere robe of alchemy (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane/Psionic While equipped: offense ------ Mind Crit +4% Mindpower +3 (+1 eff.) Damage +13% acid +7% physical +5% fire +9% cold defense ------ Resistance +12% acid +13% physical +12% fire +13% cold +11% all Mind save +17 (+9 eff.) other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: Stats +5 Str +5 Mag +5 Wil offense ------ Damage +7% lightning +12% physical +6% cold defense ------ Resistance +5% lightning +8% cold +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aerirethra the Frozendare (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +4 Cun offense ------ Damage +3% mind defense ------ Armor +4 Fatigue -3% Resistance +12% cold Physical save +9 (+5 eff.) Mind save +9 (+5 eff.) other ------- Encumbrance +20 Max hate +4.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glamira the Lavarace (0 def, 7 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Str +2 Con offense ------ Critical power +5.00% Physical Power +15 (+5 eff.) Damage +3% physical defense ------ Armor +7 Fatigue +2% Resistance +9% fire Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Pitchwisp (8 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +15% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 13% * 20% chance to reduce armor by 31% defense ------ Armor +4 Defense +8 (+5 eff.) Fatigue +3% Resistance +15% acid Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 21 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 18% chance to evade melee and ranged attacks and 7 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Velitira (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Damage +21% blight When Hit 2 arcane 2 temporal defense ------ Armor +3 Fatigue +2% Resistance +5% arcane Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spellhunt Remnants (1 def, 2 armour)1.5 Encumbrance T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+2 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+1 eff.) Spell save +4 (+2 eff.) Life +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
temporal hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane While equipped: Stats +3 Mag offense ------ On-Hit 7 temporal On-Ranged-Hit 5 temporal Damage +4% arcane +4% temporal defense ------ Armor +2 Resistance +5% temporal 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. |
Drugrim the iron helm (10 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Wil +3 Cun +3 Con offense ------ Physical Crit +1.0% Mindpower +4 (+2 eff.) Accuracy +10 (+4 eff.) When Hit 2 physical defense ------ Armor +3 Defense +10 (+6 eff.) Fatigue +5% other ------- Stamina/turn +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Uryratir the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +5 Mag +4 Wil offense ------ Spell Crit +2% Mindpower +15 (+7 eff.) Spellpower/crit +2 Damage +7% blight +6% arcane +3% mind Ignore resists +10% blight defense ------ Armor +3 Fatigue +5% other ------- Max vim +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cashmere wizard hat 'Cloudmonster' (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +5 Dex +3 Wil offense ------ Damage +27% lightning Ignore resists +25% lightning defense ------ Defense +2 (+2 eff.) Resistance +22% lightning A pointy cloth hat, very wizardly... |
shielding linen wizard hat of arcana (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego+] Arcane While equipped: Stats +6 Mag +4 Wil offense ------ Spellpower +3 (+1 eff.) defense ------ Defense +1 (+1 eff.) Spell save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
thaloren hardened leather cap of dexterity (+4) (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +4 Dex +2 Wil defense ------ Armor +3 Fatigue +3% Resistance +7% blight Mind save +7 (+4 eff.) A cap made of leather. |
Delachik (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Random Unique] Master While equipped: offense ------ Ignore resists +15% mind defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Resistance +40% lightning +7% physical +5% arcane +6% temporal Physical save +19 (+10 eff.) A suit of armour made of mail. |
hardened leather armour of temporal resistance (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Arcane While equipped: defense ------ Armor +6 Defense +9 (+5 eff.) Fatigue +8% Resistance +17% temporal A suit of armour made of leather. |
steel shield 'Frostpiercer' (0 def, 9 armour, 16-19 power, 43.5 block)7.0 Encumbrance T2 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 16.0 - 19.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +44 On-hit +20 lightning On-Hit, radius 1 +8 cold On Hit: * Deal physical damage equal to your armor (27) While equipped: offense ------ Ignore resists +10% cold On shield block: * Cause enemies within radius 6 to bleed for 193 physical damage over 5 turns (1/turn) When Hit 10 cold defense ------ Armor +9 Fatigue +8% Resistance +8% acid +9% fire +8% lightning +13% cold other ------- Talents +1 Block Handheld deflection devices. |
