Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Alternate Talent Requirements 1.3.1Changes some talent categories to base their stat requirements on your highest stat from a given subset. These talents require the greater of Strength or Dexterity: These talents require the greater of Strength or Magic: These talents require the greater of Strength or Willpower: Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Deceiver class 1.3.1New release! Now in a playable state! New trees: Additional skills: Deathknight 1.3.1Adds the Deathknight class. See forum thread for details. Emblazoned 1.3.0Adds additional fire and darkness trees for defiler classes, and the emblazoned class, who uses a mixture of them and Uhr'rok talents. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Trench Strider Class 1.3.1Adds the Trench Strider class, a celestial character who wields battlefield control using cold, darkness, and physical damage. Special thanks to Nagyhal for code help and Trenggiling for the icons! This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Arcanum Class Pack 1.3.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Pepper Pack 1.3.1Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Midnight 1.3.1Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Prowler Class 1.3.3Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Archreaver 1.3.1Adds a new class-the Archreaver-that is a combination of Archmage and Reaver. The archreaver has 4 unique talent trees as well as a couple vanilla talent trees. More info at the forum thread. Spellsword 1.3.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Ashes of Urh'Rok 1.2.4Official 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:
magebow class v18 1.3.1Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Stoic class 1.3.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Blighted Class 1.3.0Adds the Blighted class, an afflicted character who excels at dealing mind and blight damage to a single target. Verdant Class Pack 1.3.3Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 99 / 10% |
Size | medium |
Lifes / Deaths | Killed by Bill the Stone Troll at level 8 on the 77th Pyre 122nd year of Ascendancy at 02:11 / 40Killed by Islitha the drem master at level 19 on the 2nd Flare 122nd year of Ascendancy at 22:13 Killed by Gloryssra the cave bear at level 27 on the 6th Flare 122nd year of Ascendancy at 10:42 Killed by Gloryssra the cave bear at level 29 on the 6th Flare 122nd year of Ascendancy at 12:20 Killed by Gloryssra the cave bear at level 29 on the 9th Flare 122nd year of Ascendancy at 02:28 Killed by Gloryssra the cave bear at level 29 on the 9th Flare 122nd year of Ascendancy at 03:58 Killed by Gloryssra the cave bear at level 29 on the 9th Flare 122nd year of Ascendancy at 05:11 Killed by Gloryssra the cave bear at level 29 on the 9th Flare 122nd year of Ascendancy at 07:37 Killed by Gloryssra the cave bear at level 29 on the 9th Flare 122nd year of Ascendancy at 09:02 Killed by Silonor the bandit at level 32 on the 9th Flare 122nd year of Ascendancy at 13:46 Killed by Silonor the bandit at level 32 on the 9th Flare 122nd year of Ascendancy at 15:03 Killed by Aerelle the assassin at level 32 on the 9th Flare 122nd year of Ascendancy at 16:13 Killed by Aerelle the assassin at level 33 on the 9th Flare 122nd year of Ascendancy at 17:37 Killed by Aerelle the assassin at level 33 on the 9th Flare 122nd year of Ascendancy at 21:32 Killed by Aerelle the assassin at level 33 on the 9th Flare 122nd year of Ascendancy at 22:46 Killed by multi-hued drake at level 33 on the 10th Flare 122nd year of Ascendancy at 02:21 Killed by greater multi-hued wyrm at level 33 on the 10th Flare 122nd year of Ascendancy at 03:41 Killed by greater multi-hued wyrm at level 34 on the 10th Flare 122nd year of Ascendancy at 05:06 Killed by Gloryssra the cave bear at level 34 on the 10th Flare 122nd year of Ascendancy at 06:17 Killed by greater multi-hued wyrm at level 34 on the 10th Flare 122nd year of Ascendancy at 07:44 Killed by Gloryssra the cave bear at level 34 on the 10th Flare 122nd year of Ascendancy at 09:24 Killed by giant fire ant at level 34 on the 10th Flare 122nd year of Ascendancy at 10:38 Killed by gigantic corrosive tunneler at level 36 on the 7th Dusk 122nd year of Ascendancy at 19:35 Killed by Iangam at level 37 on the 7th Dusk 122nd year of Ascendancy at 21:52 Killed by Gloryssra the cave bear at level 40 on the 12nd Dusk 122nd year of Ascendancy at 12:49 Killed by Gloryssra the cave bear at level 40 on the 12nd Dusk 122nd year of Ascendancy at 