











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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:
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:
Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. 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 Roguelike |
Sex | Male |
Race | Drem |
Class | Writhing One |
Level / Exp | 50 / 526% |
Size | medium |
Lifes / Deaths | Killed by Veledhenn the gwelgoroth at level 22 on the 10th Loss 122nd year of Ascendancy at 09:18 / 1 |
Primary Stats
Strength | 26 (base 13) |
Dexterity | 54 (base 29) |
Constitution | 72 (base 60) |
Magic | 138 (base 60) |
Willpower | 34 (base 10) |
Cunning | 114 (base 60) |
Resources
Mana | 457/457 |
Equilibrium | 1110 |
Vim | 296/296 |
Life | 1997/1997 |
Insanity | 0/100 |
Healing Factor | 1.7062906294955 |
Regeneration | 40.921735815589 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +89.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 8 |
See Stealth | 80.977771196429 |
See Invisible | 80.977771196429 |
Offense: Mainhand
Damage | 224 |
Accuracy | 87 |
Crit Chance | 72% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 93 |
Crit Chance | 89% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 45% |
Speed | 1 |
Offense: Damage Bonus
Acid | +13% |
Light | +25% |
Temporal | +13% |
Blight | +56% |
Darkness | +85% |
Fire | +19% |
All | +10% |
Offense: Damage Penetration
Physical | +5% |
Lightning | +20% |
Darkness | +19% |
All | 0% |
Defense: Base
Armour (hardiness) | 32.395162174878 (65.324392949321%) |
Defense | 71 |
Ranged Defense | 71 |
Fatigue | 0 |
Physical Save | 41 |
Spell Save | 50 |
Mental Save | 74 |
Defense: Resistances
Acid | + 59%( 70%) |
Lightning | + 59%( 70%) |
Light | + 68%( 70%) |
Darkness | + 70%( 70%) |
Blight | + 59%( 70%) |
Physical | + 57%( 70%) |
Cold | + 59%( 70%) |
All | + 56%( 70%) |
Defense: Immunities
Pinning Resistance | 0% |
Confusion Resistance | 100% |
Fear Resistance | 0% |
Instadeath Resistance | 100% |
Stun Resistance | 50% |
Inscriptions (4/4)
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 243 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 increase movement speed by 742% 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 Cunning stat. |
Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 30 up to 6 times. Its effects scale with your Cunning stat. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 5/5 |
Demented / Horrific body | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Demented / Controlled horrors | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Race / Drem | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Chaos Orbs |
talent | Chant of Fortitude |
talent | Elemental Harmony |
talent | Premonition |
talent | Defensive Posture |
beneficial effect | Linked to their horror ally gaining 28% all damage resistance. Shared Insanity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1814. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed wretchling eyeball. * You've found the needed ice ant stinger. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed pouch of faeros ash. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed vial of fire wyrm saliva. * You've found the needed skeleton mage skull. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed xorn fragment. * You've found the needed giant spider spinneret. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Rare] Arcane While equipped: Stats +6 Dex +5 Mag +5 Wil +1 Con dps ---------- Spell.crit +4% Res.pen +20% lightning Acc +25 (+5 eff.) ----- def ----- Armour +9 Resists +6% acid +2% physical ---------- misc Stam/turn +2.00 Mana/turn +0.35 Max.mana +55.00 Max.stam +20.00 A pair of boots made of leather. |
Quiver | ![]() 3.0 T5 shot ammo [Ego+] Arcane Power 53.5 - 64.2 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 21 On Hit.r1 +15 fire On Hit: 20% Curse of Vulnerability 5 Shots are used with slings to pummel your foes to death. |
Light source | ![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+2 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 114, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 444.10 darkness damage (based on Mindpower and charge). Uses 7 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | ![]() 2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+2 eff.) Mind.pwr +12 (+4 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 62 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
