Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Embers of Rage 1.6.7Official 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 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official 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.
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Campaign | Infinite |
Mode | Madness Roguelike |
Sex | Male |
Race | Drem |
Class | Necromancer |
Level / Exp | 22 / 15% |
Size | medium |
Lifes / Deaths | Killed by Layysenne the bee swarm at level 22 on the 32nd Profit 122nd year of Ascendancy at 17:48 / 1 |
Primary Stats
Strength | 18 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 13 (base 10) |
Magic | 61 (base 51) |
Willpower | 47 (base 36) |
Cunning | 21 (base 21) |
Resources
Life | -320/567 |
Mana | 6/344 |
Soul | 9/10 |
Healing Factor | 1.6345901639344 |
Regeneration | 7.9277622950819 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +50% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 27.594446666744 |
See Invisible | 35.042176315183 |
Offense: Mainhand
Damage | 20 |
Accuracy | 5 |
Crit Chance | 8% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +15% |
Cold | +43% |
All | 0% |
Lightning | +10% |
Light | +3% |
Temporal | +14% |
Physical | +8% |
Darkness | +28% |
Fire | +3% |
Nature | +8% |
Offense: Damage Penetration
Darkness | +10% |
Fire | +10% |
Temporal | +10% |
Mind | +15% |
Arcane | +10% |
Cold | +23% |
All | 0% |
Defense: Base
Armour (hardiness) | 16 (30%) |
Defense | 31 |
Ranged Defense | 31 |
Fatigue | 0 |
Physical Save | 18 |
Spell Save | 33 |
Mental Save | 30 |
Defense: Resistances
Blight | + 36%( 70%) |
Physical | + 7%( 70%) |
All | + 5%( 70%) |
Lightning | -4%( 70%) |
Light | + 6%( 70%) |
Temporal | + 13%( 70%) |
Darkness | + 52%( 70%) |
Fire | -2%( 70%) |
Nature | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Teleport Resistance | 10% |
Instadeath Resistance | 100% |
Disarm Resistance | 10% |
Poison Resistance | 100% |
Silence Resistance | 10% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 313 damage for 3 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 33 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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (453 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Animus | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Ice | 1.20 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Spell / Grave | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrotic minions | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Advanced necrotic minions | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
talent | Necrotic Aura |
talent | Blurred Mortality |
talent | Keen Senses |
talent | Uttercold |
detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
beneficial effect | Empowered by the sight of black blood, granting 5% all resistances. Spikeskin |
detrimental effect | Zone-wide effect: +10% lightning damage, -10% lightning resistance, -10% physical power, -20% stun immunity. Static discharge |
detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 17. Intimidated |
beneficial effect | The mana surge engulfs the target, regenerating 4.92 mana per turn. Surging mana |
detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
Quests
You failed to protect the lone alchemist from death by Xanylrana the ghoul. Escort: lone alchemist (level 14 of Infinite Dungeon) | failed |
You failed to protect the lone alchemist from death by IDEK. Escort: lone alchemist (level 6 of Infinite Dungeon) | 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. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 12): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 16): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 4): ExterminatorYou completed the challenge and received: Random Artifact: Snowhack (13-15.6 power, 2 apr, fire element) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 7): ExterminatorYou completed the challenge and received: Random Artifact: Phoenixobsidian (6-7.8 power, 5 apr) | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | Furnacequeller the pair of rough leather boots (0 def, 1 armour) Furnacequeller the pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 6 mind Changes resistances penetration: +5% mind / +10% arcane Changes damage: +3% fire Movement speed: +25% A pair of boots made of leather. |
Light source | brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +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. |
On head | Glorayawe (0 def, 3 armour) Glorayawe (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +11% light / +11% darkness Changes resistances penetration: +10% mind Silence immunity: +10% Disarm immunity: +10% Teleport immunity: +10% Only die when reaching: -20.00 life Healing mod.: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Yvonor the steel torque of psionic shield [power 43] (13.5/23 cooldown) Yvonor the steel torque of psionic shield [power 43] (13.5/23 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% It can be used to setup a psionic shield, reducing all damage taken by 43 for 5 turns Activation puts all charms on cooldown for 23 turns. When used: * Heal for 35. * Increase the duration of 2 beneficial effects by 2. * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | Mysin MysinInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +3% blight / +2% physical / +3% fire Spell save: +9 (+4 eff.) Mental save: +18 (+9 eff.) Maximum life: +40.00 Rings can have magical properties. |
