
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Knight Evolution for Bulwark-Proofread version 1.7.4Adds a new class evolution for Bulwark, the Knight. - Lance Charge: Charge toward target location and gain speed buff. Damage increases with movement speed. - Knight's vow: Passively increases defensive stats and regenerate stamina on blocking. - Tactical retreat: Retreat and gain movement speed - Hammer and Anvil: Knock back the target, dealing massive damage if the target collides with a wall. Damage increases with movement speed. Knight Training Category - Grand strategy: Gain wild speed on active. - Tower of steel: Gain pin resist and physical damage increase if you wear heavy armor. - Well fitted: Gain defensive stats if you wear heavy armor. - Chivalry: More damage on counterstrike. Original author is koa. Talent descriptions proofread by me. Also cancels the stun and damage on spirit horse being disabled. Even though it's fitting, it's way too debilitating (50% health loss and 5 turn stun) Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Multi-Class Challenge (Slight Edit by Rae) Arendeth's Fork (Edits by Hellcommander/Arendeth) 1.7.4Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Possessor Bonus Class 1.7.4Donators/Buyers bonus! Juggernaut Evolution for Bulwark 1.6.7Adds a new class evolution for Bulwark, the Juggernaut. As a Juggernaut, the Bulwark gains the ability to equip shields in the off hand and main hand simultaneously and Weapons Mastery will apply to shields. While equipped with two shields: - You may use Rush while sustaining Last Stand. 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.
Yakri's Stat Changes-mod 1.6.7My personal twist on and combination of "TLR's Stat changes" by thelastraven, "Moderately Generous Levels" by Chaotic Heretic, and "Constitution Viability Buff" by Raenarill. This is my first ToME mod, so bear with me, I'm still working on balance and stuff, just give me constructive criticism please! Leveling changes: + 0.2% resist all per level after 50, so 10% should you reach level 100. Level 2 is a "double" level, granting double the normal points (6 stat, 2 class/generic points) Max life per point increased from 4 to 5. Added 0.04 life regen/turn per point. Added 0.25% Heal Mod per point. Added 1 Stamina per point. Yakri: This is my take on TLR's (thelastraven) stat changes mod. Mainly I just wanted my own exact preferences registered on te4 to be honest. I liked the overall concept, but felt some of the changes were too powerful even for some nightmare runs on mid classes. This mod takes the basic shell of TLR's stat changes, then strips out some extra global bonuses to resists and nerfs some constition changes I felt went too far This mod goes over particularly well with other overpowered fun addons, like the multi-class challenge. There are also maybe some unlisted changes to what willpower does, looks like giving bonuses to mana/stamina/psi? I'm scared to touch that section so far. The game will be a complete cakewalk at lower difficulties, be aware. I just tweaked some values, all credit goes to TLR, Chaotic Heretic, and Raenarill. 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. Earlier Draconic Prodigies 1.7.5Allows characters to fulfill the "Be close to the draconic world" requirement for Draconic Will and Draconic Body by eating just one of the "Heart of the Sandworm Queen" or "Wyrm Bile". This lets non-wyrmic characters access the prodigies at lv25 instead of having to wait to lv42 as usual. https://github.com/sandertyu/tome-earlier-draconic-prodigies ---Changelog--- 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:
Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 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 Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Items Vault 1.7.6Donators/Buyers bonus! Barbarian Evolution for Berserker 1.7.2Adds a new class evolution for Berserker, the Barbarian. As a Barbarian, the Berserker loses the ability to equip body armor, but gains the ability to wield a two-handed weapon in their off-hand. Additionally, they will unlock Technique/Duelist and Technique/Dual Weapons at 1.0 mastery. Finally, each turn the Barbian attacks a foe, they will automatically eneter a blocking stance to deflect damage with their weapons, potentially setting up deadly counter-strikes. Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Doctornull's Classes Reloaded 1.7.6Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here:http://forums.te4.org/viewtopic.php?f=50&t=38670 Yakri: I'm making a couple changes suggested in the mod thread, and testing for errors/incompatibilities in current version of TOME. All credit goes to Null, and FailPail for creating the creepfix. Changes: Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Stoneblade Evolution for Arcane Blade 1.7.4Adds a new class evolution for Arcane Blade, the Stoneblade. Wielded two-handed weapons will use the increased procs damage accuracy bonus To unlock the evolution, defeat Harkor'Zun as an Arcane Blade. Learning the Prodigy requires that you know Body of Stone and have at least 25 Magic and Strength. