












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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 | Infinite |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Doomelf |
| Class | Sun Paladin |
| Level / Exp | 13 / 52% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton master archer at level 13 on the 2nd Summertide 122nd year of Ascendancy at 09:20 / 1 |
Primary Stats
| Strength | 36 (base 37) |
| Dexterity | 15 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 41 (base 28) |
| Willpower | 19 (base 10) |
| Cunning | 17 (base 10) |
Resources
| Life | -61/379 |
| Positive | 22/106 |
| Stamina | 207/207 |
| Healing Factor | 1.0460311219418 |
| Regeneration | 3.3996011463107 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 1 |
| See Stealth | 5 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 48 |
| Accuracy | 36 |
| Crit Chance | 13% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +7% |
| Lightning | +7% |
| Light | +35% |
| Nature | +7% |
| Darkness | +24% |
| Arcane | +19% |
| Cold | +19% |
| All | +4% |
Offense: Damage Penetration
| Blight | +5% |
| Lightning | +10% |
| Arcane | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 21 (30%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 12 |
| Physical Save | 17 |
| Spell Save | 20 |
| Mental Save | 17 |
Defense: Resistances
| Acid | + 14%( 70%) |
| Blight | + 36%( 70%) |
| Mind | + 6%( 70%) |
| All | 0%( 70%) |
| Darkness | + 43%( 70%) |
| Light | + 21%( 70%) |
| Lightning | 0%( 70%) |
| Fire | -10%( 70%) |
| Nature | + 3%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
| Poison Resistance | 100% |
| Blind Resistance | 41% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 61 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Doomelf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Effects
Quests
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 9): Pacifist | failed |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | pair of rough leather boots 'Branygrim' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Wil ----- def ----- Armour +1 Resists +6% blight ---------- misc Stam/turn +0.40 Max.stam +13.00 Light +1 A pair of boots made of leather. |
| Light source | Lisubeth2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% physical ----- def ----- Resists +3% nature Mind.save +5 (+4 eff.) Die.at -40.00 life Blind- +20% ---------- misc Stam/turn +1.00 Light +3 See.Stealth +5 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Cyrith the rough leather cap (0 def, 2 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Dex +4 Mag dps ---------- On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 18 ----- def ----- Armour +2 Fatigue +1% ---------- misc Light +3 Infravis +1 A cap made of leather. |
| On hands | dwarven-steel gauntlets 'Arcwake' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +3% lightning Res.pen +10% lightning ----- def ----- Armour +2 Fatigue +3% HP.reg +2.00 ---------- misc Stam/turn +0.70 Max.stam +10.00 Max.psi +10.00 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 | Wretchraven the ash totem of healing [power 182] (4/15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% nature +9% light Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Silobrekira0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Cun dps ---------- Dmg.mod +11% light Melee Ret 2 physical ----- def ----- Resists +22% light +6% mind Rings make your fingers look great! |
| On fingers | painweaver's copper ring of luminosity0.1 T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +1 Mag dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +6 (+3 eff.) Melee+ 10 light Ranged+ 11 light Dmg.mod +11% light +4% all Rings make your fingers look great! |
| Around neck | starlit copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +10% light +11% darkness Blind- +21% Amulets make your neck look great! |
| In main hand | Boredravon (108% power, 12 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 108% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +4.0% Atk.spd 100% Phasing +10% Melee+ +7 cold While equipped: dps ---------- Res.pen +10% arcane Acc +6 (+3 eff.) On Hit (Melee): * 20% chance to reduce armor by 28% ----- def ----- Defense +5 (+3 eff.) Resists +3% acid Disarm- +20% One-handed war axes. |
| Around waist | balancing rough leather belt of containment1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Dex dps ---------- Phys.crit +5.0% Mind.crit +6% ----- def ----- Anom.red +11 Max.HP +50.00 Disease- +15% ---------- misc Max.mana +31.00 Max.stam +26.00 Max.hate +10.00 Max.psi +21.00 Max.vim +21.00 Max.P.En +20.00 Max.N.En +21.00 A belt that goes around your waist. It was changed by the digestive sack. |
| In off hand | Unlightbolt (0 def, 4 armour, 115% power, 39 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Arcane When used to Attack: Power 115% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +39 Melee+ +12 acid +4 darkness +4 arcane While equipped: Stats +2 Con dps ---------- Res.pen +5% blight On Melee Ret: * 12% chance to reduce armor by 28% ----- def ----- Armour +4 Fatigue +8% Resists +11% acid +3% darkness Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.08 Max.vim +20.00 Talents +1 Block Handheld deflection devices. |
| Cloak | resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Bindings of Eternal Night (12 def, 12 armour)6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+6 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Inventory
healing infusion of the warrior (heal 112; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 112 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 182; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 182 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 24%; physical; dur 2; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd 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 24% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
manasurge rune of the warrior (regen 816% over 10 turns; mana 40; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 816% for 10 turns (6 total) and instantly restoring 40 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