15:50 Killed by void horror at level 41 on the 12nd Dusk 122nd year of Ascendancy at 19:04 Killed by Aeruwe the venom drake hatchling at level 43 on the 13rd Dusk 122nd year of Ascendancy at 02:08 Killed by will o' the wisp at level 44 on the 13rd Dusk 122nd year of Ascendancy at 04:17 Killed by multi-hued crystal at level 48 on the 14th Dusk 122nd year of Ascendancy at 03:41 Killed by Nerywe the giant green ant at level 49 on the 14th Dusk 122nd year of Ascendancy at 08:29 Killed by Iangam at level 52 on the 15th Dusk 122nd year of Ascendancy at 16:58 Killed by Gloyalle the squid at level 53 on the 15th Dusk 122nd year of Ascendancy at 20:36 Killed by worm that walks at level 55 on the 16th Dusk 122nd year of Ascendancy at 01:02 Killed by Glinor the large brown snake at level 58 on the 16th Dusk 122nd year of Ascendancy at 11:21 Killed by Iangam's Inner Demon at level 59 on the 16th Dusk 122nd year of Ascendancy at 17:02 Killed by Iangam's Inner Demon at level 59 on the 16th Dusk 122nd year of Ascendancy at 18:18 Killed by nightmare horror at level 59 on the 16th Dusk 122nd year of Ascendancy at 19:48 Killed by Iangam at level 65 on the 24th Dusk 122nd year of Ascendancy at 19:06 Killed by Iangam at level 65 on the 24th Dusk 122nd year of Ascendancy at 20:26 |
Primary Stats
Strength | 115 (base 95) |
Dexterity | 35 (base 12) |
Constitution | 44 (base 12) |
Magic | 121 (base 95) |
Willpower | 65 (base 38) |
Cunning | 70 (base 50) |
Resources
Mana | 813/813 |
Vim | 208/208 |
Life | 2809/2809 |
Positive | 0/344 |
Stamina | 468/468 |
Paradox | 300 |
Healing Factor | 1.5326102848916 |
Regeneration | 15.051164619972 |
Speed
Mental | +57.48545225732% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
See Stealth | 40.062302300052 |
See Invisible | 41.062302300052 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 266 |
Accuracy | 83 |
Crit Chance | 83% |
APR | 32 |
Speed | 0.63 |
Offense: Offhand
Damage | 152 |
Accuracy | 82 |
Crit Chance | 85% |
APR | 32 |
Speed | 0.63 |
Offense: Spell
Spellpower | 77.5 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 47.833333333333 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 167.22378880819 (100%) |
Defense | 35.89139148357 |
Ranged Defense | 35.89139148357 |
Fatigue | 0 |
Physical Save | 49.883333333333 |
Spell Save | 48.38139981448 |
Mental Save | 64.57354986086 |
Defense: Resistances
All | + 7%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 6% |
Bleed Resistance | 71% |
Stun Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 776 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 587 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Corruption / Scourge | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Lifetide | 1.00 |
| 7/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Magical combat | 1.00 |
| 6/5 |
| 8/5 |
| 1/5 |
| 8/5 |
Corruption / Reaving combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.00 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Spell / Advanced martial enchantments | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Chronomancy / Temporal Guardian | 1.00 |
| 1/5 |
| 8/5 |
| 3/5 |
| 1/5 |
Technique / Dual weapons | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 8/5 |
Chronomancy / Blade Threading | 1.00 |
| 1/5 |
| 2/5 |
| 8/5 |
| 3/5 |
Spell / Martial enchantments | 1.00 |
| 6/5 |
| 6/5 |
| 1/5 |
| 1/5 |
Generic Talents
Corruption / Blood magic | 1.00 |
| 1/5 |
| 1/5 |
| 8/5 |
| 1/5 |
Technique / Mage warden | 1.00 |
| 8/5 |
| 8/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.40 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Arcane veteran | 1.00 |
| 8/5 |
| 3/5 |
| 8/5 |
| 0/5 |
Corruption / Demonic strength | 1.00 |
| 1/5 |
| 1/5 |
| 8/5 |
| 8/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Elemental Stance |
talent | Momentum |
talent | Arcane Armor |
talent | Ruin |
talent | Weapon Folding |
talent | Precision |
talent | Battlesurge |
talent | Abyssal Shield |
talent | Mana Focus |
talent | Spellsword Combat |
talent | Water Stance |
talent | Arcane Stamina |
talent | Elemental Destruction |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the lost anorithil from death by Aeruwe the venom drake hatchling. Escort: lost anorithil (level 2 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Xissra the xorn. Escort: lost sun paladin (level 1 of Daikara) | failed |
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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
