










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
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 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 | Ogre |
Class | Berserker |
Level / Exp | 24 / 93% |
Size | huge |
Lifes / Deaths | Killed by dozing giant venus flytrap at level 12 on the 3rd Flare 122nd year of Ascendancy at 07:06 0 / 7Killed by Betawen the blue ooze at level 16 on the 66th Dusk 122nd year of Ascendancy at 15:42 Killed by Velunor the temporal stalker at level 19 on the 76th Dusk 122nd year of Ascendancy at 03:40 Killed by Bethalrayalaith the copperhead snake at level 21 on the 79th Dusk 122nd year of Ascendancy at 15:41 Killed by thought-forged bowman at level 23 on the 11st Haze 122nd year of Ascendancy at 06:22 Killed by Yvann the armoured skeleton warrior at level 24 on the 33rd Haze 122nd year of Ascendancy at 13:49 Killed by Yvann the armoured skeleton warrior at level 24 on the 33rd Haze 122nd year of Ascendancy at 16:00 |
Primary Stats
Strength | 80 (base 54) |
Dexterity | 21 (base 11) |
Constitution | 58 (base 48) |
Magic | 17 (base 10) |
Willpower | 23 (base 11) |
Cunning | 22 (base 10) |
Resources
Life | -5/876 |
Stamina | 140/202 |
Equilibrium | 20 |
Healing Factor | 1.4501339505268 |
Regeneration | 15.46937203944 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
See Stealth | 8 |
See Invisible | 6 |
Offense: Mainhand
Damage | 178 |
Accuracy | 34 |
Crit Chance | 45% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8.5 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Acid | +18% |
Physical | +15% |
Cold | +15% |
All | 0% |
Lightning | +9% |
Light | +9% |
Temporal | +6% |
Fire | +19% |
Mind | +6% |
Offense: Damage Penetration
Acid | +10% |
Lightning | +5% |
Physical | +20% |
Fire | +21% |
All | 0% |
Defense: Base
Armour (hardiness) | 47.292304923968 (87.807182003187%) |
Defense | 33 |
Ranged Defense | 33 |
Fatigue | 23 |
Physical Save | 40 |
Spell Save | 35 |
Mental Save | 21 |
Defense: Resistances
Nature | + 39%( 70%) |
Lightning | + 32%( 70%) |
Light | + 36%( 70%) |
Temporal | + 31%( 70%) |
Blight | + 32%( 70%) |
Acid | + 50%( 70%) |
Cold | + 36%( 70%) |
All | + 20%( 70%) |
Defense: Immunities
Pinning Resistance | 23% |
Disarm Resistance | 0% |
Confusion Resistance | 10% |
Knockback Resistance | 22% |
Stun Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 238 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 731% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Berserker's strength | 1.30 |
| 3/5 |
| 3/5 |
| 4/5 |
| 2/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by Lashing Tentacle. Escort: injured seer (level 1 of Old Forest) | failed |
You failed to protect the lost tinker from death by Xanysethra the treant. Escort: lost tinker (level 2 of Old Forest) | failed |
You failed to protect the temporal explorer from death by Zubimina the copperhead snake. Escort: temporal explorer (level 3 of Old Forest) | 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 within4 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 1.0 T3 lite [Ego++] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +9 (+4 eff.) Blind- +20% Confus- +10% ---------- misc Light +8 See.Stealth +8 See.Invis +6 Track: Puts all charms on 40 cooldown Level 5.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +7 Str +6 Dex +3 Mag dps ---------- Spell.crit +2% Crit.mult +15.00% ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +4% Resists +4% all Phys.save +8 (+3 eff.) ---------- misc Stam/ret +1.20 Equi/ret +1.10 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 574.2 Physical damage. If the attack hits, the target is confused (31% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: Stats +3 Dex +2 Mag +1 Wil dps ---------- Mind.pwr +10 (+3 eff.) ---------- misc Equi/ret +0.08 Max.hate +6.00 Summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1068 Base Damage: 406 Armor: 27 All Resist: 13 Puts all charms on 25 cooldown 100% to gain a 17% chance to evade weapon attacks for 2 turns. 100% to increase all damage penetration by 21% for 2 turns. 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +6 Cun +2 Dex dps ---------- Phys.crit +4.0% Phys.pwr +5 (+1 eff.) Melee+ 27 physical Ranged+ 17 physical Dmg.mod +9% physical Res.pen +20% physical On Hit (Melee): * 12% chance to reduce all saves and defense by 29 On Hit (Ranged): * 17% chance to reduce all saves and defense by 29 ---------- misc Stam/turn +2.00 Hate/m.crit +2.00 Max.hate +10.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +5% lightning +10% acid On Hit (Melee): * 10% chance to reduce armor by 14% ----- def ----- Resists +9% acid +9% light ---------- misc Light +1 Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +6 Str +5 Wil +4 Con dps ---------- Phys.pwr +7 (+2 eff.) Mind.pwr +30 (+10 eff.) Dmg.mod +6% mind Melee Ret 4 physical ----- def ----- Phys.save +5 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In main hand | ![]() 3.0 T4 battleaxe 2H weapon [Random Unique] Arcane/Master Power 60.0 - 90.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit: * Create an explosion dealing 15 fire damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Wil dps ---------- Phys.crit +13.0% Dmg.mod +6% temporal +16% fire Res.pen +21% fire Phasing +30% ---------- misc Light +2 Massive two-handed battleaxes. |