shielding rune of the titan (absorb 95; dur 3; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 95 damage for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Dourpeal0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid Res.pen +5% acid Melee Ret 2 darkness On Hit (Melee): * 10% chance to reduce armor by 28% ---------- misc Masteries +0.11 Technique/Combat training Amulets make your neck look great! |
copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets make your neck look great! |
restful steel amulet0.1 T2 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
steel amulet0.1 T2 amulet jewelry [Normal] Amulets make your neck look great! |
Xanora the steel ring0.1 T2 ring jewelry [Rare] Psionic While equipped: ----- def ----- Resists +9% nature Spell.save +6 (+3 eff.) Mind.save +6 (+4 eff.) Confus- +21% Rings make your fingers look great! |
slime-covered iron battleaxe of dampening (105% power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Disrupt Power 105% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Hit: * 7% chance to slow global speed by 41% While equipped: ----- def ----- Resists +12% acid +10% lightning +12% cold +12% fire +5% all Spell.save +7 (+4 eff.) Massive two-handed battleaxes. |
Aerekalthothad the Morningspawner (129% power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Psionic Power 129% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 mind On Hit: * 14% chance to reduce all saves and defense by 16 * 25% chance for lightning to strike from the target to a second target dealing 57 damage On Crit: * Splash the target with acid dealing 95 damage over 5 turns and reducing armor and accuracy by 12 While equipped: Stats +3 Cun +2 Wil dps ---------- Melee Ret 2 light ----- def ----- Resists +6% light ---------- misc Light +1 Massive two-handed swords. |
balanced iron greatsword of massacre (125% power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Master Power 125% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +9 (+4 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +29% Massive two-handed swords. |
hateful steel greatsword of massacre (140% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master/Psionic Power 140% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 darkness Against +10% Living Massive two-handed swords. |
iron greatsword (110% power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 110% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
slime-covered steel greatsword of dampening (123% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Disrupt Power 123% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 12% chance to slow global speed by 41% While equipped: ----- def ----- Resists +13% acid +13% lightning +12% cold +12% fire +5% all Spell.save +9 (+5 eff.) Massive two-handed swords. |
thought-forged steel greatsword of erosion (125% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Nature/Psionic Power 125% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 nature +10 mind On Hit: * 14% chance to reduce all saves and defense by 16 While equipped: Stats +3 Cun +3 Wil Massive two-handed swords. |
ash longbow of acid4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +9 acid While equipped: dps ---------- Dmg.mod +15% acid Longbows are used to shoot arrows at your foes. |
steady ash longbow of fire4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +9 fire While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +14% fire Acc +11 (+4 eff.) Longbows are used to shoot arrows at your foes. |
balanced iron longsword of erosion (103% power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Nature/Master Power 103% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +5 nature While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +22% Sharp, long, and deadly. |
thought-forged iron longsword of massacre (115% power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Master/Psionic Power 115% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +7 mind On Hit: * 10% chance to reduce all saves and defense by 16 While equipped: Stats +2 Cun +2 Wil Sharp, long, and deadly. |
Isybeth the iron mace (107% power, 8 apr)3.0 T1 mace 1H weapon [Rare] Arcane Power 107% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +0.5% Atk.spd 100% Phasing +11% While equipped: Stats +1 Con ----- def ----- Resists +3% mind +9% lightning Cut- +20% ---------- misc Stam/turn +1.00 Blunt and deadly. |
Porobrerin (108% power, 2 apr)3.0 T1 mace 1H weapon [Rare] Arcane Power 108% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 95 damage over 5 turns and reducing armor and accuracy by 12 While equipped: dps ---------- S.pwr/crit +2 ----- def ----- Defense +5 (+3 eff.) ---------- misc Mana/turn +0.04 Max.mana +60.00 Blunt and deadly. |
iron mace (103% power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 103% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
warbringer's steel mace of daylight (111% power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Arcane/Master Power 111% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +8 light Against +7% Undead While equipped: Stats +1 Con dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +5% physical ----- def ----- Disarm- +10% Blunt and deadly. |
Nerowe the Sparkroar (85% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +8 fire While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Res.pen +10% lightning +10% fire Melee Ret 2 lightning ----- def ----- Resists +9% lightning Phys.save +3 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +3 (+3 eff.) ---------- misc Equi/ret +0.50 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. |
mossy mindstar of resolve (75% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 75% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Spell.save +3 (+2 eff.) ---------- misc 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. |