On feet | Beurak the Prismgrit (0 def, 1 armour) Beurak the Prismgrit (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 4 light Changes stats: +4 Mag / +3 Wil / +3 Con Changes resistances: +9% light Changes resistances penetration: +6% physical / +5% light / +5% darkness Changes damage: +6% acid / +6% light / +6% darkness / +6% blight Disease immunity: +24% Spellpower: +7 (+2 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 32 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | brass lantern of clarity brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+2 eff.) Light radius: +2 See stealth: +6 See invisible: +7 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 | Voriyalle (0 def, 3 armour) Voriyalle (0 def, 3 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +3 Fatigue: +3% Damage when hit (Melee): 20 blight Changes stats: +5 Str / +5 Wil / +1 Cun Changes resistances: +8% acid / +10% physical / +28% light / +9% lightning / +9% fire / +10% cold / +29% darkness Changes resistances penetration: +5% mind Changes damage: +6% mind Physical save: +9 (+3 eff.) Mental save: +6 (+2 eff.) Equilibrium when hit: +0.08 Spellpower on spell critical (stacks up to 3 times): +4 A cap made of leather. |
Tool | Gletira the iron pickaxe (dig speed 20 turns) Gletira the iron pickaxe (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Damage when hit (Melee): 20 physical Changes stats: +3 Str / +1 Dex / +2 Con Changes resistances: +6% physical Reduces incoming crit damage: 10.00% Maximum stamina: +15.00 Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | mule's steel ring of power mule's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Fatigue: -5% Maximum encumbrance: +28 Spellpower: +6 (+2 eff.) Mindpower: +7 (+2 eff.) Rings can have magical properties. |
On fingers | conjurer's gold ring conjurer's gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Mag / +7 Wil Spellpower: +11 (+3 eff.) Rings can have magical properties. |
Around neck | Voltaic Pendant Voltaic PendantPowered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Ranged): 10 lightning Stun/Freeze immunity: +10% It can be used to activate talent Chain Lightning (costing 30 power out of 50/50) : Effective talent level: 1.0 Power cost: 30 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 40.07 to 120.21 damage and forking to another target. It can hit up to 4 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. You feel a small electrical jolt when you touch this pendant. |
In main hand | stralite longsword 'Cobrapanic' (57-79.8 power, 5 apr) stralite longsword 'Cobrapanic' (57-79.8 power, 5 apr)Requires: - Magic 18 Powered by arcane forces Crafted by a master Infused by psionic forces Enchantment: Weapon 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 57.0 - 79.8 Uses stat: 150% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +17 Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 13% chance to inflict damage reduction * 17% chance to disease * 20% chance to corrode armour * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing Damage (Melee): +17 blight / +16 mind Burst (radius 1) on hit: +16 light Burst (radius 2) on crit: +4 light When wielded/worn: Armour penetration: +13 Physical crit. chance: +25.0% Physical power: +26 (+5 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances penetration: +29% nature / +13% physical Changes damage: +6% light / +13% physical Disease immunity: +30% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, long, and deadly. |
On hands | stone warden's voratun gauntlets of dexterity (+6) (0 def, 21 armour) stone warden's voratun gauntlets of dexterity (+6) (0 def, 21 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Enchantment: Heavy Armour 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Armour: +21 Armour Hardiness: +14% Changes stats: +6 Dex / +15 Con Changes resistances: +12% physical Physical save: +3 (+1 eff.) Disarm immunity: +6% When used to modify unarmed attacks: Base power: 33.0 - 46.2 Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Physical crit. chance: +22.0% Attack speed: 83% When this weapon hits: Stone Touch (5% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
In off hand | stralite mace 'Harufast' (39.5-55.3 power, 5 apr) stralite mace 'Harufast' (39.5-55.3 power, 5 apr)Requires: - Magic 23 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Enchantment: Weapon 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 4 Base power: 39.5 - 55.3 Uses stat: 150% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.4% crit / acc Accuracy bonus: +0.1% dam / acc Accuracy: +12 Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance to daze * 27% chance to corrode armour * 20% chance to torment the target On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +15.0% Physical power: +4 (+1 eff.) Changes stats: +4 Str / +6 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +16% mind / +7% all Changes resistances penetration: +13% lightning / +13% darkness / +13% acid / +13% nature / +13% mind Changes damage: +6% mind Maximum encumbrance: +20 Life regen: +2.10 Maximum stamina: +10.00 Blunt and deadly. |
