Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Dreamasaur 1.0.1Adds the Dreamasaur race, a dinosaur dreaming of a strange fantasy world. Consumes dreams to gain new abilities. This mod is mainly for personal use. No attempt has been made to achieve balance. If an @ symbol appears behind the character tile, you can download this: Put it in your custom tiles directory (win10 default: C:\Users\YourUserName\T-Engine\4.0\tome\data\gfx\custom-tiles) and select it at character creation. It is literally the exact same file but for some reason it works from the custom directory and not from the actual addon folder I guess. 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 | Yeek |
Class | Skirmisher |
Level / Exp | 32 / 7% |
Size | small |
Lifes / Deaths | Killed by Salokira the skeleton warrior at level 15 on the 5th Flare 122nd year of Ascendancy at 17:57 0 / 7Killed by ritch flamespitter at level 19 on the 15th Dusk 122nd year of Ascendancy at 01:04 Killed by elven blood mage at level 27 on the 11st Haze 122nd year of Ascendancy at 02:30 Killed by Poretta the elven elite warrior at level 27 on the 11st Haze 122nd year of Ascendancy at 03:17 Killed by elven cultist at level 28 on the 11st Haze 122nd year of Ascendancy at 20:04 Killed by Zubevea the corrupted protosentient globula at level 32 on the 32nd Haze 122nd year of Ascendancy at 00:13 Killed by Zubevea the corrupted protosentient globula at level 32 on the 32nd Haze 122nd year of Ascendancy at 02:31 |
Primary Stats
Strength | 23 (base 13) |
Dexterity | 63 (base 60) |
Constitution | 25 (base 10) |
Magic | 30 (base 10) |
Willpower | 31 (base 17) |
Cunning | 72 (base 55) |
Resources
Life | -252/715 |
Stamina | 8/276 |
Healing Factor | 1.2345178243369 |
Regeneration | 7.4688328372383 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +112.58159546285% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 6 |
See Stealth | 56.909772242851 |
See Invisible | 56.909772242851 |
Offense: Mainhand
Damage | 96 |
Accuracy | 67 |
Crit Chance | 39% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 35 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +5% |
Light | +6% |
Nature | +64% |
Darkness | +18% |
Fire | +18% |
All | 0% |
Offense: Damage Penetration
Light | +40% |
Mind | +10% |
Blight | +25% |
Physical | 0% |
Fire | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 48.719009130622 (66.439381135396%) |
Defense | 62 |
Ranged Defense | 65 |
Fatigue | 0 |
Physical Save | 30 |
Spell Save | 25 |
Mental Save | 33 |
Defense: Resistances
Acid | + 27%( 73%) |
Blight | + 29%( 73%) |
Arcane | + 23%( 73%) |
Cold | + 41%( 73%) |
All | + 19%( 73%) |
Darkness | + 38%( 73%) |
Physical | + 27%( 73%) |
Temporal | + 24%( 73%) |
Lightning | + 40%( 73%) |
Mind | + 21%( 73%) |
Fire | + 32%( 73%) |
Nature | + 51%( 73%) |
Defense: Immunities
Pinning Resistance | 40% |
Confusion Resistance | 55% |
Instadeath Resistance | 100% |
Stun Resistance | 47% |
Poison Resistance | 71% |
Silence Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 607% 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 Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
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 166 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 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 65 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Class Talents
Cunning / Poisons | 2.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Cunning / Called Shots | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Skirmisher - Slings | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You failed to protect the injured seer from death by fire drake. Escort: injured seer (level 1 of Daikara) | failed |
You failed to protect the injured seer from death by ritch flamespitter. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 211. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 within2 lumberjacks have died. | 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 | Ebonybiter the pair of iron boots (0 def, 3 armour) Ebonybiter the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Armour: +3 Fatigue: +2% Damage when hit (Melee): 2 arcane Changes stats: +7 Mag Changes resistances penetration: +10% blight Changes damage: +9% darkness Maximum vim: +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | Nightwrither (16/16, 38-45 power, 3 apr) Nightwrither (16/16, 38-45 power, 3 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 37.5 - 45.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 16 Turns elapse between self-loadings: 3 Damage (Ranged): +16 darkness / +20 physical Damage (radius 2) on crit: +20 darkness / +16 cold When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