6 agate0.0 Encumbrance 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. |
4 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 Encumbrance 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. |
3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 eff.) Physical 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. |
miner's iron pickaxe (dig speed 28 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 90.00 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 90.00 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Searwalker2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Mag +1 Cun +1 Con offense ------ Ignore resists +5% fire On-Hit (Melee): * 20% chance to slow global speed by 41% defense ------ Resistance +6% cold +3% fire Physical save +5 (+3 eff.) Healmod +11% other ------- 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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(78 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
bright brass lantern of focus2.0 Encumbrance T1 lite [Ego] Master/Psionic While equipped: Stats +4 Wil offense ------ Damage +5% mind other ------- Light +6 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. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance 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. |
It Which Writhes0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Xerytha the Flashserpent [power 110] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Physical Power +10 (+3 eff.) Ignore resists +10% light Accuracy +10 (+4 eff.) When Hit 2 light Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 110 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
piercing ash totem of healing [power 182] (15 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
7 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
cleansing elm wand of clairvoyance [power 9] (15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 55 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown 100% to cleanse 1 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. |
2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Fale the Cornac Sun Paladin level 13
7th Decay 122nd year of Ascendancy at 10:29 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Fale the Cornac Sun Paladin level 20
54th Regrowth 123rd year of Ascendancy at 16:22 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Fale the Cornac Sun Paladin level 10
44th Haze 122nd year of Ascendancy at 15:32 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Fale the Cornac Sun Paladin level 20
51st Regrowth 123rd year of Ascendancy at 12:42 see stats
Lost in translation (Nightmare (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Fale the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 15:10 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Fale the Cornac Sun Paladin level 18
40th Regrowth 123rd year of Ascendancy at 23:15 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Fale the Cornac Sun Paladin level 11
47th Haze 122nd year of Ascendancy at 09:59 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Fale the Cornac Sun Paladin level 15
6th Regrowth 123rd year of Ascendancy at 22:42 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Fale the Cornac Sun Paladin level 20
54th Regrowth 123rd year of Ascendancy at 22:05 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Fale the Cornac Sun Paladin level 18
41st Regrowth 123rd year of Ascendancy at 08:40 see stats
Log
Naga myrmidon uses Sunder Armour.
Fale's armour is damaged!
Melee retaliation hits Naga myrmidon for 0 light, 6 arcane (6 total damage).
Naga myrmidon hits Fale for 196 physical damage.
Fale casts Bathe in Light.
Melee retaliation hits Naga myrmidon for 0 light, 5 arcane (5 total damage).
Naga myrmidon hits Fale for 132 physical damage.
Fale's armour is more intact.
Talent Stunning Blow is ready to use.
A shield forms around Fale.
A shield forms around naga myrmidon.
Fale receives 42 healing from Fale's healing light area effect.
Naga myrmidon receives 40 healing from Fale's healing light area effect.
Fale casts Sun Ray.
The shield around naga myrmidon crumbles.
Naga myrmidon loses sight!
Your shield crumbles under the damage!
The shield around Fale crumbles.
Fale hits Naga myrmidon for (40 absorbed), 73 light (73 total damage).
Melee retaliation hits Naga myrmidon for 0 light, 5 arcane (5 total damage).
Naga myrmidon hits Fale for (42 absorbed), 50 physical (50 total damage).
Naga myrmidon uses Infusion: Wild.
Naga myrmidon lessens the pain.
A shield forms around naga myrmidon.
Melee retaliation hits Naga myrmidon for 0 light, 5 arcane (5 total damage).
Naga myrmidon receives 40 healing from Fale's healing light area effect.
Naga myrmidon hits Fale for 91 physical damage.
Fale the level 22 cornac sun paladin was maimed to death by a naga myrmidon on level 2 of Lake of Nur.




































































