Cloak | elven-silk cloak 'Layeldalravena' (3 def, 13 armour) elven-silk cloak 'Layeldalravena' (3 def, 13 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +27 (+5 eff.) Armour: +13 Defense: +3 (+2 eff.) Fatigue: -13% Changes stats: +6 Str / +10 Dex / +5 Wil / +10 Cun / +6 Con Changes resistances: +9% acid / +6% blight / +10% fire / +40% cold / +10% lightning Changes damage: +12% blight Talent mastery: +0.40 Technique / Combat training Reduces incoming crit damage: 10.00% Spell save: -30 (-11 eff.) Mental save: +28 (+7 eff.) Life regen: +0.80 Stamina each turn: +1.50 Mana each turn: -0.43 Maximum life: +170.00 Maximum stamina: +37.00 Mental crit. chance: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Lisoredassra the Flashtrail (20 def, 29 armour) Lisoredassra the Flashtrail (20 def, 29 armour)Requires: - Strength 30 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces Enchantment: Heavy Armour 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +29 Defense: +20 (+8 eff.) Fatigue: +17% Damage when hit (Melee): 4 fire / 18 physical / 8 light / 21 sound Changes stats: +2 Str / +12 Mag / +3 Wil / +5 Cun Changes resistances: +12% acid / +20% physical / +58% light / +11% lightning / +18% fire / +64% cold / +9% arcane / +47% sound Reduce damage by fixed amount: +4 all Changes resistances penetration: +10% light Physical save: +22 (+7 eff.) Spell save: +21 (+7 eff.) Mental save: +22 (+6 eff.) Light radius: +5 A suit of armour made of metal plates. |
Inventory
manasurge rune (600% regen over 10 turns; 30 instant mana) manasurge rune (600% regen over 10 turns; 30 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Mercy (35-45.5 power, 9 apr) Mercy (35-45.5 power, 9 apr)Requires: - Dexterity 30 Powered by arcane forces Infused by psionic forces Enchantment: Weapon 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 95% Mag, 55% Dex Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.5% APR / acc Accuracy: +10 Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Volcanic Slasher (15-21 power, 5 apr) Volcanic Slasher (15-21 power, 5 apr)Requires: - Magic 10 Powered by arcane forces Infused by nature Crafted by a master Enchantment: Weapon 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 1 Base power: 15.0 - 21.0 Uses stat: 150% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +6 Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 bleed Burst (radius 2) on crit: +20 fire When wielded/worn: Talent mastery: +0.20 Wild-gift / Volcanism A long shard of obsidian, a weapon never seen in use these days. It belongs in a museum. |
iron longsword (11-15.4 power, 2 apr) iron longsword (11-15.4 power, 2 apr)Requires: - Magic 9 Powered by arcane forces Enchantment: Weapon 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 Uses stat: 150% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +2 Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
iron longsword (11.5-16.1 power, 2 apr) iron longsword (11.5-16.1 power, 2 apr)Requires: - Magic 9 Powered by arcane forces Enchantment: Weapon 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 150% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +2 Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
iron longsword of massacre (16.5-23.1 power, 2 apr) iron longsword of massacre (16.5-23.1 power, 2 apr)Requires: - Magic 5 Powered by arcane forces Crafted by a master Enchantment: Weapon 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 16.5 - 23.1 Uses stat: 150% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +6 Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
Xerasetira the dwarven-steel rapier (24-31.2 power, 4 apr) Xerasetira the dwarven-steel rapier (24-31.2 power, 4 apr)Requires: - Magic 11 - Dexterity 11 Alternately Requires: - Dexterity 20 - Cunning 20 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Enchantment: Weapon 2.50 Encumbrance. [Unique] Type: weapon / rapier ; tier 3 Base power: 24.0 - 31.2 Uses stats: 40% Dex, 90% Mag, 40% Cun Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +9 Armour Penetration: +4 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 14% chance to corrode armour Damage (Melee): +12 mind Burst (radius 1) on hit: +16 temporal When wielded/worn: Armour penetration: +9 Changes stats: +1 Con Changes resistances penetration: +10% acid / +8% physical Changes damage: +7% physical Reduces incoming crit damage: 5.00% Life regen: +1.60 See invisible: +3 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. A light sword. |