Light source | Haillord HaillordCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +6% lightning / +18% cold / +5% arcane Spell save: +9 (+4 eff.) Maximum life: +80.00 Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Bethimina the Ebonyraven (1 def, 0 armour) Bethimina the Ebonyraven (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Wil Changes resistances: +6% temporal / +3% cold Changes damage: +9% darkness Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Pinning immunity: +20% Only die when reaching: -80.00 life A pointy cloth hat, very wizardly... |
On hands | hardened leather gloves 'Kindletrail' (0 def, 2 armour) hardened leather gloves 'Kindletrail' (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 8 lightning Changes stats: +3 Str / +3 Dex / +1 Wil / +2 Cun Changes resistances: +7% lightning Changes resistances penetration: +10% fire Changes damage: +5% lightning Talent cooldown: Double Strike (-1 turn) Critical mult.: +10.00% Physical save: +5 (+2 eff.) Life regen: +2.00 Stamina each turn: +0.40 Psi each turn: +0.13 When used to modify unarmed attacks: Base power: 16.0 - 17.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +3 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Lightning Breath (10% chance level 3). When this weapon hits: Set Up (10% chance level 3). Damage (radius 2) on crit: +7 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Galebers [power 188] (4/15 cooldown) Galebers [power 188] (4/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +12% blight / +6% fire / +6% cold Reduces incoming crit damage: 10.00% Pinning immunity: +20% Maximum life: +100.00 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 39 lightning damage and will be dazed for 1 turn (197 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 25% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Amalach AmalachInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +3 Armour: +6 Defense: +8 (+2 eff.) Damage when hit (Melee): 2 physical Changes stats: +4 Cun / +3 Con Physical save: +6 (+3 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Rings make your fingers look great! |
On fingers | Radhalar the steel ring Radhalar the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +5 Str / +3 Mag / +2 Wil / +3 Cun / +5 Con Stun/Freeze immunity: +22% Life regen: +2.00 Mana each turn: +0.04 Spellpower: +21 (+9 eff.) Spell crit. chance: +1% Rings make your fingers look great! |
Around neck | Gyfang the copper amulet Gyfang the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +6.0% Armour: +4 Defense: +6 (+2 eff.) Changes stats: +4 Cun / +2 Wil Changes resistances cap: +3% all Changes resistances penetration: +15% blight Physical save: +7 (+3 eff.) Maximum stamina: +20.00 Amulets make your neck look great! |
In main hand | reinforced leather sling 'Charbrawn' reinforced leather sling 'Charbrawn'Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 Travel speed: +200% Damage (radius 2) on crit: +16 fire When wielded/worn: Physical crit. chance: +6.0% Physical power: +32 (+10 eff.) Damage when hit (Melee): 10 fire Changes stats: +5 Str / +2 Dex Changes damage: +18% fire Slings are used to hurl stones or metal shots at your foes. |
Around waist | Firefiend FirefiendInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +20 (+5 eff.) Changes resistances: +3% lightning / +6% darkness Changes resistances penetration: +5% fire Life regen: +0.80 Only die when reaching: -60.00 life Healing mod.: +11% A belt that goes around your waist. |
In off hand | Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block) Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block)Requires: - Shield usage training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +180 When wielded/worn: Armour: +25 Defense: +5 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +12% On shield block: * 30% chance of petrifying the attacker. Changes resistances: +10% acid / +10% physical / +10% lightning / +10% fire Talent granted: +1 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Cloak | Earesta the Radiancerain (1 def, 0 armour) Earesta the Radiancerain (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +17 (+4 eff.) Defense: +1 (+1 eff.) Fatigue: -4% Effects on melee hit: * 20% chance to slow global speed by 50% Changes resistances: +18% darkness Changes resistances penetration: +15% light Changes damage: +6% light Maximum life: +44.00 Maximum stamina: +11.00 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | elven-silk robe 'Glintbrace' (0 def, 0 armour) elven-silk robe 'Glintbrace' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +12 Con Changes resistances: +3% mind / +40% nature / +15% all Changes resistances penetration: +10% mind / +25% light Changes damage: +64% nature Poison immunity: +71% Disease immunity: +62% Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Phoenixsweep PhoenixsweepInfused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +5 Dex / +5 Cun / +5 Con Changes resistances: +33% blight / +6% fire / +29% nature / +6% lightning Changes resistances penetration: +15% lightning Changes damage: +9% fire Poison immunity: +51% Disease immunity: +49% Life regen: +2.00 Stamina each turn: +0.50 Movement speed: +10% Amulets make your neck look great! |
