Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Less Tedious Osmosis Shield 1.5.10QoL improvements for Demonologist. Changes Osmosis Shield to only drain Vim on turns when regeneration occurs. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official 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.
Convenient Digging 1.5.5 Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.5.10This 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 Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Sun Paladin (Fallen) |
Level / Exp | 33 / 22% |
Size | medium |
Lifes / Deaths | Killed by Isytta the rattlesnake at level 15 on the 34th Haze 122nd year of Ascendancy at 06:12 0 / 7Killed by skeleton warrior at level 21 on the 20th Regrowth 123rd year of Ascendancy at 04:02 Killed by ghoul at level 21 on the 24th Regrowth 123rd year of Ascendancy at 04:40 Killed by Kra'Tor the Gluttonous at level 21 on the 24th Regrowth 123rd year of Ascendancy at 06:08 Killed by dread at level 26 on the 23rd Pyre 123rd year of Ascendancy at 11:06 Killed by The Master at level 28 on the 5th Mirth 123rd year of Ascendancy at 11:50 Killed by Sola at level 33 on the 5th Dusk 123rd year of Ascendancy at 04:54 |
Primary Stats
Strength | 54 (base 42) |
Dexterity | 13 (base 10) |
Constitution | 35 (base 18) |
Magic | 106 (base 58) |
Willpower | 50 (base 33) |
Cunning | 16 (base 10) |
Resources
Life | -17/840 |
Positive | 42/146 |
Hate | 100/100 |
Healing Factor | 1.2916660017318 |
Regeneration | 8.0729125108237 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
See Stealth | 10 |
See Invisible | 10 |
Offense: Mainhand
Damage | 120 |
Accuracy | 40 |
Crit Chance | 36% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 61 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Physical | +5% |
Acid | +10% |
Light | +23% |
All | 0% |
Offense: Damage Penetration
Physical | +15% |
Acid | +15% |
Defense: Base
Armour (hardiness) | 39.551211628464 (73.607947236566%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 2 |
Physical Save | 31 |
Spell Save | 50 |
Mental Save | 38 |
Defense: Resistances
Physical | + 15%( 75%) |
Acid | + 20%( 80%) |
Light | + 30%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 93% |
Pinning Resistance | 100% |
Confusion Resistance | 35% |
Fear Resistance | 60% |
Silence Resistance | 5% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 630 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 126 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. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 558 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 630 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 71 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 Willpower stat. |
Class Talents
Cursed / Bloodstained | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Dark Sun | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Celestial / Darkside | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Celestial / Sun | 1.50 |
| 3/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Dirges | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cursed / Hatred | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 3/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Sola. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * You are back in Var'Eyal, the Far East as the people from the west call it. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 211. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
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 AlchemistsAgrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed black mamba head. * '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.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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 within9 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | Summertide Phial Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(107 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+5 eff.) ----- def ----- Defense +8 (+4 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.4 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 16.50 mind and 16.50 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 19% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 18. Terrified: Deals 4.00 mind and 4.00 darkness damage per turn and increases cooldowns by 29%. Haunted: Causes the target to suffer 6.54 mind and 6.54 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
Tool | warded ash wand of shielding [power 170] (20 cooldown) warded ash wand of shielding [power 170] (20 cooldown)2.0 T2 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +3 cold +3 temporal +3 nature +2 darkness Talents +1 Ward Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | savage's stralite ring of luminosity savage's stralite ring of luminosity0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Con +5 Mag dps ---------- Melee+ 23 light Ranged+ 20 light Dmg.mod +13% light ----- def ----- Spell.save +13 (+4 eff.) Disease- +15% ---------- misc Max.stam +26.00 Rings make your fingers look great! It was changed by the digestive sack. |
On fingers | Wheel of Fate Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +5 Mag +7 Wil dps ---------- Spell.crit +1% Crit.mult +5.00% Spell.pwr +11 (+3 eff.) ----- def ----- HP.reg +6.00 Stun/Frz- +48% ---------- misc Vim/s.crit +2.00 Max.vim +40.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around waist | Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | Champion's Will (179% power, 22 apr) Champion's Will (179% power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 179% Range: 1.6x Uses 115% Str, 20% Con Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 75 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc 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 1/30 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. This item has been sent to the Item's Vault. |