glacial steel swordbreaker of erosion (12-15.6 power, 3 apr) glacial steel swordbreaker of erosion (12-15.6 power, 3 apr)Requires: - Dexterity 9 Powered by arcane forces Infused by nature Enchantment: Weapon 1.00 Encumbrance. Type: weapon / swordbreaker ; tier 2 Base power: 12.0 - 15.6 Uses stats: 40% Dex, 90% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +1.0% disarm chance / acc Accuracy: +5 Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +4 nature / +5 temporal Burst (radius 2) on crit: +7 ice Dual Weapon Defense: 17 base power and +4% parry chance. When wielded/worn: Armour: +5 Defense: +4 (+2 eff.) Changes resistances penetration: +5% cold A small blade with many notches along its edge. |
Aroyama the stralite waraxe (31-43.4 power, 5 apr) Aroyama the stralite waraxe (31-43.4 power, 5 apr)Requires: - Magic 24 Powered by arcane forces Infused by nature Crafted by a master Enchantment: Weapon 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stat: 150% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.2% crit / acc Accuracy: +11 Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% Damage (Melee): +13 nature / +13 temporal When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +7 Physical crit. chance: +11.0% Physical power: +12 (+2 eff.) Armour: +6 Defense: +9 (+4 eff.) Changes stats: +3 Con Changes resistances penetration: +15% temporal / +13% physical Critical mult.: +15.00% Silence immunity: +10% Disarm immunity: +55% Stun/Freeze immunity: +15% One-handed war axes. |
quick stralite waraxe of erosion (31-43.4 power, 5 apr) quick stralite waraxe of erosion (31-43.4 power, 5 apr)Requires: - Magic 24 Powered by arcane forces Infused by nature Crafted by a master Enchantment: Weapon 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stat: 150% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.2% crit / acc Accuracy: +11 Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 111% Damage (Melee): +13 nature / +12 temporal When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +3 Dex One-handed war axes. |
tangling iron waraxe of projection (12.5-17.5 power, 2 apr) tangling iron waraxe of projection (12.5-17.5 power, 2 apr)Requires: - Magic 6 Powered by arcane forces Infused by nature Infused by psionic forces Enchantment: Weapon 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.5 - 17.5 Uses stat: 150% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.2% crit / acc Accuracy bonus: +0.5% turn loss / acc Accuracy: +5 Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +6 mind When wielded/worn: Damage when hit (Melee): 5 nature It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. One-handed war axes. |
acoustic cashmere cloak of sorcery (2 def, 0 armour) acoustic cashmere cloak of sorcery (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Mag / +9 Wil Changes damage: +11% mind / +11% sound Spell crit. chance: +7% Mindpower: +5 (+2 eff.) Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
padded linen cloak of Iron Throne (1 def, 0 armour) padded linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +11% sound Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots (0 def, 3 armour) pair of hardened leather boots (0 def, 3 armour)2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% A pair of boots made of leather. |
iron gauntlets of dexterity (+2) (0 def, 1 armour) iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Enchantment: Heavy Armour 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +1 Changes stats: +2 Dex When used to modify unarmed attacks: Base power: 10.5 - 14.7 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +3 Physical crit. chance: +7.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 7.5 - 8.3 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady iron gauntlets of strength (+2) (0 def, 1 armour) steady iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces Enchantment: Heavy Armour 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +7 (+1 eff.) Armour: +1 Changes stats: +2 Str Physical save: +5 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +24% When used to modify unarmed attacks: Base power: 14.5 - 20.3 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