Tool | ![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +9% fire On Hit (Melee): * 20% chance to slow global speed by 58% ----- def ----- Resists +6% lightning +9% darkness +6% blight Project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 462 physical damage Puts all charms on 10 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +1 Wil +9 Mag dps ---------- Crit.mult +5.00% Spell.pwr +15 (+3 eff.) S.pwr/crit +2 Dmg.mod +6% blight +3% temporal Phasing +20% Acc +11 (+2 eff.) Apr +14 Melee Ret 4 arcane ----- def ----- Defense +15 (+4 eff.) Spell.save +18 (+6 eff.) Max.HP +81.00 HP.reg +17.00 Heal.mod +17% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "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? |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Str +8 Mag +8 Cun dps ---------- Phys.crit +7.0% Spell.crit +5% Mind.crit +5% Phys.pwr +15 (+3 eff.) Spell.pwr +15 (+3 eff.) Mov.spd +25% Dmg.mod +10% all Res.pen +5% physical Acc +15 (+3 eff.) Melee Ret 4 blight ----- def ----- Defense +15 (+4 eff.) Mind.save +10 (+2 eff.) Confus- +50% Blinding Speed: Puts all charms on 25 cooldown Level 5.5 Pwr.cost 25 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 42% for 5 turns. Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +5 Mag +4 Wil +4 Cun dps ---------- Phys.crit +9.0% Spell.crit +5% Mind.crit +8% A belt that goes around your waist. |
In main hand | ![]() 5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +22% Phys.pwr +13 (+2 eff.) Spell.pwr +23 (+5 eff.) Dmg.mod +3% acid +30% darkness Phasing +30% Acc +14 (+3 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 31 ----- def ----- Phys.save +13 (+5 eff.) Spell.save +13 (+4 eff.) Mind.save +12 (+3 eff.) ---------- misc Mana/turn +0.08 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +4 Str +11 Dex +6 Mag +11 Cun dps ---------- Acc +25 (+5 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 38 ----- def ----- Armour +3 Fatigue +5% Resists +6% cold +28% light +11% darkness Phys.save +18 (+6 eff.) HP.reg +4.73 Heal.mod +15% ---------- misc Infravis +2 Cooldown Double Strike -1 Unarmed combat: Power 28.5 - 39.9 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Acc +23 Apr +15 Crit +33.0% Atk.spd 83% On Crit.r2 +50 light +42 darkness On Hit: 10% Set Up 5 Starfall: Puts all charms on 13 cooldown Level 2.5 Pwr.cost 13 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 265.12 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag +5 Cun +5 Con dps ---------- Spell.crit +8% Spell.pwr +15 (+3 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +30 all Carrion Feet: Level 5.9 Pwr.cost 10 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 46%. You can also activate this talent to instantly destroy more worms, letting you jump in range 10 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Cloak | ![]() 2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +6% Dmg.mod +12% darkness Res.pen +9% darkness ----- def ----- Defense +2 (+1 eff.) Resists +16% darkness Stealth +11 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 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +3 Dex +3 Mag +6 Cun +5 Con dps ---------- S.pwr/crit +3 Mov.spd +10% ----- def ----- Fatigue -7% HP.reg +2.00 ---------- misc Stam/turn +0.50 Mana/turn +0.10 Max.mana +28.00 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -996 life. The duration and life will increase by 1% for every 1% life you have lost (currently 996 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. 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 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -771 life. The duration and life will increase by 1% for every 1% life you have lost (currently 771 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 617% 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. 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 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 495% 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 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 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 1005% 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 Magic stat. 