On hands | ![]() 1.0 T2 hands armor [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +18% acid +6% physical Apr +3 ----- def ----- Armour +6 Resists +3% acid Mind.save +8 (+4 eff.) Max.HP +40.00 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. |
Main armor | ![]() 14.0 T5 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Mind.crit +3% Phys.pwr +30 (+7 eff.) Apr +2 ----- def ----- Armour +14 Defense +30 (+12 eff.) Fatigue +12% Resists +20% acid ---------- misc Stam/turn +3.00 A suit of armour made of mail. |
Cloak | ![]() 2.0 T5 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +3% fire +9% light ----- def ----- Defense +3 (+1 eff.) Resists +15% blight +15% lightning +14% nature +12% light HP.reg +7.00 Heal.mod +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Mind.pwr +15 (+5 eff.) Melee Ret 10 fire On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Resists +6% acid +14% temporal Spell.save +6 (+3 eff.) Pinning- +23% Knockbk- +22% Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 224 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 233 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 37% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 3 fire, 3 darkness, 3 cold Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 87.40 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] 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 282 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 233 damage for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 261 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 369 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 57 with a minimum range of 15. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +1 Wil dps ---------- Crit.mult +5.00% Phys.pwr +5 (+1 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+2 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Fatigue -4% Max.HP +20.00 Disarm- +22% Pinning- +21% Knockbk- +20% ---------- misc Max.enc +20 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Armour +6 Resists +22% light +6% acid Phys.save +3 (+1 eff.) Disease- +10% Cut- +20% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Ego] Arcane/Master Power 30.5 - 45.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit.r1 +10 fire Massive two-handed battleaxes. |
![]() 3.0 T2 battleaxe 2H weapon [Ego+] Disrupt/Master Power 22.5 - 33.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 17 arcane resource burn On Crit: * Wound the target dealing 287 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +9 (+2 eff.) Massive two-handed battleaxes. |
![]() 3.0 T2 battleaxe 2H weapon [Ego+] Nature/Psionic Power 24.5 - 36.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 mind On Hit: * 16% chance to reduce all saves and defense by 29 While equipped: Stats +15 Wil +3 Cun +9 Con ----- def ----- Max.HP +34.00 Massive two-handed battleaxes. |
![]() 3.0 T2 battleaxe 2H weapon [Ego+] Arcane/Master Power 21.0 - 31.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 blight On Hit: * 12% chance to reduce strength, dexterity, and constitution by 5 While equipped: dps ---------- Res.pen +9% physical Acc +13 (+5 eff.) Apr +10 Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Nature/Master/Psionic Power 56.0 - 84.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Phasing +10% Melee+ +28 nature +13 darkness Against +17% Living While equipped: Stats +1 Mag dps ---------- Dmg.mod +12% arcane +3% blight Acc +13 (+5 eff.) Melee Ret 4 blight ----- def ----- Defense +16 (+7 eff.) Disarm- +43% ---------- misc Max.mana +40.00 Massive two-handed battleaxes. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+7 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 5.0 T2 greatmaul 2H weapon [Random Unique] Arcane/Master Power 39.0 - 58.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +7 cold On Crit: * Wound the target dealing 287 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +7 (+2 eff.) Dmg.mod +3% light Res.pen +15% lightning Melee Ret 2 light ----- def ----- Resists +6% light Massive two-handed mauls. |
![]() 5.0 T1 greatmaul 2H weapon [Ego] Disrupt/Psionic Power 17.0 - 25.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +9 mind On Hit: * 14% chance to reduce all saves and defense by 29 While equipped: Stats +3 Cun +3 Wil ----- def ----- Resists +10% acid +12% lightning +12% cold +10% fire +3% all Spell.save +9 (+4 eff.) Massive two-handed mauls. |