On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+5 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around waist | rough leather belt 'Firestinger' rough leather belt 'Firestinger'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +15 (+8 eff.) Changes resistances penetration: +10% fire Life regen: +0.60 Maximum life: +20.00 Healing mod.: +21% A belt that goes around your waist. |
In main hand | shimmering elven-wood bonestaff of might (25-30 power, 5 apr, cold element) shimmering elven-wood bonestaff of might (25-30 power, 5 apr, cold element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% cold Talent granted: +1 Command Staff Mana each turn: +0.10 Maximum mana: +42.00 Spellpower: +12 (+4 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
On hands | Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Main armor | Bindings of Eternal Night (12 def, 12 armour) Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+6 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Cloak | Xaninor the Kindlequeen (1 def, 0 armour) Xaninor the Kindlequeen (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 temporal Changes stats: +1 Str / +2 Con Changes damage: +3% light / +6% temporal 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. |
Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+8 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
movement infusion of the warrior (speed 496%; cd 10) movement infusion of the warrior (speed 496%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 496% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
manasurge rune of the sneak (regen 726% over 10 turns; mana 36; cd 13) manasurge rune of the sneak (regen 726% over 10 turns; mana 36; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 726% for 10 turns (401 total) and instantly restoring 36 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 38; cd 14) shatter afflictions rune of the warrior (absorb 38; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 38 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 Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 199; dur 3; cd 18) shielding rune of the psychic (absorb 199; dur 3; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 199 damage for 3 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
restful steel amulet of cunning (+3) =3cun= restful steel amulet of cunning (+3) =3cun=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Cun Life regen: +2.00 Amulets can have magical properties. |
warrior's steel amulet of healing warrior's steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +5% physical Cut immunity: +50% Stamina each turn: +0.30 Healing mod.: +14% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 3.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 186 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Hettaroyon the copper ring Hettaroyon the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+4 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce strength, dexterity, and constitution by 22 Changes stats: +2 Dex Rings can have magical properties. |
Pyrerot the steel ring Pyrerot the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +5% arcane / +9% fire Physical save: +20 (+11 eff.) Disease immunity: +10% Knockback immunity: +20% Only die when reaching: -60.00 life Rings can have magical properties. |
conjurer's gold ring conjurer's gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Wil Spellpower: +5 (+1 eff.) Rings can have magical properties. |
psionicist's copper ring of pilfering psionicist's copper ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+8 eff.) Armour penetration: +7 Defense: +8 (+4 eff.) Changes stats: +3 Wil Mental save: +6 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
steel ring 'Cloudsage' steel ring 'Cloudsage'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+4 eff.) Changes stats: +5 Str / +3 Mag / +5 Con Changes resistances: +24% acid Changes damage: +12% acid / +15% lightning Spell save: +6 (+3 eff.) Spellpower: +10 (+3 eff.) Rings can have magical properties. |
steel ring 'Curestreak' =3cun= steel ring 'Curestreak' =3cun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 15 Damage when hit (Melee): 2 nature Changes stats: +3 Cun Changes resistances: +3% mind Changes resistances penetration: +15% darkness Changes damage: +12% mind Rings can have magical properties. |
warrior's copper ring of tenacity warrior's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Disarm immunity: +24% Pinning immunity: +20% Knockback immunity: +22% Maximum life: +23.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. dwarven-steel battleaxe 'Morningbait' (41-61.5 power, 2 apr)dwarven-steel battleaxe 'Morningbait' (41-61.5 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 41.0 - 61.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +4 acid / +8 light When wielded/worn: Damage when hit (Melee): 6 cold Changes resistances: +9% light Changes damage: +15% acid Massive two-handed battleaxes. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