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. True Full Respec 1.7.6Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Doombringer Destroyer Reskin 1.7.6This allows Doombringers to select a different Destroyer form than just the Champion of Uhr'rok. Nothing against the Champ, but maybe some characters wanna look a little different when they hulk out. Now, the Destroyer can use any of the various demonic appearances, or even a number of non-demonic forms: a faeros of one size or another, a phoenix, and quite a bit more. Even dragons! (Wyrmics, you had your chance.) The text of Destroyer has been very slightly tweaked to reflect the more general and/or personal effect. I mostly aimed to include fire-elemental stuff, given the class, but there are some selections that don't really slot into either "demon" or "fire" — i.e., if you wanna morph into a big sandworm, that's also cool. There are two ways to configure this addon, both only visible to Doombringers:
I suspect the chosen setting will likely also impact the temporary Destroyer mode granted randomly by demon statues, too, though that's one thing I haven't tested. This addon has no mechanical component; it's purely cosmetic. It is also very easy to fork and extend, if desired; just add a new entry — a name and a filename — to the Width-variant tiles are not currently supported. --- CHANGELOG:
Walking Armory Evolution for Marauder 1.7.6Adds a new evolution for Marauders, the Walking Armory. Throw caution (and your equipment) to the wind, and become a truly formidable menace on the battlefield. You can equip mainhand weapons in your tool and lite slot. You can equip offhand weapons in your head, cloak, belt and feet slots. When you land an attack with the weapon in your mainhand slot, you will follow up with an attack from weapons in your tool and lite slots dealing 100% damage. When you land an attack with the weapon in your offhand slot, you will follow up with an attack from weapons in your head, cloak, belt and feet slots dealing 100% damage (offhand damage penalty applies). Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Higher |
Class | Sun Paladin |
Level / Exp | 39 / 34% |
Size | huge |
Lifes / Deaths | Killed by Emelugavea the thief at level 12 on the 73rd Dusk 122nd year of Ascendancy at 06:29 / 6Killed by Islyth the dremling at level 12 on the 73rd Dusk 122nd year of Ascendancy at 08:57 Killed by Zubonne the corrupted protoplasmic controller at level 32 on the 39th Haze 122nd year of Ascendancy at 03:32 Killed by Yvatira the corrupted plasmic disruptor at level 33 on the 39th Haze 122nd year of Ascendancy at 12:33 Killed by Cyryssra the venom drake hatchling at level 35 on the 53rd Haze 122nd year of Ascendancy at 22:02 Killed by Gloruyarithra the grizzly bear at level 39 on the 54th Haze 122nd year of Ascendancy at 21:56 |
Primary Stats
Strength | 122 (base 70) |
Dexterity | 25 (base 24) |
Constitution | 91 (base 74) |
Magic | 75 (base 70) |
Willpower | 33 (base 28) |
Cunning | 19 (base 15) |
Resources
Life | 3469/3469 |
Positive | 164/164 |
Stamina | 332/332 |
Healing Factor | 1.0025 |
Regeneration | 14.16344300063 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -54.166666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 15 |
Lite | 9 |
Infravision | 3 |
See Invisible | 3 |
Offense: Mainhand
Damage | 216 |
Accuracy | 51 |
Crit Chance | 43% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 52 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Cold | +18% |
Light | +12% |
All | 0% |
Offense: Damage Penetration
Cold | +5% |
Light | +15% |
Temporal | +10% |
Defense: Base
Armour (hardiness) | 64.723073231954 (100%) |
Defense | 44 |
Ranged Defense | 47 |
Fatigue | 0 |
Physical Save | 70 |
Spell Save | 64 |
Mental Save | 29 |
Defense: Resistances
Acid | + 20%( 70%) |
Arcane | + 36%( 70%) |
Mind | + 18%( 70%) |
All | + 15%( 70%) |
Darkness | + 36%( 70%) |
Light | + 20%( 70%) |
Temporal | + 41%( 70%) |
Cold | + 52%( 70%) |
Fire | + 44%( 70%) |
Nature | + 34%( 70%) |
Defense: Immunities
Disarm Resistance | 34% |
Silence Resistance | 20% |
Confusion Resistance | 10% |
Knockback Resistance | 40% |
Stun Resistance | 40% |
Instadeath Resistance | 100% |
Blind Resistance | 90% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 615 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 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 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 232 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