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 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 904% 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 Magic stat. 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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 842 life over 5 turns. Its effects scale with your Cunning stat. 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 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 783 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 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 164 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 646 damage for 5 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 [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 47 up to 4 times. 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 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 29 up to 6 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +1 Dex dps ---------- Crit.mult +5.00% Apr +3 ----- def ----- Armour +17 Defense +20 (+5 eff.) Resists +26% mind +12% cold Res.Cap +13% all Phys.save +48 (+16 eff.) Confus- +31% ---------- misc Max.stam +31.18 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +9 Dex +15 Con dps ---------- Res.pen +25% arcane ----- def ----- Resists +26% mind Crit.chn- 15.00% Confus- +43% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +13 Dex +8 Cun +5 Con dps ---------- Mov.spd +10% Dmg.mod +9% nature ----- def ----- Fatigue -9% Resists +6% darkness +6% temporal Die.at -20.00 life Max.HP +40.00 HP.reg +4.00 Blind- +35% ---------- misc Stam/turn +1.30 Infravis +8 Sight +2 See.Invis +13 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Str +10 Mag dps ---------- Crit.mult +15.00% Melee+ 12 light 13 darkness Dmg.mod +14% light +14% darkness Res.pen +20% mind On Melee Ret: * 12% chance to reduce damage dealt by 25% * 10% chance to blind ----- def ----- Armour +4 Phys.save +25 (+9 eff.) Spell.save +21 (+7 eff.) Mind.save +23 (+6 eff.) Die.at -60.00 life Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +8 Con dps ---------- Dmg.mod +6% darkness Res.pen +10% fire +10% darkness +25% nature Melee Ret 10 nature On Hit (Melee): * 20% chance to reduce damage dealt by 25% ----- def ----- Resists +20% nature Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +6 Cun +2 Mag dps ---------- Mind.crit +5% Res.pen +25% lightning ----- def ----- Resists +9% cold Stun/Frz- +20% ---------- misc See.Invis +6 Masteries +0.34 Demented/Disfigured face Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +2 Cun +10 Str dps ---------- Mind.crit +2% Crit.mult +17.00% Mind.pwr +20 (+7 eff.) Acc +9 (+2 eff.) Apr +18 ----- def ----- Resists +6% acid Mind.save +6 (+1 eff.) ---------- misc See.Invis +9 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +10 Str +13 Dex +4 Mag +10 Wil dps ---------- Phys.pwr +15 (+3 eff.) S.pwr/crit +6 Res.pen +20% blight ----- def ----- Resists +18% lightning +6% blight Stun/Frz- +45% ---------- misc Mana/turn +0.41 Equi/ret +0.04 Max.mana +60.00 Max.psi +20.00 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil +7 Cun +9 Con dps ---------- Crit.mult +20.00% ----- def ----- Resists +12% darkness +12% cold ---------- misc Max.psi +30.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Res.pen +10% all Acc +10 (+2 eff.) Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Dex +4 Con dps ---------- Melee Ret 2 nature ----- def ----- Fatigue -5% Resists +6% fire +9% nature +9% temporal Phys.save +14 (+5 eff.) Max.HP +45.00 HP.reg +8.00 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +3 Mag dps ---------- Dmg.mod +9% darkness Res.pen +25% arcane +26% light ----- def ----- Fatigue -10% Resists +21% light HP.reg +5.00 Def/telep +16 Res/telep +16% Dur/telep +16% ---------- misc Mana/turn +0.32 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +9 Dex dps ---------- On Hit (Melee): * 20% chance to slow global speed by 58% ----- def ----- Defense +31 (+8 eff.) Resists +26% temporal +9% nature +9% darkness Mind.save +6 (+1 eff.) Poison- +21% Disease- +21% Pinning- +44% Knockbk- +56% Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego+] Arcane/Nature While equipped: dps ---------- Melee+ 9 light 9 darkness Dmg.mod +9% light +10% darkness On Melee Ret: * 8% chance to reduce damage dealt by 25% * 6% chance to blind ----- def ----- Resists +19% mind Confus- +27% Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +8 (+1 eff.) Phys.spd +10% Dmg.mod +8% physical ----- def ----- Blind- +32% ---------- misc Infravis +8 Sight +2 See.Invis +11 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego+] Arcane/Nature While equipped: dps ---------- Crit.mult +12.00% Spell.pwr +10 (+2 eff.) Dmg.mod +8% blight +9% fire ----- def ----- Resists +14% fire +19% cold Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Crit.mult +12.00% Spell.pwr +11 (+2 eff.) Mind.pwr +8 (+3 eff.) Dmg.mod +9% blight +9% fire ----- def ----- Mind.save +9 (+2 eff.) Confus- +14% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Nature/Master While equipped: ----- def ----- Armour +3 Defense +7 (+2 eff.) Res.Cap +3% all Phys.save +20 (+7 eff.) Blind- +24% ---------- misc Infravis +6 Sight +2 See.Invis +11 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag dps ---------- S.pwr/crit +4 ----- def ----- Fatigue -7% HP.reg +3.00 ---------- misc Mana/turn +0.37 Max.mana +27.00 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 12 light 15 darkness Dmg.mod +12% light +13% darkness On Melee Ret: * 11% chance to reduce damage dealt by 25% * 13% chance to blind ----- def ----- Fatigue -8% HP.reg +3.00 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego+] Nature While equipped: Stats +7 Lck dps ---------- Acc +11 (+2 eff.) ----- def ----- Defense +17 (+5 eff.) Unseen.red 17% Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +14% ---------- misc Infravis +6 Sight +2 See.Invis +9 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Crit.mult +17.00% Spell.pwr +11 (+2 eff.) Dmg.mod +8% blight +12% fire Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +6 Dex +5 Mag +5 Cun +6 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -7% HP.reg +2.00 ---------- misc Stam/turn +0.70 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +7 Str +6 Dex +6 Wil +5 Con Amulets make your neck look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +14% fire Res.pen +25% mind +10% fire ----- def ----- Resists +52% fire +3% darkness +15% mind Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T5 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +32% cold +20% darkness +15% nature Melee Ret 6 light ----- def ----- Resists +40% darkness +21% cold ---------- misc Light +3 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +10 Str dps ---------- Dmg.mod +30% light +12% cold Res.pen +25% mind Melee Ret 10 mind ----- def ----- Armour +20 Resists +18% cold Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +9 Dex dps ---------- Dmg.mod +24% nature +18% temporal Acc +18 (+3 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +20% light Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light +18% fire Melee Ret 4 acid 10 mind 10 light ----- def ----- Resists +18% acid +36% fire ---------- misc Light +3 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +9 Str dps ---------- Res.pen +25% lightning +25% fire Melee Ret 8 fire On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +18 Resists +15% light +12% cold Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +2 Cun +2 Con dps ---------- Dmg.mod +6% darkness Melee Ret 10 darkness ----- def ----- Crit.chn- 15.00% Mind.save +10 (+2 eff.) Confus- +28% ---------- misc Light +3 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Con dps ---------- Phys.pwr +11 (+2 eff.) Spell.pwr +9 (+2 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +9% blight +11% darkness +3% arcane ----- def ----- Resists +22% darkness Spell.save +12 (+4 eff.) ---------- misc Mana/turn +0.16 Mana/s.crit +2.00 Max.mana +40.00 Max.stam +15.00 Max.vim +20.00 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 Master of Disasters You have set the ring to grant you Master of Disasters! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag +4 Wil dps ---------- Spell.pwr +9 (+2 eff.) ----- def ----- Blind- +32% ---------- misc Infravis +5 See.Stealth +17 See.Invis +17 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +9 Str +7 Con dps ---------- Phys.pwr +11 (+2 eff.) Dmg.mod +14% nature ----- def ----- Resists +28% nature Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Spell.pwr +9 (+2 eff.) Dmg.mod +18% darkness Res.pen +25% arcane +25% darkness Melee Ret 10 arcane 4 darkness Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag dps ---------- Melee+ 12 light Ranged+ 11 light Dmg.mod +14% light Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Normal] Rings make your fingers look great! |