copper amulet 'Cinderbane' copper amulet 'Cinderbane'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Mag / +2 Cun / +4 Con Changes damage: +3% fire Light radius: +3 Infravision radius: +3 Amulets make your neck look great! |
steel amulet 'Elenokor' steel amulet 'Elenokor'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +7 (+2 eff.) Changes stats: +5 Lck Changes resistances: +5% arcane / +14% temporal Changes damage: +9% arcane Talent mastery: +0.16 Technique / Buckler Training Pinning immunity: +24% Knockback immunity: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Reduce all damage from unseen attackers: 10% Amulets make your neck look great! |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.90 cold and 11.90 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
steel ring of luminosity steel ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 16 light Damage (Ranged): 14 light Changes stats: +3 Mag Changes damage: +11% light Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. SkyquakeSkyquake Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 Damage (Ranged): +20 nature Damage (radius 1) on hit: +20 lightning When wielded/worn: Physical power: +18 (+6 eff.) Effects on ranged hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Str Changes resistances penetration: +25% temporal Changes damage: +24% lightning Longbows are used to shoot arrows at your foes. |
Murksin the cured leather sling Murksin the cured leather slingRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (Ranged): +16 fire Damage (radius 2) on crit: +16 darkness When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +7.0% Changes resistances: +6% acid / +9% fire / +5% arcane Changes damage: +12% darkness Slings are used to hurl stones or metal shots at your foes. |
enhanced reinforced leather sling of enduring enhanced reinforced leather sling of enduringRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 4 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 When wielded/worn: Changes stats: +7 Str / +7 Dex / +6 Mag / +21 Wil / +6 Cun / +14 Con Maximum life: +39.00 Slings are used to hurl stones or metal shots at your foes. |
rough leather sling rough leather slingRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. runic reinforced leather sling of true flightrunic reinforced leather sling of true flight Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 4). When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +11.0% Changes stats: +4 Mag Changes damage: +10% arcane Spellpower: +7 (+4 eff.) Slings are used to hurl stones or metal shots at your foes. |
Breezepain BreezepainInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Str / +5 Dex Changes resistances penetration: +10% mind Changes damage: +15% nature Reduces incoming crit damage: 15.00% Physical save: +9 (+4 eff.) Mindpower: +6 (+3 eff.) A belt that goes around your waist. |
rough leather belt 'Borylathasin' rough leather belt 'Borylathasin'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 29% Damage when hit (Melee): 4 acid Changes stats: +4 Dex / +3 Cun / +6 Lck Changes resistances: +3% acid Changes resistances penetration: +15% acid Changes damage: +3% acid Trap disarming bonus: +9 Stealth bonus: +6 Infravision radius: +3 A belt that goes around your waist. |
linen cloak 'Neretira' (1 def, 0 armour) linen cloak 'Neretira' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +2 Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 29% Changes stats: +2 Str / +1 Wil / +3 Con Mental save: +6 (+3 eff.) Equilibrium when hit: +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. restorative elven-silk cloak (3 def, 0 armour)restorative elven-silk cloak (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +16% nature / +15% blight Life regen: +11.00 Healing mod.: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak of sorcery (1 def, 0 armour) spellcowled linen cloak of sorcery (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +5 Mag / +5 Wil Spell save: +6 (+3 eff.) Maximum mana: +41.00 Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Aerenn the pair of drakeskin leather boots (0 def, 5 armour) Aerenn the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +14 (+4 eff.) Armour: +5 Changes resistances: +12% darkness / +29% temporal Changes resistances penetration: +13% darkness / +20% temporal Changes damage: +12% temporal Stamina each turn: +0.50 Maximum stamina: +19.00 Spellpower: +10 (+5 eff.) Mindpower: +7 (+3 eff.) Defense after a teleport: +19 Resist all after a teleport: +13% New effects duration reduction after a teleport: +18% A pair of boots made of leather. |