Celestial / Guardian | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Celestial / Crusader | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Celestial / Sun | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.70 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.70 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.70 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Shield defense | 1.70 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Technique / Battle tactics | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Higher | 1.00 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
Most of the soldiers are out in skirmishes with the hated Orcs, as a green recruit you must stay in the relative safety of the Sunwall. Holding the FortThough you itch to fight Orcs, you have been assigned two mundane tasks instead. * You have killed the strange horror causing most of the crop destruction. * The shadows that were summoned to hide the Midnight Training Camp are restless and becoming aggressive. * Quell them and seek out the cause. | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 avoidance. 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 luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats Cun +4 offense ------ Move Speed +12% defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Light source | ![]() 1.0 Encumbrance T5 lite [Rare] Psionic While equipped: offense ------ Mind Crit +10% Mindpower +11 (+5 eff.) defense ------ Armor +4 Resistance +3% nature Spell save +3 (+1 eff.) Mind save +10 (+5 eff.) Healmod +10% Silence Resist +20% Confus Resist +10% other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats Lck +6 offense ------ Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +12% light Ignore resists +10% temporal When Hit 4 light defense ------ Armor +3 Fatigue +5% other ------- Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 Encumbrance T4 hands armor [Rare] Psionic While equipped: offense ------ Accuracy +9 (+3 eff.) defense ------ Armor +3 Fatigue +5% Resistance +9% nature Physical save +14 (+3 eff.) Mind save +9 (+4 eff.) Unlife -20.00 life Blind Resist +20% Disarm Resist +34% 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. |
Tool | ![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: defense ------ Resistance +6% acid, +9% cold, +3% mind +6% light Blind Resist +20% Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats Wil +4, Con +6 offense ------ Damage +15% cold defense ------ Resistance +10% nature, +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 14.42 cold and 12.22 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Rare] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +9 (+3 eff.) Mindpower +9 (+4 eff.) Damage +3% cold On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 defense ------ Resistance +9% cold Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+5 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
In main hand | ![]() 3.0 Encumbrance T5 waraxe 1H weapon [Rare] Master Weapon Damage 45.0 - 63.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats Str +1 offense ------ Physical Crit +8.0% defense ------ Defense +5 (+2 eff.) Resistance +9% fire One-handed war axes. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Ego] Master While equipped: offense ------ Physical Power +2 (+1 eff.) defense ------ Defense +9 (+3 eff.) Spell save +6 (+1 eff.) Stealth +7 other ------- Size +1 A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T5 shield armor [Unique] Arcane When used to Attack: Weapon Damage 50.0 - 60.0 Temporal Uses 70% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +325 On Hit: 25% Turn Back the Clock level 3 While equipped: offense ------ Spellpower +12 (+4 eff.) defense ------ Armor +4 Defense +8 (+3 eff.) Ranged Defense +10 (+4 eff.) Resistance +30% temporal Damage Reduction +20 all Spell save +20 (+5 eff.) Slow Projectiles +50% other ------- Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats Mag +4 offense ------ Physical Crit +4.0% Physical Power +3 (+1 eff.) Ignore resists +15% light, +5% cold defense ------ Defense +2 (+1 eff.) Fatigue -4% other ------- Light +2 See Invisibility +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 Encumbrance T4 massive armor [Unique] Master While equipped: Stats Con +6 defense ------ Armor +32 Hardiness +10% Defense +20 (+7 eff.) Fatigue +15% Resistance +25% darkness, +25% fire Physical save +40 (+10 eff.) Healmod -30% Stun Resist +40% Knockbk Resist +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
Inventory