![]() 1.0 T5 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +24% darkness Res.pen +26% fire Melee Ret 11 darkness 10 fire ----- def ----- Fatigue -10% Resists +5% arcane +21% darkness ---------- misc Max.enc +59 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +8.0% Mind.crit +8% ----- def ----- Resists +8% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +4 Str +9 Dex +4 Wil +6 Cun +7 Lck ----- def ----- Phys.save +12 (+4 eff.) Spell.save +13 (+4 eff.) Mind.save +15 (+4 eff.) Stealth +7 ---------- misc T.Disarm +12 Infravis +5 A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +6 Cun +7 Dex dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +12% mind Acc +9 (+2 eff.) Apr +10 ----- def ----- Defense +3 (+1 eff.) Resists +9% acid +10% fire +8% cold +5% arcane +8% lightning Mind.save +6 (+1 eff.) ---------- misc Max.hate +6.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Dex +4 Mag +9 Wil +8 Con dps ---------- Dmg.mod +9% fire ----- def ----- Defense +13 (+4 eff.) Resists +3% physical Phys.save +10 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Str +5 Dex +4 Mag +5 Wil +4 Con dps ---------- Spell.crit +6% ----- def ----- Defense +3 (+1 eff.) Spell.save +6 (+2 eff.) ---------- misc Stam/turn +0.60 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Cun dps ---------- Spell.crit +9% Mind.crit +5% Spell.pwr +10 (+2 eff.) Mind.pwr +6 (+2 eff.) Dmg.mod +23% blight +6% arcane +12% light +23% darkness Res.pen +26% arcane +26% cold On Hit (Melee): * 20% chance to slow global speed by 58% ----- def ----- Resists +23% blight +3% nature +5% arcane +15% all Mind.save +24 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Dmg.mod +22% darkness ----- def ----- Resists +46% darkness +15% mind +15% all Phys.save +15 (+5 eff.) Spell.save +17 (+6 eff.) Mind.save +28 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +4% Spell.pwr +21 (+4 eff.) S.pwr/crit +2 ----- def ----- Resists +15% all Spell.save +21 (+7 eff.) Silence- +45% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane While equipped: dps ---------- Res.pen +11% darkness +15% temporal ----- def ----- Armour +4 Fatigue +3% Resists +21% darkness +15% temporal Silence- +22% Confus- +35% Stun/Frz- +24% Def/telep +18 Res/telep +11% Dur/telep +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T4 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +8 Cun +9 Mag dps ---------- Melee+ 13 mind Dmg.mod +9% acid +12% cold +8% mind Res.pen +20% cold Melee Ret 2 cold ----- def ----- Armour +3 Resists +16% light +14% darkness +9% mind ---------- misc Infravis +4 Unarmed combat: Power 28.5 - 31.4 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Crit.r2 +73 light +49 darkness +11 mind On Hit: 20% Psychic Lobotomy 5 Starfall: Puts all charms on 13 cooldown Level 2.5 Pwr.cost 13 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 265.12 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Melee+ 5 darkness Dmg.mod +7% darkness Acc +6 (+1 eff.) Apr +10 ----- def ----- Armour +3 Fatigue +5% Resists +9% darkness Unarmed combat: Power 27.5 - 38.5 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% base dam (max 20%) Acc +9 Apr +22 Crit +10.0% Atk.spd 83% On Hit: 20% Moonlight Ray 5 On Hit: 15% Perfect Strike 5 On Hit: * 13% chance to reduce damage dealt by 25% Steady Shot: Puts all charms on 13 cooldown Level 4.5 Pwr.cost 13 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 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 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 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 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 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 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) 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 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Random Unique] Master While equipped: Stats +7 Str +4 Mag dps ---------- Crit.mult +17.00% Phys.pwr +7 (+1 eff.) Phasing +30% Apr +20 ----- def ----- Armour +3 Defense +7 (+2 eff.) Resists +9% physical Spell.save +6 (+2 eff.) ---------- misc Mana/turn +0.20 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 17 cooldown Level 3.5 Pwr.cost 17 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +80 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Str +5 Dex dps ---------- Phys.pwr +10 (+2 eff.) Mov.spd +10% ----- def ----- Resists +3% physical +14% darkness +6% temporal Affinity +15% darkness Die.at -20.00 life Max.HP +35.00 Knockbk- +20% ---------- misc Max.stam +24.00 Infravis +7 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 gift gem [Legendary] Unknown While carried: Light +2 Explode a sphere. Uses 1 power out of 2023/2023 A set of 2023 tiny explosive spheres. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+2 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 5.5 Pwr.cost 50 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 57.68 cold damage and 57.68 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: ----- def ----- Resists +18% acid +9% fire +5% arcane +12% cold Phys.save +15 (+5 eff.) Mind.save +11 (+3 eff.) HP.reg +4.16 Silence- +21% Confus- +21% ---------- misc Light +4 See.Stealth +12 See.Invis +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 501 cold damage (based on your Magic). Uses 13 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(89 power, based on Willpower). Uses 7 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +7 Mag +4 Wil +2 Cun dps ---------- Dmg.mod +8% mind On Hit (Melee): * 20% chance to slow global speed by 58% ----- def ----- Resists +6% nature +6% acid Crit.chn- 15.00% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% mind +12% nature ----- def ----- Resists +27% acid Die.at -40.00 life HP.reg +4.00 Heal.mod +20% Stun/Frz- +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 25 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 1.0 T5 lite [Ego+] Nature/Psionic While equipped: Stats +6 Wil +4 Con dps ---------- Dmg.mod +8% mind ----- def ----- Resists +11% blight HP.reg +13.00 ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 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. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 7 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 685.44 fire damage (based on Magic). Uses 31 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 125 power out of 372/400 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 T3 torque charm [Rare] Psionic While equipped: Stats +4 Mag dps ---------- Spell.crit +1% Crit.mult +5.00% Spell.pwr +30 (+6 eff.) S.pwr/crit +6 Res.pen +10% blight ----- def ----- Spell.save +3 (+1 eff.) Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 16 cooldown 100% to gain a 24% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Rare] Psionic While equipped: Stats +7 Dex +3 Con dps ---------- Crit.mult +20.88% Mind.pwr +31 (+10 eff.) Dmg.mod +21% acid On Hit (Melee): * 21% chance to reduce armor by 48% ----- def ----- Crit.chn- 15.66% ---------- misc Infravis +3 Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 407 physical damage Puts all charms on 10 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Spell.pwr +30 (+6 eff.) S.pwr/crit +10 Dmg.mod +6% mind +6% blight On Hit (Melee): * 20% chance to reduce all saves and defense by 31 ----- def ----- Resists +6% mind Heal yourself and all friendly characters within 10 spaces for 320 Puts all charms on 10 cooldown 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 404 Puts all charms on 10 cooldown 100% to heal for 69. 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 T4 wand charm [Rare] Arcane While equipped: Stats +5 Cun +15 Wil dps ---------- Mind.pwr +30 (+10 eff.) Melee Ret 10 mind ---------- misc Psi/ret +0.16 Hate/m.crit +2.00 Fire a magical bolt dealing 418 acid damage Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% darkness +6% cold Res.pen +25% darkness ----- def ----- Resists +18% darkness Mind.save +18 (+4 eff.) ---------- misc Equi/ret +0.12 Hate/m.crit +3.00 Create a shield absorbing up to 284 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 13 cooldown 100% to reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 19 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 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 Sneezn the Drem Writhing One level 39
9th Stralite 123rd year of Ascendancy at 06:01 see stats
By Sneezn the Drem Writhing One level 44
16th Profit 123rd year of Ascendancy at 16:10 see stats
By Sneezn the Drem Writhing One level 34
16th Iron 123rd year of Ascendancy at 07:45 see stats
