









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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 | Nightmare Adventure |
Sex | Female |
Race | Higher |
Class | Necromancer |
Level / Exp | 28 / 33% |
Size | medium |
Lifes / Deaths | Killed by Varsha the Writhing at level 23 on the 72nd Haze 122nd year of Ascendancy at 11:06 0 / 7Killed by dgl's Inner Demon at level 23 on the 73rd Haze 122nd year of Ascendancy at 10:12 Killed by Salathra the lesser vampire at level 24 on the 6th Allure 123rd year of Ascendancy at 02:01 Killed by Celia at level 25 on the 10th Allure 123rd year of Ascendancy at 21:32 Killed by Gladawen the ultimate telugoroth at level 26 on the 16th Regrowth 123rd year of Ascendancy at 07:31 Killed by Chronolith Clone at level 27 on the 19th Regrowth 123rd year of Ascendancy at 00:17 Killed by Ce'Nurebeth the master vampire at level 28 on the 25th Regrowth 123rd year of Ascendancy at 08:50 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 34 (base 23) |
Constitution | 15 (base 10) |
Magic | 51 (base 50) |
Willpower | 32 (base 13) |
Cunning | 67 (base 50) |
Resources
Life | -280/404 |
Mana | 334/399 |
Steam | 100/100 |
Soul | 8/14 |
Healing Factor | 1.0460311219417 |
Regeneration | 9.675787877961 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 12 |
Infravision | 13 |
See Stealth | 41.112965056944 |
See Invisible | 71.112965056944 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 19 |
Accuracy | 35 |
Crit Chance | 21% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 54 |
Crit Chance | 35% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 33% |
Speed | 1 |
Offense: Damage Bonus
Mind | +15% |
Acid | +30% |
Light | +6% |
Nature | +21% |
Darkness | +21% |
Physical | +9% |
Fire | +5% |
All | 0% |
Offense: Damage Penetration
Blight | +10% |
Arcane | +10% |
Defense: Base
Armour (hardiness) | 31 (60%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 50 |
Mental Save | 28 |
Defense: Resistances
Acid | + 21%( 70%) |
Blight | + 65%( 70%) |
Arcane | + 39%( 70%) |
Mind | + 43%( 70%) |
All | + 19%( 70%) |
Darkness | + 23%( 70%) |
Cold | + 28%( 70%) |
Fire | + 36%( 70%) |
Nature | + 58%( 70%) |
Defense: Immunities
Stun Resistance | 27% |
Confusion Resistance | 20% |
Instadeath Resistance | 100% |
Poison Resistance | 20% |
Blind Resistance | 15% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 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: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 83 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: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 726% 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. |
Class Talents
Spell / Glacial waste | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Spell / Death | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. 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 failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | 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 |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the repented thief from death by Polabeth the skeleton warrior. Escort: repented thief (level 1 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the worried loremaster from death by Harkor'Zun. Escort: worried loremaster (level 2 of Daikara) | failed |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Your lair must amass enough energy to use in your rebirth (40 energy). | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * 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 fire dragon that dwelled there. | 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 Possessed. | 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's current energy level is: 22. | 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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed black mamba head. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed bloated horror heart. | active |
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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
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 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 54% (based on Cunning). Uses 50 power out of 16/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | ![]() 1.0 T3 lite [Rare] Arcane While equipped: dps ---------- Spell.crit +5% Mind.crit +8% Crit.mult +20.00% Spell.pwr +5 (+2 eff.) Res.pen +10% blight Melee Ret 8 blight ----- def ----- Resists +11% blight +5% darkness ---------- misc Light +4 Infravis +5 See.Invis +9 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 17 blight damage or heals 26 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Cun +11 Wil ----- def ----- Armour +3 Fatigue +3% Resists +8% blight Crit.chn- 15.00% Mind.save +9 (+5 eff.) ---------- misc Light +3 Infravis +3 See.Invis +3 A cap made of leather. |