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: offense ------ Physical Power +7 (+2 eff.) Spellpower +5 (+1 eff.) Mindpower +7 (+3 eff.) Damage +3% lightning Ignore resists +5% lightning, +15% fire defense ------ Resistance +9% fire Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats Str +8, Con +7 offense ------ Physical Power +9 (+2 eff.) Damage +11% arcane defense ------ Resistance +11% arcane Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Master While equipped: Stats Cun +8, Dex +8 offense ------ Accuracy +13 (+5 eff.) Ignore Armor +11 defense ------ Defense +10 (+3 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Master While equipped: Stats Cun +7, Dex +6 offense ------ Accuracy +22 (+7 eff.) Ignore Armor +13 defense ------ Defense +11 (+4 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +11% light defense ------ Resistance +22% light Rings make your fingers look great! |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Unique] Arcane Weapon Damage 70.0 - 105.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +8.0% Attack Speed 100% On-hit +50 fire Damage Conversion 20% fire While equipped: offense ------ Damage +20% fire Ignore resists +25% fire defense ------ Resistance +20% fire The wearer is treated as a demon. Infernal Breath: Effective talent level: 3.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 195.08 fire damage, and flames will be left dealing a further 45.53 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon [Rare] Arcane Weapon Damage 31.0 - 46.5 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +4 physical On-Hit, radius 1 +8 mind On Hit: * 25% chance for lightning to strike from the target to a second target dealing 89 damage While equipped: offense ------ Damage +3% physical Accuracy +30 (+9 eff.) other ------- Max stamina +30.00 Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Random Unique] Arcane/Master Weapon Damage 57.5 - 86.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +23 blight +28 item blight disease On-Hit, radius 1 +20 lightning On Hit: 20% Epidemic level 5 On Hit: * 28% chance to reduce strength, dexterity, and constitution by 26 On Critical: * Splash the target with acid dealing 148 damage over 5 turns and reducing armor and accuracy by 19 While equipped: Stats Dex +3 offense ------ Physical Crit +21.0% Critical power +28.00% Damage +3% lightning Ignore resists +10% nature Ignore Armor +20 defense ------ Resistance +6% nature Disease Resist +35% other ------- Light +3 Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T4 greatmaul 2H weapon [Ego+] Psionic Weapon Damage 56.0 - 84.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Massive two-handed mauls. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Rare] Master Weapon Damage 86.5 - 129.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +8 acid While equipped: Stats Mag +7 offense ------ On-Hit (Melee): * 20% chance to reduce armor by 36% defense ------ Resistance +6% acid other ------- See Invisibility +6 Massive two-handed mauls. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Unique] Master Weapon Damage 60.0 - 96.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +10.0% Attack Speed 100% On Hit: * 25% chance to strike the target again. While equipped: Stats Str +10, Dex +5, Con +15 other ------- Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 67.0 - 107.2 Physical Uses 115% Str, 50% Mag, 20% Con Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +12.0% Attack Speed 100% On Hit: * releases a burst of light, dealing 58 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats Str +12, Mag +6, Con +7 other ------- Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 30 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 68.0 - 108.8 Physical Uses 50% Mag, 125% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +10.0% Attack Speed 100% Lifesteal +8% Damage Conversion 50% fire burn While equipped: Stats Cun +3, Str +5 offense ------ Damage +10% darkness, +15% fire defense ------ Resistance +15% fire Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 10 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Master Weapon Damage 46.0 - 64.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% While equipped: offense ------ Physical Crit +20.0% Combat Speed +20% defense ------ Defense +40 (+13 eff.) Evasion +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane Weapon Damage 47.0 - 65.8 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +12.0% Attack Speed 100% On Critical: * release a burst of light and dark damage (scales with Magic) While equipped: Stats Str +4, Mag +4, Cun +4 offense ------ Spell Crit +4% Spellpower +12 (+4 eff.) Damage +18% darkness, +18% light other ------- Light +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Ego+] Master/Psionic Weapon Damage 34.0 - 47.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-hit +11 darkness Damage Against +11% Living While equipped: offense ------ Ignore resists +7% all Accuracy +5 (+2 eff.) Ignore Armor +8 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Ego+] Master Weapon Damage 34.5 - 48.3 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On Critical: * Wound the target dealing 326 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +9.0% Physical Power +9 (+2 eff.) Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 mace 1H weapon [Unique] Master Weapon Damage 25.0 - 35.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-hit +14% confusion, +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: offense ------ Accuracy +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