By Sneezn the Drem Writhing One level 44
45th Stralite 123rd year of Ascendancy at 06:44 see stats
By Sneezn the Drem Writhing One level 35
22nd Iron 123rd year of Ascendancy at 16:40 see stats
By Sneezn the Drem Writhing One level 50
25th Dearth 123rd year of Ascendancy at 07:14 see stats
By Sneezn the Drem Writhing One level 47
37th Profit 123rd year of Ascendancy at 19:44 see stats
By Sneezn the Drem Writhing One level 46
21st Profit 123rd year of Ascendancy at 06:44 see stats
By Sneezn the Drem Writhing One level 13
15th Dearth 122nd year of Ascendancy at 22:10 see stats
By Sneezn the Drem Writhing One level 49
12nd Wealth 123rd year of Ascendancy at 12:00 see stats
By Sneezn the Drem Writhing One level 46
21st Profit 123rd year of Ascendancy at 10:16 see stats
By Sneezn the Drem Writhing One level 48
4th Wealth 123rd year of Ascendancy at 12:11 see stats
By Sneezn the Drem Writhing One level 34
22nd Iron 123rd year of Ascendancy at 08:24 see stats
By Sneezn the Drem Writhing One level 30
19th Shortage 122nd year of Ascendancy at 09:25 see stats
By Sneezn the Drem Writhing One level 25
22nd Loss 122nd year of Ascendancy at 19:20 see stats
By Sneezn the Drem Writhing One level 22
11st Loss 122nd year of Ascendancy at 14:19 see stats
By Sneezn the Drem Writhing One level 23
16th Loss 122nd year of Ascendancy at 05:03 see stats
By Sneezn the Drem Writhing One level 49
12nd Wealth 123rd year of Ascendancy at 14:13 see stats
By Sneezn the Drem Writhing One level 50
24th Wealth 123rd year of Ascendancy at 19:12 see stats
By Sneezn the Drem Writhing One level 44
19th Profit 123rd year of Ascendancy at 05:56 see stats
By Sneezn the Drem Writhing One level 34
16th Iron 123rd year of Ascendancy at 06:39 see stats
By Sneezn the Drem Writhing One level 50
25th Dearth 123rd year of Ascendancy at 07:54 see stats
By Sneezn the Drem Writhing One level 32
4th Iron 123rd year of Ascendancy at 20:42 see stats
By Sneezn the Drem Writhing One level 10
5th Dearth 122nd year of Ascendancy at 13:46 see stats
By Sneezn the Drem Writhing One level 20
37th Dearth 122nd year of Ascendancy at 01:52 see stats
By Sneezn the Drem Writhing One level 30
19th Shortage 122nd year of Ascendancy at 03:41 see stats
By Sneezn the Drem Writhing One level 40
12nd Stralite 123rd year of Ascendancy at 21:52 see stats
By Sneezn the Drem Writhing One level 50
23rd Wealth 123rd year of Ascendancy at 03:45 see stats
By Sneezn the Drem Writhing One level 36
33rd Steel 123rd year of Ascendancy at 17:12 see stats
By Sneezn the Drem Writhing One level 42
42nd Stralite 123rd year of Ascendancy at 05:18 see stats
By Sneezn the Drem Writhing One level 44
6th Profit 123rd year of Ascendancy at 23:00 see stats
By Sneezn the Drem Writhing One level 37
33rd Steel 123rd year of Ascendancy at 17:16 see stats
By Sneezn the Drem Writhing One level 34
22nd Iron 123rd year of Ascendancy at 05:21 see stats
By Sneezn the Drem Writhing One level 28
6th Shortage 122nd year of Ascendancy at 17:16 see stats
By Sneezn the Drem Writhing One level 22
10th Loss 122nd year of Ascendancy at 14:12 see stats
By Sneezn the Drem Writhing One level 46
21st Profit 123rd year of Ascendancy at 11:50 see stats
By Sneezn the Drem Writhing One level 18
30th Dearth 122nd year of Ascendancy at 10:23 see stats
By Sneezn the Drem Writhing One level 6
45th Profit 122nd year of Ascendancy at 20:12 see stats
By Sneezn the Drem Writhing One level 34
16th Iron 123rd year of Ascendancy at 07:45 see stats
By Sneezn the Drem Writhing One level 49
12nd Wealth 123rd year of Ascendancy at 14:20 see stats
By Sneezn the Drem Writhing One level 33
13rd Iron 123rd year of Ascendancy at 10:33 see stats
By Sneezn the Drem Writhing One level 6
18th Voratun 122nd year of Ascendancy at 17:45 see stats
By Sneezn the Drem Writhing One level 24
20th Loss 122nd year of Ascendancy at 15:18 see stats
By Sneezn the Drem Writhing One level 16
24th Dearth 122nd year of Ascendancy at 18:21 see stats
By Sneezn the Drem Writhing One level 22
10th Loss 122nd year of Ascendancy at 09:18 see stats
By Sneezn the Drem Writhing One level 43
44th Stralite 123rd year of Ascendancy at 21:46 see stats
By Sneezn the Drem Writhing One level 47
2nd Wealth 123rd year of Ascendancy at 19:44 see stats
Log
Today is the 25th Dearth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 18:26.