Tool | ![]() 2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +21% darkness +9% physical ----- def ----- Armour +4 ---------- misc Max.stam +30.00 Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 19.86 You won the Ring of Blood trial, and this is your reward. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Cun dps ---------- Res.pen +10% arcane ----- def ----- Fatigue -6% Resists +15% nature +8% blight HP.reg +9.00 Poison- +20% Disease- +13% Stun/Frz- +27% ---------- misc Max.enc +31 Light +3 See.Invis +18 Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Dex +5 Cun +6 Lck dps ---------- Dmg.mod +15% acid +6% light +6% nature Melee Ret 8 acid ----- def ----- Resists +3% acid Stealth +8 ---------- misc T.Disarm +5 Light +2 Infravis +4 A belt that goes around your waist. |
In main hand | ![]() 5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+5 eff.) ----- def ----- Resists +30% blight +30% mind Affinity +20% mind Spell.save +15 (+5 eff.) ---------- misc Talents +1 Command Staff Cure up to 4 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
On hands | ![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 51.87 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Main armor | ![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +3% nature Max.HP +90.00 Disease- +10% Confus- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Acc +20 (+8 eff.) Apr +2 ----- def ----- Resists +11% fire +11% cold Phys.save +3 (+2 eff.) Amulets make your neck look great! |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 89% efficiency and cooldown mod of 59%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 655% 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. 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 640% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 278.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. 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 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 356 damage for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid +12% light Res.pen +25% acid ----- def ----- Fatigue -7% Resists +20% light ---------- misc Max.enc +25 Light +2 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +5 (+5 eff.) ----- def ----- Blind- +22% ---------- misc Infravis +4 See.Stealth +7 See.Invis +8 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Blind- +20% ---------- misc Infravis +3 See.Stealth +8 See.Invis +6 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +2 Con ----- def ----- Spell.save +12 (+4 eff.) Blind- +23% ---------- misc Max.stam +13.00 Infravis +4 See.Stealth +5 See.Invis +9 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings make your fingers look great! |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 5.0 T3 greatmaul 2H weapon Reqs Str 24 [Normal] Power 39.5 - 59.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
![]() 5.0 T1 staff 2H weapon [Unique] Arcane A part of set. Power 12.5 - 15.0 Arcane Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Wil +3 Con dps ---------- Spell.crit +1% Phys.pwr +12 (+10 eff.) Spell.pwr +15 (+5 eff.) Dmg.mod +10% arcane +10% cold ---------- misc Talents +1 Command Staff Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Staves designed for wielders of magic, by the greats of the art. Transformed with the power of the Spellblaze. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Random Unique] Nature/Master Power 25.0 - 35.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +12 arcane While equipped: Stats +7 Con +10 Wil dps ---------- Dmg.mod +3% acid Res.pen +20% arcane +10% physical Acc +7 (+4 eff.) Apr +8 Melee Ret 4 acid ----- def ----- Resists +6% acid Max.HP +10.00 One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Melee Ret 4 light ----- def ----- Resists +6% light +5% arcane Max.HP +35.00 ---------- misc Light +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- S.pwr/crit +4 Dmg.mod +9% blight ----- def ----- Fatigue -5% Max.HP +20.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.enc +21 Vim/s.crit +1.00 Max.vim +10.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Crit.mult +10.00% Mind.pwr +3 (+1 eff.) Acc +5 (+3 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Resists +3% mind Phys.save +6 (+3 eff.) ---------- misc Max.psi +10.