![]() 3.0 Encumbrance T4 mace 1H weapon [Ego++] Master Weapon Damage 37.5 - 52.5 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Ignore resists +10% all, +9% physical Accuracy +23 (+7 eff.) Ignore Armor +18 Blunt and deadly. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Rare] Nature/Psionic Weapon Damage 12.0 - 13.2 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +8 blight On-crit, radius 2 +12 blight While equipped: offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +6% lightning Ignore resists +5% blight defense ------ Resistance +6% lightning Mind save +8 (+4 eff.) other ------- Max psi +36.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 14.0 - 15.4 Fire Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +5.0% Attack Speed 100% Damage Conversion 50% cold While equipped: offense ------ Mind Crit +8% Mindpower +16 (+7 eff.) Damage +20% fire, +20% cold Ignore resists +12% fire, +12% cold defense ------ Resistance +20% fire, +20% cold Spell save +12 (+3 eff.) other ------- Psi/turn +1.00 Talents +1 Psionic Maelstrom Masteries +0.20 Psionic/Thermal mastery Thermal energies are focussed in the core of this mindstar. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature/Psionic Weapon Damage 14.0 - 15.4 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: Stats Cun +3, Wil +2 offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +7% physical Ignore resists +6% physical defense ------ Resistance +7% physical other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
guarding stralite sceptre of mana warping (32-45 power, 5 apr) guarding stralite sceptre of mana warping (32-45 power, 5 apr)3.0 Encumbrance T4 sceptre 1H weapon [Ego+] Arcane/Master Weapon Damage 32.0 - 44.8 Physical Uses 100% Mag, 50% Con Mastery Weapons Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% Damage Conversion 18% arcane silence On Hit: 10% Arcane Vortex level 2 While equipped: offense ------ Spellpower +12 (+4 eff.) Ignore resists +14% arcane defense ------ Armor +8 Hardiness +4% Resistance +9% physical Blunt and deadly. |
stralite sceptre 'Halynarildil' (32-46 power, 5 apr) stralite sceptre 'Halynarildil' (32-46 power, 5 apr)3.0 Encumbrance T4 sceptre 1H weapon [Rare] Psionic Weapon Damage 32.5 - 45.5 Physical Uses 100% Mag, 50% Con Mastery Weapons Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% While equipped: Stats Dex +3 offense ------ Physical Power +20 (+4 eff.) Spellpower +12 (+4 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 23 defense ------ Resistance +9% mind Spell save +10 (+2 eff.) Mind save +8 (+4 eff.) Blunt and deadly. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Rare] Nature Weapon Damage 25.0 - 30.0 Physical Uses 130% Mag Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats Con +6 offense ------ Spell Crit +4% Spellpower +16 (+5 eff.) Damage +25% temporal defense ------ Resistance +6% cold Unlife -40.00 life Life Regen +1.40 Healmod +18% Blind Resist +10% Silence Resist +20% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Ego++] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 130% Mag Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats Mag +7, Cun +9, Con +4 offense ------ Spell Crit +4% Critical power +25.00% Spellpower +12 (+4 eff.) Damage +25% cold defense ------ Armor +8 Defense +8 (+3 eff.) other ------- Negative/turn +0.20 Vim-on-crit +5.00 Max vim +28.00 Max negative +20.00 Wards +3 cold Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Ego] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 130% Mag Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +14% Spellpower +12 (+4 eff.) Damage +25% cold defense ------ Armor +6 Hardiness +6% Physical save +5 (+1 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego++] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 130% Mag Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +15 (+5 eff.) Damage +20% lightning, +20% cold +20% arcane, +20% fire defense ------ Resistance +10% lightning, +10% cold +10% arcane, +10% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Ego++] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 130% Mag Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Critical power +24.00% Spellpower +19 (+6 eff.) On-Hit 23 fire Damage +25% acid Ignore resists +12% acid other ------- See Invisibility +12 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego++] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 130% Mag Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Critical power +23.00% Spellpower +15 (+5 eff.) On-Hit 19 fire Damage +20% blight defense ------ Armor +8 Defense +7 (+2 eff.) other ------- See Invisibility +10 Wards +3 blight Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Rare] Psionic Weapon Damage 20.0 - 28.0 Physical Uses 50% Mag, 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: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats Dex +3, Con +3 offense ------ Physical Power +10 (+2 eff.) other ------- Max stamina +30.00 One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Master Weapon Damage 23.0 - 32.