undeterred pair of iron boots (0 def, 3 armour) undeterred pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Silence immunity: +20% Confusion immunity: +22% Stun/Freeze immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gorevagrant (0 def, 2 armour) Gorevagrant (0 def, 2 armour)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +13 (+4 eff.) Armour: +2 Damage (Melee): 7 darkness / 10 fire Changes stats: +3 Str / +3 Cun / +2 Con Changes resistances: +8% darkness / +6% fire Changes resistances penetration: +10% nature Changes damage: +3% darkness / +3% fire When used to modify unarmed attacks: Base power: 23.5 - 25.9 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Moonlight Ray (20% chance level 3). When this weapon hits: Fire Breath (10% chance level 3). On weapon hit: * 5% chance to reduce damage dealt by 19% Damage (radius 2) on crit: +7 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Isana the Dazzlepierce (0 def, 2 armour) Isana the Dazzlepierce (0 def, 2 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +7 (+2 eff.) Armour: +2 Damage (Melee): 6 arcane Changes stats: +3 Str / +5 Mag / +5 Wil Changes resistances: +5% arcane / +6% light Changes resistances penetration: +5% light Changes damage: +3% arcane Physical save: +7 (+3 eff.) Mental save: +7 (+4 eff.) Disarm immunity: +28% Spellpower: +4 (+2 eff.) Light radius: +2 When used to modify unarmed attacks: Base power: 21.0 - 23.1 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +9 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Galudan (0 def, 3 armour) Galudan (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +12 Wil / +7 Con Changes resistances penetration: +25% mind Changes damage: +6% mind Mental save: +9 (+5 eff.) Hate when firing a critical mind attack: +3.00 Mindpower: +20 (+8 eff.) A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Veloganne the Airbringer (6 def, 9 armour) Veloganne the Airbringer (6 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +6 (+2 eff.) Fatigue: +3% Damage when hit (Melee): 2 lightning Changes stats: +4 Str / +3 Dex / +4 Cun / +2 Con Changes resistances: +3% acid / +6% lightning / +6% blight / +11% cold / +6% fire / +4% all Allows you to breathe in: water Physical save: +11 (+5 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. leafwalker's voratun helm (0 def, 5 armour)leafwalker's voratun helm (0 def, 5 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +12% nature Spell save: +6 (+3 eff.) Maximum life: +72.00 Healing mod.: +12% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block) Coral Spray (8 def, 8 armour, 18-25 power, 48 block)Requires: - Shield usage training - Cunning 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
iron shield of winter (0 def, 2 armour, 10-12 power, 16 block) iron shield of winter (0 def, 2 armour, 10-12 power, 16 block)Requires: - Shield usage training - Cunning 11 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.0 - 12.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +16 Damage (Melee): +10 cold When wielded/worn: Armour: +2 Fatigue: +8% On shield block: * Deals 121 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +1 Wil Changes resistances: +11% cold Talent granted: +1 Block Handheld deflection devices. |
11 agate 11 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
262 alchemist agate 262 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Lelaralin (dig speed 31 turns) Lelaralin (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +3% physical Poison immunity: +10% Disarm immunity: +10% Life regen: +2.00 Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of Reknor (dig speed 20 turns) iron pickaxe of Reknor (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +5% darkness / +6% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel 9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Radiancewire the alchemist's lamp Radiancewire the alchemist's lampPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +10 Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Wil Changes resistances: +5% cold / +9% light / +7% temporal Changes resistances penetration: +10% temporal / +9% all Changes damage: +9% light Critical mult.: +12.00% Light radius: +6 Defense after a teleport: +13 Resist all after a teleport: +12% New effects duration reduction after a teleport: +18% A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(85 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes 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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
pouch of dwarven-steel shots 'Harygen' (19/19, 32-38 power, 3 apr) pouch of dwarven-steel shots 'Harygen' (19/19, 32-38 power, 3 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Base power: 31.5 - 37.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 19 On weapon hit: * 20% chance to reduce all saves and defense by 23 Damage (Ranged): +7 darkness / +20 mind / +14 cold / +8 nature Damage (radius 2) on crit: +4 mind / +8 cold Damage against: +9% Living Shots are used with slings to pummel your foes to death. |