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +2 (+2 eff.) ----- def ----- Defense +7 (+3 eff.) Fatigue -2% Phys.save +5 (+3 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 T1 cloak armor [Rare] Master While equipped: Stats +5 Str +2 Mag +3 Cun ----- def ----- Defense +7 (+3 eff.) Phys.save +5 (+3 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 T3 cloak armor [Ego+] Master While equipped: dps ---------- Dmg.mod +8% darkness Res.pen +5% darkness ----- def ----- Defense +2 (+1 eff.) Resists +10% darkness Stealth +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Rare] Nature While equipped: Stats +2 Wil +5 Cun +1 Con dps ---------- Dmg.mod +3% light +11% physical ----- def ----- Resists +11% physical +7% all ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) ----- def ----- Resists +7% all Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +8% nature ----- def ----- Resists +11% all Poison- +20% Disease- +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Mind.crit +4% ----- def ----- Armour +1 Fatigue -5% Resists +6% darkness Phys.save +6 (+3 eff.) Spell.save +3 (+1 eff.) Teleport- +10% ---------- misc Max.enc +24 Equi/ret +0.04 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Arcane While equipped: Stats +3 Mag +2 Wil dps ---------- Dmg.mod +6% lightning ----- def ----- Armour +3 Die.at -80.00 life Silence- +20% Pinning- +10% ---------- misc Max.hate +10.00 Max.psi +10.00 Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +13.00 A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 acid Dmg.mod +4% acid +3% mind Res.pen +15% mind +5% fire ----- def ----- Armour +1 Resists +6% acid ---------- misc Equi/ret +0.08 Hate/m.crit +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Rare] Psionic While equipped: Stats +6 Cun dps ---------- Mind.pwr +30 (+10 eff.) Res.pen +10% mind Acc +7 (+4 eff.) ----- def ----- Armour +2 Resists +6% darkness Phys.save +7 (+4 eff.) Mind.save +8 (+4 eff.) Disarm- +28% ---------- misc Max.hate +4.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +4 Dex +2 Wil +2 Con ----- def ----- Defense +1 (+0 eff.) Mind.save +15 (+8 eff.) ---------- misc Equi/ret +0.90 Psi/ret +0.80 Hate/ret +0.70 Max.hate +4.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +6% lightning Acc +20 (+8 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning +6% temporal +3% acid Die.at -20.00 life Silence- +10% A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) Melee Ret 10 light ----- def ----- Defense +2 (+1 eff.) Resists +12% lightning +6% light ---------- misc Max.vim +50.00 Light +3 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str +3 Con dps ---------- Mind.crit +1% Crit.mult +5.00% Acc +20 (+8 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% temporal ---------- misc Light +1 Infravis +1 A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Dmg.mod +9% arcane +9% mind Res.pen +10% arcane +20% mind Apr +6 Melee Ret 6 arcane On Hit (Melee): * 10% chance to reduce all saves and defense by 26 ----- def ----- Armour +3 Fatigue +3% Resists +5% arcane +12% light A hat made of leather. Very stylish. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Armour +3 Fatigue +3% Resists +3% mind +31% cold ---------- misc Light +2 Breathe water A cap made of leather. |
![]() 3.0 T2 head armor Reqs Heavy armour training Str 16 [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +6 Str +1 Dex +1 Con dps ---------- Dmg.mod +11% cold Res.pen +10% physical Apr +3 ----- def ----- Defense +1 (+0 eff.) Resists +16% cold Die.at -20.00 life A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.crit +3.0% Crit.mult +15.00% Dmg.mod +9% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Armour +5 Fatigue +3% ---------- misc Infravis +2 A cap made of leather. |
![]() 2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A hat made of leather. Very stylish. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +3 Con dps ---------- Mind.pwr +20 (+7 eff.) ----- def ----- Armour +3 Fatigue +5% Crit.chn- 5.00% Mind.save +9 (+5 eff.) ---------- misc Max.psi +10.00 Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +20% darkness ----- def ----- Defense +1 (+0 eff.) Resists +3% light +3% darkness +5% arcane ---------- misc Equi/ret +0.70 Psi/ret +0.90 Hate/ret +1.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +2 Wil ----- def ----- Defense +1 (+0 eff.) Phys.save +5 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego++] Arcane/Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +3% light +3% temporal +3% darkness +4% physical ----- def ----- Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