ranger's cured leather sling of cold4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +8 cold While equipped: Stats +1 Dex dps ---------- Dmg.mod +8% cold Slings are used to hurl stones or metal shots at your foes. |
steady rough leather sling of cold4.0 T1 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +6 cold While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +9% cold Acc +7 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
ash magestaff (111% power, 3 apr, cold element)5.0 T2 staff 2H weapon [Normal] Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Lightjam' (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Rare] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +6 (+3 eff.) Dmg.mod +15% lightning +3% arcane Res.pen +20% arcane ----- def ----- Resists +5% arcane +3% light ---------- misc Light +2 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Fogvenom (110% power, 10 apr)3.0 T2 waraxe 1H weapon [Rare] Arcane Power 110% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +4.0% Atk.spd 100% Phasing +11% While equipped: Stats +1 Wil dps ---------- Spell.crit +1% Dmg.mod +9% darkness +3% fire Res.pen +10% arcane On Hit (Melee): * 10% chance to reduce damage dealt by 14% ---------- misc Max.mana +20.00 One-handed war axes. |
Splendoursweep (117% power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 117% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +16 physical While equipped: Stats +1 Str dps ---------- Phys.crit +1.0% Dmg.mod +3% light ----- def ----- Crit.chn- 5.00% One-handed war axes. |
hateful steel waraxe of erosion (107% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Nature/Psionic Power 107% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 darkness +9 nature Against +6% Living One-handed war axes. |
steel waraxe 'Dazzledream' (121% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 121% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +8 light While equipped: Stats +1 Cun dps ---------- Res.pen +25% light ----- def ----- Crit.chn- 10.00% ---------- misc Infravis +2 One-handed war axes. |
steel waraxe of erosion (104% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Nature Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +5 nature One-handed war axes. |
steel waraxe of the mystic (104% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.pwr +6 (+3 eff.) One-handed war axes. |
Layunor the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con dps ---------- Mind.crit +3% Crit.mult +5.00% ----- def ----- Defense +1 (+1 eff.) ---------- misc Psi/ret +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven linen robe of the mind (+11%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +11% mind ----- def ----- Resists +11% mind +7% all Mind.save +15 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +5% blight +13% all Max.HP +62.00 HP.reg +1.90 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of lightning (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +15% lightning +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xaneba (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Wil dps ---------- S.pwr/crit +6 Res.pen +5% arcane ----- def ----- Armour +5 Fatigue +2% ---------- misc Max.psi +10.00 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.30 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Scaldwild (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Disrupt While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Melee+ 7 nature Dmg.mod +3% nature +3% fire Res.pen +10% fire Acc +12 (+5 eff.) Apr +10 ----- def ----- Armour +2 Resists +14% blight +6% nature +6% mind Spell.save +18 (+9 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. |
corrosive hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 7 acid Dmg.mod +4% acid ----- def ----- Armour +2 Resists +6% acid 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. |
radiant hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 5 light Dmg.mod +4% light ----- def ----- Armour +2 Resists +6% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Issadrasus' (0 def, 1 armour) =5cun=1.0 T1 hands armor [Rare] Nature While equipped: Stats +5 Cun +1 Dex dps ---------- Melee+ 6 fire Dmg.mod +4% fire ----- def ----- Armour +1 Resists +6% fire Crit.chn- 5.00% 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. |
rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +10 (+4 eff.) ----- def ----- Armour +1 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. |
grounding iron helm of constitution (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +13% light +12% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Phys.save +10 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Blazeworm the iron mail armour (2 def, 6 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +5% acid +6% cold +3% darkness +6% lightning ---------- misc Breathe water A suit of armour made of mail. |
Shineripper (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +5% darkness On Hit (Melee): * 10% chance to reduce all saves and defense by 16 ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +19% acid +9% light +9% darkness ---------- misc Light +1 A suit of armour made of mail. |
impenetrable iron mail armour of lightning resistance (2 def, 10 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% Resists +15% lightning A suit of armour made of mail. |
impenetrable steel mail armour of cold resistance (2 def, 15 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +15 Defense +2 (+1 eff.) Fatigue +12% Resists +16% cold A suit of armour made of mail. |
impenetrable steel mail armour of lightning resistance (2 def, 12 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +12% Resists +17% lightning A suit of armour made of mail. |
iron mail armour 'Hesin' (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +16% lightning Phys.save +9 (+6 eff.) Max.HP +40.00 A suit of armour made of mail. |
Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+8 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 35.75 to 107.25 lightning damage (71.50 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Gloldanor the rough leather armour (3 def, 4 armour)9.0 T1 light armor [Rare] Master While equipped: Stats +1 Wil ----- def ----- Armour +4 Defense +3 (+2 eff.) Fatigue +6% Resists +15% fire ---------- misc Light +3 A suit of armour made of leather. |
steel plate armour 'Aradatta' (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +1 Dex +1 Mag +3 Con dps ---------- Dmg.mod +12% temporal ----- def ----- Armour +9 Fatigue +22% Resists +6% physical Phys.save +11 (+7 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 117% power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc 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. |
iron shield (0 def, 2 armour, 94% power, 18.5 block)7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 94% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +18 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield of mind resistance (+12%) (0 def, 4 armour, 116% power, 43 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Psionic When used to Attack: Power 116% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +43 While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +12% mind ---------- misc Talents +1 Block Handheld deflection devices. |
swashbuckler's iron shield (0 def, 2 armour, 93% power, 19.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 93% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +19 While equipped: Stats +1 Str +2 Dex dps ---------- Acc +6 (+3 eff.) ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
self-loading quiver of ash arrows of accuracy (14/14, 119% power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Ego] Arcane/Master Power 119% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +7 Crit +1.5% Capacity 14 Rld cld 4 Arrows are used with bows to pierce your foes to death. |
2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
227 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Bokegas the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% arcane +6% blight Res.pen +5% mind ---------- misc Equi/ret +0.04 Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Flashzephyr the pouch of steel shots (17/17, 117% power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Rare] Arcane Power 117% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 17 Ranged+ +4 fire +4 mind +6 light Against +5% Undead On Hit.r1 +8 fire On Crit.r2 +16 mind +4 fire On Hit: * 10% chance to reduce all saves and defense by 16 Shots are used with slings to pummel your foes to death. |
pouch of steel shots (23/23, 122% power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Normal] Power 122% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 23 Shots are used with slings to pummel your foes to death. |
cleansing iron torque of psionic shield [power 25] (4/25 cooldown)2.0 T1 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
ash totem of summon tentacle 'Xanurakira' [power 145] (4/25 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: ----- def ----- Spell.save +3 (+2 eff.) Silence- +20% Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 330 Base Damage: 145 Armor: 4 All Resist: 1 Puts all charms on 25 cooldown 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing [power 116] (4/15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of healing 'Xeruyanor' [power 128] (4/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: ----- def ----- Defense +10 (+5 eff.) Resists +3% temporal Max.HP +20.00 Confus- +20% Heal yourself and all friendly characters within 10 spaces for 128 Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ash wand of conjuration [power 160] (4/15 cooldown)2.0 T2 wand charm [Ego] Arcane Fire a magical bolt dealing 190 cold damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Guerilla the Doomelf Sun Paladin level 10
7th Mirth 122nd year of Ascendancy at 15:58 see stats
Infinite x10 (Insane (Roguelike) difficulty)
Got to level 10 of the infinite dungeon.By Guerilla the Doomelf Sun Paladin level 11
9th Mirth 122nd year of Ascendancy at 03:47 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Guerilla the Doomelf Sun Paladin level 10
6th Mirth 122nd year of Ascendancy at 18:36 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Guerilla the Doomelf Sun Paladin level 13
2nd Summertide 122nd year of Ascendancy at 09:19 see stats
The Restless Dead (Insane (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Guerilla the Doomelf Sun Paladin level 13
2nd Summertide 122nd year of Ascendancy at 08:54 see stats
Log
Guerilla casts Wave of Power.
Guerilla performs a melee critical strike against Skeleton archer!
Skeleton master archer shoots!
Guerilla hits Skeleton archer for 102 physical, 8 cold, 29 light (140 total damage).
Shield of Light hits Skeleton archer for 14 light, 15 acid, 6 darkness, 6 arcane, 38 light (81 total damage).
Skeleton archer shoots!
Guerilla speeds up.
Skeleton master archer's Shoot hits Guerilla for 41 physical, 3 darkness (45 total damage).
Shield of Light hits Guerilla for 4 healing, 4 healing (0 total damage) [10 healing].
Skeleton archer's Shoot hits Guerilla for 19 physical damage.
Guerilla receives 4 healing from Shield of Light.
Skeleton master archer uses Pinning Shot.
Skeleton archer shoots!
Talent Sun Ray is ready to use.
Skeleton archer's Shoot hits Guerilla for 17 physical damage.
Guerilla receives 4 healing from Shield of Light.
Skeleton master archer shoots!
Forest wight casts Lightning.
Forest wight hits Guerilla for 45 lightning damage.
Guerilla receives 4 healing from Shield of Light.
Guerilla casts Sun Ray.
Personal New Achievement: That was close (Insane (Roguelike) difficulty)!
Guerilla hits Skeleton archer for 140 light damage.
Guerilla killed Skeleton archer!
Talent Bathe in Light is ready to use.
Skeleton master archer's Shoot hits Guerilla for 36 physical damage.
Guerilla receives 4 healing from Shield of Light.
Guerilla the level 13 doomelf sun paladin was skewered to death by a skeleton master archer on level 1 of Cavern beneath tombstones.











































































