On hands | Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 T3 hands armor [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Main armor | Revenant (8 def, 20 armour) Revenant (8 def, 20 armour)17.0 T3 massive armor [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con ----- def ----- Armour +20 Defense +8 (+4 eff.) Fatigue +12% Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) Silence- +5% Confus- +25% Pinning- +5% Stun/Frz- +45% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Cloak | spellcowled linen cloak of protection (1 def, 0 armour) spellcowled linen cloak of protection (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +1 (+1 eff.) Spell.save +12 (+4 eff.) Mind.save +6 (+2 eff.) ---------- misc Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
blink rune of the wizard (range 8; phase 24; cd 15) blink rune of the wizard (range 8; phase 24; cd 15)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 15 Travel.spd 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 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 45; cd 20) shatter afflictions rune of the sneak (absorb 45; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd 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 45 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the titan (absorb 91; cd 12) shatter afflictions rune of the titan (absorb 91; 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 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 91 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 168; cd 22) shatter afflictions rune of the wizard (absorb 168; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd 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 168 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the warrior (absorb 391; dur 5; cd 18) shielding rune of the warrior (absorb 391; dur 5; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 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 391 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
restful copper amulet restful copper amulet0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +1.00 Amulets make your neck look great! |
Feathersteel Amulet Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+8 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
mindweaver's gold amulet of willpower (+6) mindweaver's gold amulet of willpower (+6)0.1 T3 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +6 Wil dps ---------- Mind.pwr +7 (+2 eff.) ----- def ----- Mind.save +5 (+2 eff.) Confus- +14% Amulets make your neck look great! |
Ring of Growth Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
pixie's steel ring of perseverance pixie's steel ring of perseverance0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +2 Cun +3 Mag dps ---------- Spell.pwr +7 (+2 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +24% Rings make your fingers look great! |
wizard's steel ring of clarity wizard's steel ring of clarity0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Confus- +22% Rings make your fingers look great! |
conjurer's gold ring of light (+24%) conjurer's gold ring of light (+24%)0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +12% light ----- def ----- Resists +24% light Rings make your fingers look great! |
Bloodcaller Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Stormhacker Stormhacker0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Dex +13 Mag +13 Wil +9 Cun dps ---------- Spell.pwr +23 (+6 eff.) Res.pen +25% lightning Acc +11 (+4 eff.) ----- def ----- Resists +5% arcane +15% lightning Rings make your fingers look great! |
Coaloracle of the Blightspawn (169% power, 3 apr) Coaloracle of the Blightspawn (169% power, 3 apr)5.0 T4 greatmaul 2H weapon [Random Unique] Arcane/Master Power 169% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Melee+ +39 blight +4 arcane On Hit: 20% Netherblast 4 On Hit: 20% Epidemic 4 On Hit: * 29% chance to reduce strength, dexterity, and constitution by 0 While equipped: Stats +3 Dex +1 Wil +1 Con dps ---------- Phys.crit +13.0% Crit.mult +21.00% Apr +10 Melee Ret 4 arcane ----- def ----- Crit.dmg- 10.00% Disease- +27% On Spell Hit: 20% Netherblast 4 Massive two-handed mauls. |
Dagger of the Past (129% power, 20 apr) Dagger of the Past (129% power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 129% Range: 1.3x Uses 50% Mag, 50% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+5 eff.) Spell.save +10 (+3 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Swordbreaker (129% power, 20 apr) Swordbreaker (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+8 eff.) Phys.save +15 (+8 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Quiver of the Sun (25/25, 142% power, 15 apr) Quiver of the Sun (25/25, 142% power, 15 apr)3.0 T4 arrow ammo Reqs Dex 24 [Unique] Arcane Power 142% Range: 1.4x Uses 60% Dex, 20% Mag, 50% Str Dmg Bright light Acc+ +0.2% crit / acc Apr +15 Crit +2.0% Capacity 25 Proj.spd +300% On Hit: * 25% chance to blind Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
Titanic (20 def, 18 armour, 320 block) Titanic (20 def, 18 armour, 320 block)7.0 T3 shield armor [Unique] Master While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+10 eff.) Rng.Def +10 (+5 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
radiant dwarven-steel mail armour (3 def, 8 armour) radiant dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor [Ego+] Nature While equipped: Stats +2 Wil ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +12% blight +10% darkness ---------- misc Light +1 A suit of armour made of mail. |
Borfast's Cage (10 def, 20 armour) Borfast's Cage (10 def, 20 armour)17.0 T3 massive armor [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+5 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +15 (+8 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. This item has been sent to the Item's Vault. |
pair of hardened leather boots 'Betumina' (5 def, 3 armour) pair of hardened leather boots 'Betumina' (5 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Cun +4 Con ----- def ----- Armour +3 Defense +5 (+3 eff.) Resists +9% fire Phys.save +12 (+6 eff.) Mind.save +14 (+5 eff.) Die.at -60.00 life Max.HP +100.00 Stun/Frz- +10% A pair of boots made of leather. |