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% While equipped: Stats Mag +1 offense ------ Spell Crit +3% Spellpower +5 (+1 eff.) Damage +3% cold Ignore resists +16% physical Accuracy +20 (+7 eff.) Ignore Armor +14 other ------- Mana/turn +0.08 Vim-on-crit +2.00 One-handed war axes. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: offense ------ Physical Power +3 (+1 eff.) defense ------ Resistance +5% light, +6% darkness Spell save +6 (+1 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: offense ------ When Hit 30 fire defense ------ Defense +14 (+5 eff.) Resistance +10% fire, +10% darkness +10% cold other ------- Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
![]() 2.0 Encumbrance T3 cloak armor [Ego] Arcane/Master While equipped: defense ------ Defense +9 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Arcane While equipped: Stats Mag +1, Wil +1 defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats Cun +1, Dex +2 defense ------ Defense +1 (+0 eff.) Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats Cun +4, Mag +4 offense ------ Damage +18% fire defense ------ Armor +5 Defense +3 (+1 eff.) Fatigue +6% Resistance +20% cold other ------- Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 52 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
![]() 3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.30 Max stamina +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: Stats Mag +2, Wil +3 offense ------ Spellpower +5 (+1 eff.) defense ------ Armor +3 Blink to a nearby random location (rad 8) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats Str +3, Con +1 offense ------ Physical Crit +4.0% Physical Power +13 (+3 eff.) Damage +6% fire Accuracy +5 (+2 eff.) defense ------ Armor +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T4 hands armor [Ego+] Arcane While equipped: Stats Mag +8, Wil +4 offense ------ On-Hit 6 acid, 4 fire, 7 cold 5 lightning Damage +4% arcane defense ------ Armor +3 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. |
![]() 1.5 Encumbrance T4 hands armor [Ego+] Nature/Master While equipped: Stats Cun +5, Dex +2 offense ------ On-Hit 8 cold Damage +6% cold Accuracy +9 (+3 eff.) Ignore Armor +9 defense ------ Armor +3 Fatigue +5% Resistance +7% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T4 hands armor [Ego++] Disrupt While equipped: offense ------ Physical Power +10 (+2 eff.) Accuracy +13 (+5 eff.) Ignore Armor +9 When Hit: * 20 arcane resource burn defense ------ Armor +3 Resistance +9% blight Spell save +32 (+8 eff.) 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. |
![]() 3.0 Encumbrance T4 head armor [Unique] Master Kroltar's power resides in his scales. While equipped: Stats Str +5, Wil +5, Con +5, Lck -4 offense ------ Damage +10% physical, +10% fire defense ------ Armor +9 Defense +5 (+2 eff.) Fatigue +10% other ------- Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Effective talent level: 3.0 Power cost 45 out of 45/45. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 38%) for 3 turns. The sound wave is so strong, your foes also take 209.99 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Str +6, Con +3 offense ------ Physical Power +4 (+1 eff.) Damage +6% fire defense ------ Armor +7 Fatigue +1% Resistance +9% fire other ------- Light +3 A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Ego++] Arcane While equipped: Stats Mag +4, Con +2 offense ------ Damage +7% arcane defense ------ Defense +2 (+1 eff.) Shield Power +5% Life Regen +2.10 Arcane Eye: (Instant) Puts all charms on 10 turn cooldown Effective talent level: 5.0 Power cost 10 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 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... |