pouch of steel shots 'Issoblek' (19/19, 36-43 power, 2 apr) pouch of steel shots 'Issoblek' (19/19, 36-43 power, 2 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 36.0 - 43.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +11.5% Capacity: 19 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 141 physical damage On weapon crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +12 temporal / +8 physical Damage (radius 1) on hit: +8 mind Damage (radius 2) on crit: +4 mind Shots are used with slings to pummel your foes to death. |
steel torque of gale force 'Phoenixbolt' [power 185] (4/15 cooldown) steel torque of gale force 'Phoenixbolt' [power 185] (4/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Changes resistances: +9% fire Changes resistances penetration: +25% physical Changes damage: +6% mind Only die when reaching: -80.00 life Maximum hate: +4.00 Mindpower: +25 (+10 eff.) It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 185 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
evasive elm wand of lightning storm [power 116] (4/15 cooldown) evasive elm wand of lightning storm [power 116] (4/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (121 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Vikrkeel the Yeek Skirmisher level 23
54th Dusk 122nd year of Ascendancy at 21:41 see stats
By Vikrkeel the Yeek Skirmisher level 24
3rd Haze 122nd year of Ascendancy at 22:41 see stats
By Vikrkeel the Yeek Skirmisher level 27
8th Haze 122nd year of Ascendancy at 21:32 see stats
By Vikrkeel the Yeek Skirmisher level 10
2nd Summertide 122nd year of Ascendancy at 08:30 see stats
By Vikrkeel the Yeek Skirmisher level 20
15th Dusk 122nd year of Ascendancy at 02:09 see stats
By Vikrkeel the Yeek Skirmisher level 30
24th Haze 122nd year of Ascendancy at 19:55 see stats
By Vikrkeel the Yeek Skirmisher level 23
71st Dusk 122nd year of Ascendancy at 11:32 see stats
By Vikrkeel the Yeek Skirmisher level 28
15th Haze 122nd year of Ascendancy at 03:29 see stats
By Vikrkeel the Yeek Skirmisher level 27
11st Haze 122nd year of Ascendancy at 04:15 see stats
By Vikrkeel the Yeek Skirmisher level 9
1st Summertide 122nd year of Ascendancy at 03:39 see stats
By Vikrkeel the Yeek Skirmisher level 26
8th Haze 122nd year of Ascendancy at 20:04 see stats
By Vikrkeel the Yeek Skirmisher level 19
14th Dusk 122nd year of Ascendancy at 03:59 see stats
Log
Bloated ooze is poisoned!
Bloated ooze is poisoned!
Bloated ooze is poisoned!
Deadly Poison from Vikrkeel hits Bloated ooze for 91 nature damage.
Vikrkeel receives 52 healing from Deadly Poison from Vikrkeel.
Vulnerability Poison from Vikrkeel hits Bloated ooze for 19 arcane damage.
Zubevea the corrupted protosentient globula casts Firebeam.
Zubevea the corrupted protosentient globula's spell attains critical power!
Zubevea the corrupted protosentient globula's spell attains critical power!
Bloated ooze is magically poisoned!
Vulnerability Poison from Vikrkeel killed Bloated ooze!
Deadly Poison from Vikrkeel hits Bloated ooze for (73 absorbed), 0 nature (0 total damage).
Vikrkeel's Shoot hits Bloated ooze for (45 absorbed), 0 physical, (12 absorbed), 0 physical, (11 absorbed), 0 darkness (0 total damage).
Zubevea the corrupted protosentient globula receives 162 healing from Zubevea the corrupted protosentient globula's healing light area effect.
Bloated ooze receives 86 healing from Zubevea the corrupted protosentient globula's healing light area effect.
Zubevea the corrupted protosentient globula hits Vikrkeel for (20 flat reduction), 49 fire (49 total damage).
Zubevea the corrupted protosentient globula's light area effect hits Vikrkeel for (20 flat reduction), 119 light (119 total damage).
Deadly Poison from Vikrkeel hits Bloated ooze for (91 absorbed), 0 nature (0 total damage).
Vulnerability Poison from Vikrkeel hits Bloated ooze for (19 absorbed), 0 arcane (0 total damage).
Vikrkeel uses Infusion: Movement.
Vikrkeel is moving at extreme speed!
Vikrkeel reacts to damage from Zubevea the corrupted protosentient globula's glyph of sunlight, mitigating the blow!.
Zubevea the corrupted protosentient globula receives 202 healing from Zubevea the corrupted protosentient globula's glyph of sunlight.
Zubevea the corrupted protosentient globula's glyph of sunlight hits Vikrkeel for (20 flat reduction), (62 reacted , -5 stam), 149 light (149 total damage).
Zubevea the corrupted protosentient globula casts Destabilize Glyphs.
Vikrkeel reacts to damage from Zubevea the corrupted protosentient globula, mitigating the blow!.
Zubevea the corrupted protosentient globula receives 202 healing from Zubevea the corrupted protosentient globula's glyph of sunlight.
Zubevea the corrupted protosentient globula hits Vikrkeel for (20 flat reduction), (62 reacted , -5 stam), 149 light (149 total damage).
Vikrkeel the level 32 yeek skirmisher was purified to death by Zubevea the corrupted protosentient globula on level 1 of The Godfeaster.