









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Higher |
| Class | Necromancer |
| Level / Exp | 28 / 22% |
| Size | medium |
| Lifes / Deaths | Killed by onilug at level 11 on the 6th Mirth 122nd year of Ascendancy at 20:29 0 / 8Killed by Glorybeth the rattlesnake at level 11 on the 7th Mirth 122nd year of Ascendancy at 07:38 Killed by Belevea the rattlesnake at level 19 on the 40th Dusk 122nd year of Ascendancy at 13:39 Killed by Glorydheba the black jelly at level 22 on the 69th Dusk 122nd year of Ascendancy at 03:48 Killed by Ce'Nowen the giant blue ant at level 26 on the 3rd Haze 122nd year of Ascendancy at 18:55 Killed by Yvodabrenor the giant acid ant at level 27 on the 17th Haze 122nd year of Ascendancy at 18:29 Killed by Silowen the multi-hued drake hatchling at level 28 on the 18th Haze 122nd year of Ascendancy at 13:33 Killed by Gawen the multi-hued drake hatchling's temporal clone at level 28 on the 18th Haze 122nd year of Ascendancy at 13:37 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 27 (base 10) |
| Magic | 81 (base 58) |
| Willpower | 75 (base 54) |
| Cunning | 34 (base 11) |
Resources
| Life | -440/403 |
| Mana | 576/614 |
| Soul | 16/16 |
| Healing Factor | 1.1386945338482 |
| Regeneration | 0.28467363346206 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 3 |
| Infravision | 6 |
| See Stealth | 28.114754928839 |
| See Invisible | 28.114754928839 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 24 |
| Crit Chance | 17% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Arcane | +8% |
| Cold | 0% |
| All | 0% |
| Lightning | +6% |
| Light | +11% |
| Temporal | +9% |
| Darkness | +30% |
| Mind | +15% |
| Nature | +18% |
Offense: Damage Penetration
| Mind | +10% |
| Arcane | +5% |
Defense: Base
| Armour (hardiness) | 30 (65%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 46 |
| Mental Save | 38 |
Defense: Resistances
| Lightning | + 45%( 70%) |
| Nature | + 45%( 70%) |
| Fire | + 26%( 70%) |
| Darkness | + 41%( 70%) |
| Arcane | + 31%( 70%) |
| Cold | + 36%( 70%) |
| All | + 22%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 78 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 414 damage for 4 turns. Its effects scale with your Willpower 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 505 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Grave | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Animus | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by Cyrewen the snow giant thunderer. Escort: lost warrior (level 2 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the 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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed giant spider spinneret. * You've found the needed snow giant kidney. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Giligorn the Strikesnake (0 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +6% lightning Res.pen +10% mind Melee Ret 8 darkness ----- def ----- Armour +3 Resists +30% lightning Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +6 (+3 eff.) A pair of boots made of leather. |
| Light source | dreamer's brass lantern of health2.0 T1 lite [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +4 (+2 eff.) ----- def ----- Mind.save +5 (+2 eff.) Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | linen wizard hat of darkness (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +1 (+0 eff.) Resists +15% darkness A pointy cloth hat, very wizardly... |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 8 turns) A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | psionicist's copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master/Psionic While equipped: Stats +3 Wil dps ---------- Acc +8 (+4 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Mind.save +6 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | gladiator's steel ring of luminosity0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Str +4 Mag +5 Con dps ---------- Phys.pwr +6 (+3 eff.) Melee+ 10 light Ranged+ 16 light Dmg.mod +11% light Rings make your fingers look great! |
| Around waist | Brenytodar1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Res.pen +5% arcane ----- def ----- Defense +5 (+2 eff.) Resists +5% fire +9% darkness +6% cold Die.at -80.00 life A belt that goes around your waist. |
| In main hand | yew starstaff 'Beruhek' (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Mag +2 Wil +7 Cun +3 Con dps ---------- Spell.crit +3% Crit.mult +16.00% Spell.pwr +9 (+3 eff.) S.pwr/crit +5 Dmg.mod +20% darkness +9% temporal ----- def ----- Armour +4 Hardiness +5% Phys.save +4 (+2 eff.) Anom.red +10 ---------- misc N.En/turn +0.20 Vim/s.crit +5.00 Max.vim +31.00 Max.N.En +23.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | alchemist's hardened leather gloves of spellstriking (0 def, 2 armour)1.0 T2 hands armor [Ego++] Arcane While equipped: Stats +8 Mag +7 Wil dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 4 acid 5 fire 5 cold 6 arcane 4 lightning Dmg.mod +8% arcane ----- def ----- Armour +2 Resists +5% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
| Cloak | Halorim the cashmere cloak (2 def, 6 armour)2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +4 Con dps ---------- Phys.crit +3.0% Spell.crit +3% Crit.mult +15.00% Phys.pwr +2 (+1 eff.) Acc +6 (+3 eff.) Apr +8 ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue -4% Resists +12% cold Stealth +8 Die.at -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Morbuscrypt0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +7 Cun +7 Lck dps ---------- Dmg.mod +3% nature Acc +5 (+3 eff.) Melee Ret 2 temporal On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Defense +8 (+4 eff.) Unseen.red 11% Def/telep +5 Res/telep +5% Dur/telep +5% Amulets make your neck look great! |