Isinne the linen wizard hat (1 def, 0 armour) Isinne the linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% mind / +1% physical Changes resistances penetration: +5% arcane Changes damage: +5% temporal / +4% light / +5% physical / +11% arcane / +4% darkness Mental save: +23 (+6 eff.) Silence immunity: +5% Teleport immunity: +15% Maximum mana: +23.00 A pointy cloth hat, very wizardly... |
rough leather cap of dexterity (+2) (0 def, 1 armour) rough leather cap of dexterity (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex A cap made of leather. |
prismatic steel mail armour (2 def, 6 armour) prismatic steel mail armour (2 def, 6 armour)Requires: - Strength 14 - Talent Armour Training Powered by arcane forces Enchantment: Heavy Armour 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +11% Changes resistances: +12% light / +11% darkness A suit of armour made of mail. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
steel plate armour of temporal resistance (4 def, 9 armour) steel plate armour of temporal resistance (4 def, 9 armour)Requires: - Strength 21 - Talent Armour Training (level 3) Powered by arcane forces Enchantment: Heavy Armour 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +19% Changes resistances: +19% temporal A suit of armour made of metal plates. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid When used as a pommel gem: +1 critical hit chance. Gems can be sold for money or used in arcane rituals. |
51 alchemist agate 51 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid When used as a pommel gem: +3 critical hit chance. Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning When used as a pommel gem: +20% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning When used as a pommel gem: +2 critical hit chance. Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning When used as a pommel gem: +10% weapon speed. Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature When used as a pommel gem: +10% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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 Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire When used as a pommel gem: +6% life leech. Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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 Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane When used as a pommel gem: Damage burst on hit (radius 1): +10 arcane. Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light When used as a pommel gem: Talent on hit: 10% chance to cast Illuminate level 1. Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light When used as a pommel gem: +5% weapon speed. Gems can be sold for money or used in arcane rituals. |
7 zircon 7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light When used as a pommel gem: On hit: 20% chance to Daze for 2 turns. Gems can be sold for money or used in arcane rituals. |
Achievements
By Iangam the Cornac Adventurer level 11
7th Mirth 122nd year of Ascendancy at 20:12 see stats
By Iangam the Cornac Adventurer level 63
17th Dusk 122nd year of Ascendancy at 11:21 see stats
By Iangam the Cornac Adventurer level 10
78th Pyre 122nd year of Ascendancy at 06:13 see stats
By Iangam the Cornac Adventurer level 20
2nd Flare 122nd year of Ascendancy at 22:37 see stats
By Iangam the Cornac Adventurer level 30
9th Flare 122nd year of Ascendancy at 10:43 see stats
By Iangam the Cornac Adventurer level 40
12nd Dusk 122nd year of Ascendancy at 12:03 see stats
By Iangam the Cornac Adventurer level 50
14th Dusk 122nd year of Ascendancy at 18:35 see stats
By Iangam the Cornac Adventurer level 45
13rd Dusk 122nd year of Ascendancy at 08:09 see stats
By Iangam the Cornac Adventurer level 11
78th Pyre 122nd year of Ascendancy at 07:10 see stats
By Iangam the Cornac Adventurer level 11
1st Flare 122nd year of Ascendancy at 18:22 see stats
By Iangam the Cornac Adventurer level 86
26th Dusk 122nd year of Ascendancy at 12:16 see stats
Log
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Iangam deactivates Abyssal Shield.
Iangam deactivates Water Stance.
Iangam deactivates Elemental Destruction.
Iangam activates Elemental Destruction.
Iangam deactivates Arcane Armor.
Iangam deactivates Battlesurge.
Iangam deactivates Ruin.
Iangam deactivates Mana Focus.
Iangam deactivates Elemental Destruction.
Iangam deactivates Precision.
Iangam deactivates Weapon Folding.
Iangam deactivates Spellsword Combat.
Iangam deactivates Momentum.
Iangam deactivates Elemental Stance.
Iangam deactivates Arcane Stamina.