![]() 2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats Cun +4, Dex +4 offense ------ Ignore Armor +5 defense ------ Armor +3 Fatigue +3% A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +10% acid defense ------ Defense +1 (+0 eff.) Resistance +15% acid, +5% fire, +5% cold A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats Wil +5 defense ------ Armor +4 Fatigue +4% Resistance +10% blight Mind save +8 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Ego+] Nature/Master While equipped: Stats Str +4, Dex +6, Wil +5 offense ------ Physical Power +8 (+2 eff.) defense ------ Armor +4 Fatigue +4% Resistance +5% physical Physical save +5 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 Encumbrance T4 heavy armor [Ego+] Master While equipped: defense ------ Armor +14 Defense +4 (+1 eff.) Fatigue +6% Physical save +7 (+1 eff.) A suit of armour made of mail. |
![]() 9.0 Encumbrance T4 light armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 10% chance to slow global speed by 50% defense ------ Armor +7 Defense +12 (+4 eff.) Fatigue +8% Resistance +6% lightning, +3% cold +3% darkness, +6% light Life +45.00 A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor [Ego] Nature/Master While equipped: defense ------ Armor +7 Defense +12 (+4 eff.) Fatigue +8% Resistance +22% fire Life Regen +4.80 other ------- Stamina/turn +0.90 A suit of armour made of leather. |
![]() 17.0 Encumbrance T1 massive armor [Rare] Master While equipped: offense ------ When Hit 8 physical defense ------ Armor +13 Fatigue +22% Resistance +6% acid, +6% physical +6% fire, +18% lightning +6% cold Physical save +9 (+2 eff.) other ------- Max stamina +30.00 A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T4 massive armor [Rare] Master While equipped: offense ------ Damage +18% nature Ignore resists +5% nature When Hit 2 cold defense ------ Armor +13 Fatigue +22% Resistance +27% cold A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T3 massive armor [Rare] Master While equipped: offense ------ Damage +3% blight Ignore resists +15% arcane When Hit 4 arcane defense ------ Armor +11 Fatigue +22% Resistance +5% arcane, +23% cold A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T4 massive armor [Ego+] Master While equipped: defense ------ Armor +19 Fatigue +22% Resistance +7% acid, +7% physical +5% fire, +5% lightning +7% cold A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T1 massive armor [Ego] Master While equipped: defense ------ Armor +7 Fatigue +22% Resistance +17% cold A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T4 massive armor [Rare] Nature While equipped: Stats Cun +3, Con +4 offense ------ Damage +6% mind Ignore Armor +3 defense ------ Armor +13 Fatigue +22% Life Regen +6.60 other ------- Stamina/turn +1.80 Psi when Hit +0.04 A suit of armour made of metal plates. |
![]() 7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 50% Mag, 140% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+3 eff.) Fatigue +12% Resistance +15% cold, +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 7.0 Encumbrance T2 shield armor [Random Unique] Master/Psionic When used to Attack: Weapon Damage 16.5 - 19.8 Physical Uses 50% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +122 On-hit +13 physical While equipped: Stats Str +6, Dex +5, Wil +3, Con +5 offense ------ Physical Power +20 (+4 eff.) Accuracy +9 (+3 eff.) defense ------ Armor +23 Fatigue +8% Resistance +6% lightning, +6% fire +14% physical Windwall +49 Physical save +8 (+2 eff.) Slow Projectiles +22% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T2 shield armor [Unique] Nature When used to Attack: Weapon Damage 22.0 - 30.8 Physical Uses 50% Mag, 150% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +60 While equipped: defense ------ Armor +10 Defense +9 (+3 eff.) Fatigue +14% Resistance +20% cold, +20% darkness +20% nature other ------- Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() 3.0 Encumbrance T3 arrow ammo [Rare] Nature Weapon Damage 32.5 - 45.5 Physical Uses 50% Str, 50% Mag, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 20 Projectile Speed +200% On-ranged-hit +20 darkness +20 item darkness numbing On-crit, radius 2 +4 acid On Hit: * 20% chance to reduce damage dealt by 19% * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 233 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T4 arrow ammo Reqs Dex 35 [Ego+] Master Weapon Damage 45.5 - 63.7 Physical Uses 70% Dex, 50% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +16.5% Capacity 22 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats Cun +8, Dex +8 Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats Cun +8, Dex +8 Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats Str +1 offense ------ Damage +6% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+4 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 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.(88 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats Con +3 offense ------ Damage +3% acid, +9% light Ignore resists +10% light On-Hit (Melee): * 20% chance to reduce armor by 36% defense ------ Resistance +10% blight Life Regen +7.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +5 (+1 eff.) Life +40.00 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. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats Lck +5 defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5 Damage +20% arcane, +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5, Con +5 Damage +10% lightning, +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats Mag +5, Con +5 Damage +10% lightning, +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Item imbue powers: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 2.0 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. |