Inventory
ethereal rune of the wizard (power 22; resist 33%; move 44%; 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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 33% all resistance, you move 44% faster, and you are invisible (power 22). 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. |
shatter afflictions rune (absorb 20; cd 13)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 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 20 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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 warrior (absorb 50; 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 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. 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. |
shatter afflictions rune of the wizard (absorb 113; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 113 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. |
shielding rune of the wizard (absorb 347; dur 5; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 347 damage for 5 turns. 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. |
steel amulet 'Lightwreck'0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% light Melee Ret 10 lightning ----- def ----- Resists +18% fire +20% light +15% cold ---------- misc Light +2 Amulets make your neck look great! |
warrior's copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
Daykiss the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% light Res.pen +15% arcane ----- def ----- Resists +5% arcane +12% darkness Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +9 (+4 eff.) ---------- misc Light +2 Rings make your fingers look great! |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Rings make your fingers look great! |
steel battleaxe of the mystic (22-33 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 22.0 - 33.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +9 (+3 eff.) Massive two-handed battleaxes. |
warbringer's steel battleaxe of projection (22-32 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego++] Master/Psionic Power 21.5 - 32.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +3 Con dps ---------- Phys.pwr +10 (+5 eff.) Res.pen +9% physical ----- def ----- Disarm- +17% Massive two-handed battleaxes. |
chilling steel dagger of massacre (18-23 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane/Master Power 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 cold Sharp, short and deadly. |
iron dagger of evisceration (9-12 power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Master Power 9.0 - 11.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit: * Wound the target dealing 78 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +6 (+3 eff.) Sharp, short and deadly. |
steel dagger of massacre (17-22 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Master Power 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
Eilinevea the iron longsword (14-19 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Nature Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Acc +10 (+5 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +8 Resists +3% light Die.at -40.00 life ---------- misc Max.stam +30.00 Sharp, long, and deadly. |
Manoganeg (13-18 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Psionic Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +9 darkness Against +9% Living While equipped: Stats +11 Con ----- def ----- Resists +6% acid ---------- misc Infravis +3 Sharp, long, and deadly. |
steel longsword of dampening (14-19 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Disrupt Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: ----- def ----- Resists +8% acid +8% lightning +9% cold +9% fire +4% all Spell.save +7 (+2 eff.) Sharp, long, and deadly. |
Charged Focus (10-11 power, 24 apr, lightning damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 10.0 - 11.0 Lightning Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+4 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+4 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
Psionic Fury (12-13 power, 25 apr, mind damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 12.0 - 13.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +25 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +8% Mind.pwr +10 (+4 eff.) Dmg.mod +15% mind +5% physical ----- def ----- Resists +10% mind Release a wave of psionic power, dealing 212.75 mind damage (based on Willpower) to all within radius 5. Uses 40 power out of 40/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
creative thorny mindstar of storms (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str +3 Dex +2 Mag +3 Wil +5 Cun +2 Con dps ---------- Mind.crit +3% Crit.mult +8.00% Mind.pwr +6 (+2 eff.) Melee+ 7 lightning Dmg.mod +10% lightning Res.pen +8% lightning ----- def ----- Resists +7% lightning ---------- 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. |
thorny mindstar 'Blazewrest' (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Random Unique] Nature Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +20 blight On Crit.r2 +4 fire While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 3 lightning 4 physical 2 fire 5 acid 3 cold Dmg.mod +4% nature Res.pen +2% nature +20% fire ----- def ----- Resists +6% lightning +4% physical +4% cold +3% fire +4% nature +4% acid Max.HP +19.00 HP.reg +1.10 ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony 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. |