![]() 3.0 T1 greatsword 2H weapon [Ego] Arcane Power 18.5 - 29.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +7 light Against +7% Undead On Hit.r1 +9 fire Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Normal] Power 13.0 - 20.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Random Unique] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: * 20 arcane resource burn While equipped: Stats +5 Str +20 Wil +18 Con dps ---------- Phys.pwr +11 (+3 eff.) Dmg.mod +6% acid ----- def ----- Resists +3% cold +3% fire Max.HP +57.00 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 longsword 1H weapon [Ego+] Arcane/Master Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +7 fire While equipped: dps ---------- Res.pen +6% all Acc +8 (+4 eff.) Apr +7 Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Rare] Master Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +6 Dex +2 Mag dps ---------- Mind.pwr +10 (+3 eff.) Acc +7 (+3 eff.) ----- def ----- Defense +8 (+4 eff.) Disarm- +28% ---------- misc Psi/ret +0.08 Hate/m.crit +2.00 Max.psi +30.00 Blunt and deadly. |
![]() 5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Cun +4 Str dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) S.pwr/crit +4 Dmg.mod +30% fire On Hit (Melee): * 20% chance to reduce armor by 14% ---------- misc Light +2 Infravis +2 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 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. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +9% cold Apr +3 ----- def ----- Defense +14 (+7 eff.) Stealth +5 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Spell.pwr +5 (+2 eff.) Res.pen +5% acid Melee Ret 6 acid ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +11% cold ---------- misc Mana/turn +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +15% darkness Melee Ret 4 mind ----- def ----- Defense +1 (+0 eff.) Resists +3% nature +9% mind Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +1% physical +5% arcane +3% mind Crit.chn- 15.00% Die.at -20.00 life Max.HP +33.00 ---------- misc Max.hate +8.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Rare] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Spell.crit +3% Dmg.mod +12% mind Res.pen +15% mind ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +9% all Phys.save +18 (+6 eff.) ---------- misc See.Invis +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +1 Mag +1 Wil +3 Cun +2 Con ----- def ----- Armour +3 Fatigue +2% Crit.chn- 10.00% ---------- misc See.Invis +6 Rush: Puts all charms on 25 cooldown Level 3.9 Pwr.cost 25 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +1 Defense +4 (+2 eff.) Resists +3% cold Max.HP +60.00 Heal.mod +10% Disarm- +20% Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 18% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 7 acid Dmg.mod +5% acid ----- def ----- Armour +2 Resists +6% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 physical Dmg.mod +3% physical Acc +10 (+4 eff.) ----- def ----- Armour +6 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. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 5 lightning Dmg.mod +3% lightning ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning 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. |
![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 42.22 to 126.67 lightning damage (84.45 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Melee Ret 4 nature ----- def ----- Armour +5 Defense +20 (+9 eff.) Fatigue +5% Phys.save +3 (+1 eff.) Poison- +10% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Defense +1 (+0 eff.) Spell.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +12% physical Apr +2 ----- def ----- Armour +11 Defense +10 (+5 eff.) Fatigue +12% Phys.save +15 (+5 eff.) Mind.save +16 (+8 eff.) ---------- misc Equi/ret +0.08 A suit of armour made of mail. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Phys.crit +3.0% Phys.pwr +15 (+4 eff.) Dmg.mod +9% physical On Hit (Melee): * 10% chance to reduce all saves and defense by 29 ----- def ----- Armour +11 Defense +6 (+3 eff.) Fatigue +22% Resists +6% fire +1% physical Mind.save +12 (+6 eff.) A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Armour +11 Fatigue +22% Resists +19% lightning +3% cold +3% nature +6% darkness Mind.save +12 (+6 eff.) Max.HP +32.00 HP.reg +5.00 Heal.mod +13% A suit of armour made of metal plates. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Ego+] Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +7 Fatigue +22% Resists +16% cold Max.HP +31.00 A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +17 Fatigue +22% Resists +5% physical Phys.save +11 (+4 eff.) A suit of armour made of metal plates. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego] Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On Hit (Melee): * 7% chance to reduce all saves and defense by 29 On Melee Ret: * 13% chance to reduce all saves and defense by 29 ----- def ----- Armour +4 Fatigue +8% Resists +17% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 9 cold Melee Ret 7 ice ----- def ----- Armour +4 Fatigue +8% Resists +15% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Rare] Master While equipped: ----- def ----- Resists +6% darkness Phys.save +6 (+2 eff.) Cut- +10% ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Str +3 Dex +2 Con dps ---------- Dmg.mod +9% fire Res.pen +5% cold ----- def ----- Max.HP +42.00 ---------- misc Light +3 Infravis +2 See.Invis +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 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. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Heal.mod +11% ---------- 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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. |
![]() 2.0 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. |
![]() 2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 121 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 56% ----- def ----- Resists +6% blight +3% darkness Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 220 Base Damage: 100 Armor: 7 All Resist: 2 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Armour +6 Resists +6% light Crit.chn- 15.00% Phys.save +3 (+1 eff.) Knockbk- +10% ---------- misc Wards +2 blight +3 fire +2 light +3 temporal Talents +1 Ward Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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
By Berserker1 the Ogre Berserker level 24
13rd Haze 122nd year of Ascendancy at 03:17 see stats
By Berserker1 the Ogre Berserker level 15
52nd Dusk 122nd year of Ascendancy at 02:26 see stats
By Berserker1 the Ogre Berserker level 23
10th Haze 122nd year of Ascendancy at 01:07 see stats
By Berserker1 the Ogre Berserker level 24
32nd Haze 122nd year of Ascendancy at 10:52 see stats
By Berserker1 the Ogre Berserker level 10
10th Mirth 122nd year of Ascendancy at 04:03 see stats
By Berserker1 the Ogre Berserker level 20
76th Dusk 122nd year of Ascendancy at 15:30 see stats
By Berserker1 the Ogre Berserker level 17
68th Dusk 122nd year of Ascendancy at 00:11 see stats
By Berserker1 the Ogre Berserker level 11
1st Summertide 122nd year of Ascendancy at 19:05 see stats
By Berserker1 the Ogre Berserker level 22
1st Time of Equilibrium 122nd year of Ascendancy at 11:06 see stats
By Berserker1 the Ogre Berserker level 21
1st Time of Equilibrium 122nd year of Ascendancy at 03:33 see stats
By Berserker1 the Ogre Berserker level 17
67th Dusk 122nd year of Ascendancy at 18:00 see stats
Log
Berserker1 uses Fearless Cleave.
The shield around Yvann the armoured skeleton warrior crumbles.
Yvann the armoured skeleton warrior is dazed!
Yvann the armoured skeleton warrior is not dazed anymore.
Skeleton mage slows down.
Skeleton mage is dazed!
Melee retaliation hits Berserker1 for 6 acid, 9 fire (15 total damage).
Berserker1 hits Yvann the armoured skeleton warrior for (85 absorbed), 34 physical, 26 physical, 12 fire (72 total damage).
Berserker1 hits Skeleton mage for 15 fire, 280 physical, 25 physical (321 total damage).
Berserker1 hits Layuyassra the ghoul for 14 fire damage.
Skeleton magus casts Manathrust.
Eilinyrin the ghoulking casts Curse of Defenselessness.
Berserker1 is cursed.
Berserker1 is recovering from the damage!
Berserker1 is on fire!
Yvann the armoured skeleton warrior's spell attains critical power!
Skeleton magus hits Yvann the armoured skeleton warrior for 188 arcane damage.
Skeleton magus hits Berserker1 for 189 arcane damage.
Melee retaliation hits Yvann the armoured skeleton warrior for 4 physical, 8 fire (12 total damage).
Yvann the armoured skeleton warrior hits Berserker1 for 93 physical, 10 blight, 5 acid, 9 fire, 8 fire, 60 fire (186 total damage).
Bone Spike hits Berserker1 for 34 physical damage.
Layuyassra the ghoul bites poison into Berserker1.
Berserker1 is poisoned!
Layuyassra the ghoul hits Berserker1 for 5 nature damage.
Melee retaliation hits Layuyassra the ghoul for 4 physical, 10 fire (14 total damage).
Yvann the armoured skeleton warrior performs a melee critical strike against Berserker1!
Yvann the armoured skeleton warrior hits Berserker1 for 231 physical, 10 blight, 5 acid, 9 fire, 8 fire, 33 fire (296 total damage).
Melee retaliation hits Yvann the armoured skeleton warrior for 4 physical, 8 fire (12 total damage).
Berserker1 the level 24 ogre berserker was blazed to death by Yvann the armoured skeleton warrior on level 2 of Ruined halfling complex.
Berserker1's rage subsides!