![]() 0.0 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. |
![]() 2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: offense ------ Damage +3% fire When Hit 2 fire On-Hit (Melee): * 20% chance to reduce damage dealt by 19% defense ------ Resistance +3% darkness, +15% fire Create a radius 3 storm for 5 turns. Each turn, creatures within take 62 lightning damage and will be dazed for 1 turn (313 total damage) Puts all charms on 15 turn cooldown 100% to increase all damage by 19% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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
By Solaire the Higher Sun Paladin level 11
41st Dusk 122nd year of Ascendancy at 12:54 see stats
By Solaire the Higher Sun Paladin level 38
54th Haze 122nd year of Ascendancy at 09:53 see stats
By Solaire the Higher Sun Paladin level 35
40th Haze 122nd year of Ascendancy at 05:18 see stats
By Solaire the Higher Sun Paladin level 28
25th Haze 122nd year of Ascendancy at 16:46 see stats
By Solaire the Higher Sun Paladin level 10
2nd Dusk 122nd year of Ascendancy at 20:25 see stats
By Solaire the Higher Sun Paladin level 20
74th Dusk 122nd year of Ascendancy at 13:40 see stats
By Solaire the Higher Sun Paladin level 30
25th Haze 122nd year of Ascendancy at 23:43 see stats
By Solaire the Higher Sun Paladin level 5
78th Pyre 122nd year of Ascendancy at 09:25 see stats
By Solaire the Higher Sun Paladin level 32
26th Haze 122nd year of Ascendancy at 20:47 see stats
By Solaire the Higher Sun Paladin level 28
25th Haze 122nd year of Ascendancy at 16:46 see stats
By Solaire the Higher Sun Paladin level 26
25th Haze 122nd year of Ascendancy at 07:48 see stats
By Solaire the Higher Sun Paladin level 36
54th Haze 122nd year of Ascendancy at 02:44 see stats
By Solaire the Higher Sun Paladin level 11
4th Dusk 122nd year of Ascendancy at 08:57 see stats
By Solaire the Higher Sun Paladin level 25
77th Dusk 122nd year of Ascendancy at 15:28 see stats
By Solaire the Higher Sun Paladin level 25
76th Dusk 122nd year of Ascendancy at 14:21 see stats
By Solaire the Higher Sun Paladin level 17
74th Dusk 122nd year of Ascendancy at 05:06 see stats
Log
Burning from Zubolratha the venom drake hatchling hits Xurira the faeros for 1 fire damage.
Mindrot hits Solaire for (2 flat reduction), 0 mind, (2 flat reduction), 0 darkness (0 total damage).
Burning from Zubolratha the venom drake hatchling hits Xeriyavea the venom drake for 1 fire damage.
Isylenne the venom drake hatchling casts Searing Beam.
Isylenne the venom drake hatchling's spell attains critical power!
Isylenne the venom drake hatchling hits Solaire for (20 flat reduction), 33 acid (33 total damage).
Zubolratha the venom drake hatchling uses Beckon.
Solaire has been beckoned.
Xeriyavea the venom drake uses Block.
Gloruyarithra the grizzly bear uses Knockback.
Gloruyarithra the grizzly bear performs a melee critical strike against Solaire!
Solaire is no longer being stalked by Zubolratha the venom drake hatchling.
Solaire resists the knockback!
Gloruyarithra the grizzly bear hits Solaire for (20 flat reduction), 66 physical (66 total damage).
Melee retaliation hits Elirin the rattlesnake for 42 light damage.
Melee retaliation hits Gloruyarithra the grizzly bear for (23 flat reduction), 21 light (21 total damage).
Elirin the rattlesnake hits Solaire for (1 flat reduction), 0 physical, (1 flat reduction), 0 cold (0 total damage).
Xurira the faeros receives 146 healing.
Solaire the level 39 higher sun paladin was torn limb from limb to death by Gloruyarithra the grizzly bear on level 2 of Noxious Caldera.
Solaire performs a melee critical strike against Gloruyarithra the grizzly bear!
Gloruyarithra the grizzly bear is crippled.
Shield of Light misses Gloruyarithra the grizzly bear.
Gloruyarithra the grizzly bear throws Solaire to the ground!
Gloruyarithra the grizzly bear is a martyr.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Elirin the rattlesnake killed Solaire!
Melee retaliation hits Gloruyarithra the grizzly bear for (23 flat reduction), 21 light (21 total damage).
Weapon of Wrath hits Gloruyarithra the grizzly bear for (23 flat reduction), 278 fire (278 total damage).
Solaire hits Gloruyarithra the grizzly bear for (23 flat reduction), 262 physical, (23 flat reduction), 40 light (302 total damage).