Deepsbloom the yew magestaff (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Crit.mult +24.00% Spell.pwr +19 (+6 eff.) Melee+ 19 fire Dmg.mod +15% acid +20% fire +15% darkness ---------- misc Mana/turn +0.16 Max.mana +77.00 See.Invis +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Runurand the ash starstaff (15-18 power, 3 apr, temporal element)5.0 T2 staff 1H weapon [Random Unique] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +12.0% Spell.crit +5% Phys.pwr +7 (+3 eff.) Spell.pwr +18 (+6 eff.) Melee+ 15 arcane Dmg.mod +9% mind +15% temporal Res.pen +15% mind Acc +6 (+3 eff.) ----- def ----- Armour +5 Defense +5 (+2 eff.) Mind.save +3 (+2 eff.) ---------- misc Max.mana +26.00 Wards +2 temporal Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel elm bonestaff of fate (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Ego] Arcane/Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +10.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ----- def ----- Phys.save +5 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm bonestaff 'Zidil' (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ----- def ----- Resists +6% darkness +6% temporal Mind.save +3 (+2 eff.) Pinning- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm starstaff (10-12 power, 2 apr, light element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
overgrown dwarven-steel steamgun4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Hit: 10% Overgrowth 3 Uses 2.0 Steam While equipped: ----- def ----- HP.reg +0.50 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Polorin (13-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Crit.mult +30.00% Res.pen +8% all Acc +18 (+9 eff.) Apr +10 On Hit (Melee): * 20% chance to slow global speed by 56% ---------- misc Equi/ret +0.16 One-handed war axes. |
Adotira the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Resists +6% fire +9% nature +6% cold Max.HP +40.00 A belt that goes around your waist. |
Boltbait1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +3 Con dps ---------- Dmg.mod +6% lightning +9% mind Res.pen +25% lightning ----- def ----- Armour +6 Defense +7 (+3 eff.) Phys.save +13 (+7 eff.) ---------- misc Light +2 A belt that goes around your waist. |
Galebers the Rimejeer1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Melee Ret 4 cold ----- def ----- Resists +15% acid +12% light +6% fire +6% cold +5% arcane +6% lightning Spell.save +18 (+6 eff.) A belt that goes around your waist. |
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. |
Ashglory (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind Res.pen +5% mind ----- def ----- Defense +1 (+0 eff.) Resists +3% fire +6% nature +3% temporal Spell.save +3 (+1 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Heatspawn the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex dps ---------- Res.pen +15% lightning +5% fire ----- def ----- Defense +1 (+0 eff.) Resists +15% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Winterquake (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +4 Str +1 Mag +2 Wil dps ---------- Crit.mult +10.00% ----- def ----- Defense +1 (+0 eff.) Resists +12% cold ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +7% blight +11% all Max.HP +48.00 HP.reg +1.50 Heal.mod +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe of lightning (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane/Nature While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+0 eff.) Dmg.mod +11% lightning ----- def ----- Resists +16% lightning +7% all Spell.save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant linen robe of life (0 def, 0 armour)2.0 T1 cloth armor [Ego++] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +6% nature ----- def ----- Resists +7% blight +7% all Max.HP +40.00 HP.reg +1.50 Heal.mod +12% Poison- +20% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
grounding pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego] Nature While equipped: ----- def ----- Armour +3 Resists +8% lightning +7% temporal A pair of boots made of leather. |
miner's pair of rough leather boots of tirelessness (0 def, 2 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +2 ---------- misc Stam/turn +0.30 Max.stam +10.00 Infravis +2 A pair of boots made of leather. |
pair of iron boots of phasing (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Armour +3 Fatigue +2% Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. |
Gunumarain (0 def, 12 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Acc +7 (+4 eff.) ----- def ----- Armour +12 Fatigue +3% Resists +12% mind Phys.save +13 (+7 eff.) Mind.save +13 (+5 eff.) Disarm- +30% Teleport- +10% Def/telep +10 Res/telep +10% Dur/telep +10% 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. |
heroic drakeskin leather gloves of war-making (0 def, 7 armour)1.0 T4 hands armor [Ego++] Master While equipped: dps ---------- Phys.crit +13.0% Spell.crit +12% Mind.crit +9% Crit.mult +15.00% ----- def ----- Armour +7 Mind.save +10 (+4 eff.) Max.HP +52.00 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. |
iron gauntlets of magic (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 Fatigue +1% 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. |
iron helm 'Arewe' (5 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +9% acid +15% mind Res.pen +20% acid Acc +5 (+3 eff.) On Hit (Melee): * 20% chance to reduce armor by 36% On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +5% Resists +12% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +13% nature +14% blight A suit of armour made of leather. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
242 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. |
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. |
2 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. |
2 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. |
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. |