![]() 9.0 T2 light armor Reqs Str 16 [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+6 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 12.0 T2 massive armor Reqs Massive armour training Str 22 [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con dps ---------- Steampwr +10 (+3 eff.) ----- def ----- Armour +10 Defense +4 (+2 eff.) Fatigue +22% Resists +15% cold +10% fire Heal.mod +30% Cleanse up to 3 poisons or wounds detrimental effects. Uses 12 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Normal] While equipped: ----- def ----- Armour +11 Fatigue +22% A suit of armour made of metal plates. |
![]() 7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 16 cold Melee Ret 4 ice ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T2 arrow ammo [Rare] Arcane Power 29.5 - 41.3 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 24 Proj.spd +200% Ranged+ +17 blight +12 light On Hit.r1 +16 light On Crit.r2 +20 physical On Hit: 20% Epidemic 2 On Hit: * 14% chance to reduce strength, dexterity, and constitution by 26 While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
![]() 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 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 130 power out of 130/130 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Cun +3 Wil dps ---------- Mind.pwr +25 (+8 eff.) Res.pen +5% mind ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Armour +8 Resists +3% lightning Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) HP.reg +2.00 Heal.mod +17% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +4 Wil +4 Con dps ---------- Dmg.mod +3% lightning Res.pen +15% fire ----- def ----- Resists +6% lightning Mind.save +8 (+4 eff.) ---------- misc Light +4 Infravis +3 See.Stealth +10 See.Invis +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Phys.save +5 (+3 eff.) Heal.mod +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 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. |
![]() 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 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 dgl the Higher Necromancer level 17
33rd Dusk 122nd year of Ascendancy at 04:24 see stats
By dgl the Higher Necromancer level 13
13rd Dusk 122nd year of Ascendancy at 04:42 see stats
By dgl the Higher Necromancer level 22
69th Haze 122nd year of Ascendancy at 19:16 see stats
By dgl the Higher Necromancer level 20
39th Haze 122nd year of Ascendancy at 23:20 see stats
By dgl the Higher Necromancer level 24
7th Decay 122nd year of Ascendancy at 12:22 see stats
By dgl the Higher Necromancer level 24
10th Decay 122nd year of Ascendancy at 00:57 see stats
By dgl the Higher Necromancer level 10
3rd Mirth 122nd year of Ascendancy at 17:16 see stats
By dgl the Higher Necromancer level 20
49th Dusk 122nd year of Ascendancy at 00:27 see stats
By dgl the Higher Necromancer level 20
40th Haze 122nd year of Ascendancy at 03:40 see stats
By dgl the Higher Necromancer level 7
79th Pyre 122nd year of Ascendancy at 14:54 see stats
By dgl the Higher Necromancer level 7
78th Pyre 122nd year of Ascendancy at 17:19 see stats
By dgl the Higher Necromancer level 23
3rd Decay 122nd year of Ascendancy at 23:22 see stats
By dgl the Higher Necromancer level 22
69th Haze 122nd year of Ascendancy at 17:18 see stats
By dgl the Higher Necromancer level 18
33rd Dusk 122nd year of Ascendancy at 19:12 see stats
Log
Ce'Nurebeth the master vampire activates Mind Link.
Dgl's mind has been invaded!
Poison from Dgl hits Ce'Nurebeth the master vampire for (2 flat reduction), 0 nature (0 total damage).
Thought-forged bowman receives 7 healing.
Deadly Poison from Ce'Nurebeth the master vampire hits dgl for 38 nature damage.
Ce'Nurebeth the master vampire activates Stealth.
Ce'Nurebeth the master vampire activates Insidious Poison.
Ce'Nurebeth the master vampire deactivates Volatile Poison.
Thought-forged bowman receives 7 healing.
Ran for 2 turns (stop reason: taken damage).
Deadly Poison from Ce'Nurebeth the master vampire hits dgl for 38 nature damage.
Dgl unleashes a blast of frostdusk as she crosses the veil!
Ce'Nurebeth the master vampire speeds up.
Poison from Dgl hits Ce'Nurebeth the master vampire for (2 flat reduction), 0 nature (0 total damage).
Thought-forged bowman receives 6 healing.
Dgl seems more solid.
Dgl is no longer poisoned.
Dgl unleashes a blast of frostdusk as she crosses the veil!
Ce'Nurebeth the master vampire stops being poisoned.
Thought-forged bowman receives 6 healing.
Ran for 3 turns (stop reason: hostile spotted to the west (Ce'Nurebeth the master vampire)).
Ce'Nurebeth the master vampire uses Mind Sear.
Ce'Nurebeth the master vampire's mind surges with critical power!
Ce'Nurebeth the master vampire deactivates Stealth.
Ce'Nurebeth the master vampire hits dgl for 297 mind damage.
dgl the level 28 higher necromancer was mindraped to death by Ce'Nurebeth the master vampire on level 2 of Dreadfell.