Cyryleldathra the drakeskin leather gloves (0 def, 15 armour) Cyryleldathra the drakeskin leather gloves (0 def, 15 armour)1.0 T4 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 19 light Dmg.mod +8% light ----- def ----- Armour +15 Resists +3% lightning +2% physical +10% light +12% cold +5% arcane Heal.mod +10% Knockbk- +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
defender's dwarven-steel helm of blood magic (4 def, 10 armour) defender's dwarven-steel helm of blood magic (4 def, 10 armour)3.0 T3 head armor [Ego++] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +3% Dmg.mod +6% blight +11% arcane ----- def ----- Armour +10 Defense +4 (+2 eff.) Fatigue +4% Resists +4% all Phys.save +8 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate 7 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. |
6 spinel 6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 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. |
10 citrine 10 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. |
6 zircon 6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 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. |
10 topaz 10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 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. |
7 amethyst 7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald 4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 garnet 5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +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. |
Wintertide Phial Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Fortune's Eye Fortune's Eye2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+4 eff.) Apr +12 ----- def ----- Defense +12 (+6 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Orb of Many Ways Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 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. |
iron torque of mindblast [power 105] (15 cooldown) iron torque of mindblast [power 105] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+6 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 69 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
supercharged elm wand of shielding [power 146] (26 cooldown) supercharged elm wand of shielding [power 146] (26 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 146 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 26 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
By Sola the Cornac Sun Paladin level 30
10th Mirth 123rd year of Ascendancy at 21:58 see stats
By Sola the Cornac Sun Paladin level 29
7th Mirth 123rd year of Ascendancy at 00:14 see stats
By Sola the Cornac Sun Paladin level 11
61st Dusk 122nd year of Ascendancy at 13:48 see stats
By Sola the Cornac Sun Paladin level 31
3rd Flare 123rd year of Ascendancy at 08:03 see stats
By Sola the Cornac Sun Paladin level 28
60th Pyre 123rd year of Ascendancy at 23:15 see stats
By Sola the Cornac Sun Paladin level 21
9th Regrowth 123rd year of Ascendancy at 14:51 see stats
By Sola the Cornac Sun Paladin level 28
75th Pyre 123rd year of Ascendancy at 11:58 see stats
By Sola the Cornac Sun Paladin level 20
8th Decay 122nd year of Ascendancy at 05:48 see stats
By Sola the Cornac Sun Paladin level 30
10th Mirth 123rd year of Ascendancy at 17:59 see stats
By Sola the Cornac Sun Paladin level 10
4th Mirth 122nd year of Ascendancy at 14:33 see stats
By Sola the Cornac Sun Paladin level 20
78th Haze 122nd year of Ascendancy at 16:34 see stats
By Sola the Cornac Sun Paladin level 30
7th Mirth 123rd year of Ascendancy at 00:14 see stats
By Sola the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 10:48 see stats
By Sola the Cornac Sun Paladin level 19
77th Haze 122nd year of Ascendancy at 02:52 see stats
By Sola the Cornac Sun Paladin level 26
73rd Regrowth 123rd year of Ascendancy at 04:20 see stats
By Sola the Cornac Sun Paladin level 25
69th Regrowth 123rd year of Ascendancy at 13:09 see stats
By Sola the Cornac Sun Paladin level 32
3rd Flare 123rd year of Ascendancy at 15:53 see stats
By Sola the Cornac Sun Paladin level 8
79th Pyre 122nd year of Ascendancy at 19:19 see stats
By Sola the Cornac Sun Paladin level 10
6th Mirth 122nd year of Ascendancy at 15:32 see stats
By Sola the Cornac Sun Paladin level 21
8th Regrowth 123rd year of Ascendancy at 18:48 see stats
By Sola the Cornac Sun Paladin level 30
10th Mirth 123rd year of Ascendancy at 17:59 see stats
By Sola the Cornac Sun Paladin level 19
76th Haze 122nd year of Ascendancy at 17:20 see stats
By Sola the Cornac Sun Paladin level 28
5th Mirth 123rd year of Ascendancy at 16:09 see stats
Log
Sola misses Something.
Sola misses Orc grand master assassin.
Sola suffers from damage from Orc high pyromancer's Fireflash, mitigating the blow!.
Sola is torn open by the powerful blow!
Orc high pyromancer's Fireflash hits Sola for (164 bled out), 193 fire (193 total damage).
Orc archer is pulled in!
Orc grand master assassin is pulled in!
Sola's black hole hits Orc grand master assassin for 58 physical damage.
Sola's black hole hits Orc archer for 58 physical damage.
Orc high pyromancer's cleansing fire area effect hits Sola for 56 fire damage.
Orc grand master assassin uses Orcish Fury.
Orc grand master assassin enters a state of bloodlust.
Orc grand master assassin uses Deadly Strikes.
Orc grand master assassin aims carefully.
Orc grand master assassin hits Sola for 75 physical, 0 arcane, 40 physical (116 total damage).
Melee retaliation hits Orc grand master assassin for 2 physical, 26 light, 2 physical, 26 light (56 total damage).
Orc grand master assassin performs a melee critical strike against Sola!
Sola deactivates Second Life.
Sola's Second Life has been deactivated!
Sola has been healed by a blast of positive energy!
You collect a new ingredient: orc heart (1).
Sola receives 121 healing.
Melee retaliation hits Orc grand master assassin for 2 physical, 26 light (28 total damage).
Orc grand master assassin hits Sola for 0 physical, 0 arcane (0 total damage).
Melee retaliation killed Orc grand master assassin!
Sola's solar fury subsides.
Talent Wave of Power is ready to use.
Deadly Poison from Orc grand master assassin hits Sola for 123 nature damage.
Self-Judgement hits Sola for 36 Bleed damage.
Sola the level 33 cornac sun paladin died a well-deserved death by exsanguination on level 1 of Vor Armoury.