Zugen (dig speed 23 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str ----- def ----- Resists +9% blight Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +11 (+4 eff.) Max.HP +54.00 Cut- +20% Confus- +10% Knockbk- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
4 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. |
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. |
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. |
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. |
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. |
blazing pouch of dwarven-steel shots of erosion (20/20, 31-37 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Nature Power 31.0 - 37.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 20 Ranged+ +10 nature +8 fire On Crit.r2 +7 fire Shots are used with slings to pummel your foes to death. |
pouch of steel shots (17/17, 22-26 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Normal] Power 22.0 - 26.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 17 Shots are used with slings to pummel your foes to death. |
Strikewalker the steel torque of mindblast [power 175] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +1 Str +3 Wil +2 Cun dps ---------- Dmg.mod +15% lightning Res.pen +25% nature Blast the opponent's mind dealing 201 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 22% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
3 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. |
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. |
6 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. |
2 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. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By John Lichman the Higher Necromancer level 25
1st Time of Equilibrium 122nd year of Ascendancy at 06:10 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By John Lichman the Higher Necromancer level 10
2nd Mirth 122nd year of Ascendancy at 17:30 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By John Lichman the Higher Necromancer level 20
41st Dusk 122nd year of Ascendancy at 04:48 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By John Lichman the Higher Necromancer level 21
66th Dusk 122nd year of Ascendancy at 21:00 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By John Lichman the Higher Necromancer level 8
1st Mirth 122nd year of Ascendancy at 05:16 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By John Lichman the Higher Necromancer level 10
3rd Mirth 122nd year of Ascendancy at 08:42 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By John Lichman the Higher Necromancer level 15
12nd Dusk 122nd year of Ascendancy at 02:10 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By John Lichman the Higher Necromancer level 25
1st Haze 122nd year of Ascendancy at 11:06 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By John Lichman the Higher Necromancer level 18
30th Dusk 122nd year of Ascendancy at 14:08 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By John Lichman the Higher Necromancer level 28
18th Haze 122nd year of Ascendancy at 13:33 see stats
Log
Silowen the multi-hued drake hatchling hits John Lichman for (140 absorbed), 0 nature, (4 absorbed), 0 mind, (4 absorbed), 0 fire, (65 absorbed), 82 nature, 4 fire (87 total damage).
Skeleton master archer slows down.
John Lichman slows down.
Skeleton master archer is nearing the end.
John Lichman is nearing the end.
Gawen the multi-hued drake hatchling's Arrow Echoes hits Skeleton master archer for (6 flat reduction), 0 mind, (18 flat reduction), 0 arcane, (20 flat reduction), 18 physical, (20 flat reduction), 25 temporal (43 total damage).
Gawen the multi-hued drake hatchling's Arrow Echoes hits John Lichman for 96 physical, 10 darkness, 10 lightning, 6 mind, 14 arcane, 40 physical, 40 temporal, 52 temporal (268 total damage).
Gawen the multi-hued drake hatchling's Singularity Arrow hits Skeleton master archer for (6 flat reduction), 0 mind, (18 flat reduction), 0 arcane (0 total damage).
Gawen the multi-hued drake hatchling's Singularity Arrow hits John Lichman for 124 physical, 10 darkness, 10 lightning, 6 mind, 14 arcane, 52 temporal (216 total damage).
John Lichman resists the knockback!
Skeleton master archer is drawn in by the singularity!
John Lichman resists the knockback!
Gawen the multi-hued drake hatchling hits John Lichman for 189 physical damage.
Gawen the multi-hued drake hatchling hits Skeleton master archer for (20 flat reduction), 135 physical (135 total damage).
Armoured skeleton warrior is no longer out of phase.
Poison from John Lichman hits Silowen the multi-hued drake hatchling for 7 nature damage.
Gawen the multi-hued drake hatchling casts Arrow Stitching.
You feel a surge of power as a powerful creature falls nearby.
You feel a surge of power as a powerful creature falls nearby.
John Lichman unleashes a blast of frostdusk as he crosses the veil!
John Lichman hits Silowen the multi-hued drake hatchling for 49 cold, 74 darkness (124 total damage).
John Lichman's Ghost Walk has been disrupted by anti-magic forces!
Something hits Gawen the multi-hued drake hatchling for 227 cold damage.
Something hits Silowen the multi-hued drake hatchling for 227 cold damage.
Talent To The Grave is ready to use.
Talent Boneyard is ready to use.
Poison from Silowen the multi-hued drake hatchling hits John Lichman for 35 nature damage.
Gawen the multi-hued drake hatchling's temporal clone's Arrow Stitching hits John Lichman for 49 physical damage.
John Lichman the level 28 higher necromancer was pierced to death by Gawen the multi-hued drake hatchling's temporal clone on level 1 of Intimidating Cave.
























































































