This item will automatically be transmogrified when you leave the level. Dimjustice (5-5.5 power, 18 apr, mind damage)Dimjustice (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 32% When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 32% Damage (Melee): 5 mind / 5 darkness Changes resistances: +3% darkness Changes damage: +6% acid / +8% mind / +13% darkness Talent granted: +1 Attune Mindstar Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Barohell the Frozenwrecker (15-18 power, 3 apr, darkness element) Barohell the Frozenwrecker (15-18 power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness / +6% cold Talent granted: +1 Command Staff Critical mult.: +10.00% Mental save: +3 (+2 eff.) Pinning immunity: +10% Mana each turn: +0.10 Maximum life: +20.00 Maximum mana: +42.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +15% Staves designed for wielders of magic, by the greats of the art. |
Fograze (20-24 power, 4 apr, cold element) Fograze (20-24 power, 4 apr, cold element)Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 13% Changes stats: +4 Con Changes resistances: +6% nature Changes damage: +20% cold Talent granted: +1 Command Staff Critical mult.: +22.00% Life regen: +0.70 Spellpower: +13 (+4 eff.) Spell crit. chance: +15% Healing mod.: +16% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash magestaff of illumination (15-18 power, 3 apr, fire element)ash magestaff of illumination (15-18 power, 3 apr, fire element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +6 (+3 eff.) Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 58.71 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash starstaff (15-18 power, 3 apr, temporal element)ash starstaff (15-18 power, 3 apr, temporal element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% temporal Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew magestaff 'Relgyvor' (20-24 power, 4 apr, cold element)yew magestaff 'Relgyvor' (20-24 power, 4 apr, cold element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances penetration: +15% blight Changes damage: +24% mind / +20% cold Talent granted: +1 Command Staff Critical mult.: +13.00% Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +9 (+3 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
Elawe the linen cloak (7 def, 0 armour) Elawe the linen cloak (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Changes stats: +3 Str / +6 Dex / +2 Wil Physical save: +6 (+4 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
silk robe of Angolwen (0 def, 0 armour) silk robe of Angolwen (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +3 Mag / +2 Wil Changes resistances: +13% all Silence immunity: +26% Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +9 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Strikepassion' (0 def, 0 armour) woollen robe 'Strikepassion' (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% lightning / +18% cold / +18% nature / +9% all Changes resistances penetration: +10% cold Changes damage: +12% nature / +12% cold Mental save: +15 (+8 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glerin (0 def, 1 armour) Glerin (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% lightning / +5% temporal Changes damage: +3% acid Spell save: +3 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +1% A pair of boots made of leather. |
Ivolaith (0 def, 3 armour) Ivolaith (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 22 * 10% chance to reduce all saves and defense by 15 Changes resistances: +9% mind Spell save: +6 (+3 eff.) Life regen: +1.00 Spellpower on spell critical (stacks up to 3 times): +8 Healing mod.: +11% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Zanahad the hardened leather gloves (0 def, 2 armour) Zanahad the hardened leather gloves (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+4 eff.) Armour: +2 Damage (Melee): 6 lightning / 6 fire Changes stats: +3 Str Changes resistances: +5% lightning / +6% fire Changes resistances penetration: +5% arcane Changes damage: +3% lightning / +5% fire Mana each turn: +0.12 Spellpower: +5 (+1 eff.) 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. |
spellstreaming iron gauntlets (0 def, 1 armour) spellstreaming iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Mana each turn: +0.10 Spellpower: +5 (+1 eff.) Spell crit. chance: +4% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Brodagrim the Floejustice (0 def, 1 armour) Brodagrim the Floejustice (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Cun / +2 Wil Changes resistances: +3% cold Physical save: +11 (+6 eff.) Mental save: +6 (+3 eff.) Mindpower: +5 (+2 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Pitchwilter (0 def, 1 armour)Pitchwilter (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +3 Physical power: +10 (+9 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Cun / +3 Str Changes resistances: +6% darkness Changes resistances penetration: +10% darkness Physical save: +11 (+6 eff.) A cap made of leather. |
Plaguepride the linen wizard hat (1 def, 0 armour) Plaguepride the linen wizard hat (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 41% Changes stats: +2 Wil Physical save: +5 (+3 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. linen wizard hat (1 def, 0 armour)linen wizard hat (1 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat 'Umbrapierce' (1 def, 0 armour) linen wizard hat 'Umbrapierce' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 13% Changes stats: +4 Dex / +2 Mag / +5 Wil / +1 Cun Changes resistances: +16% fire Changes damage: +11% fire Light radius: +1 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. mummy wrappings (5 def, 2 armour)mummy wrappings (5 def, 2 armour) 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+3 eff.) Fatigue: +2% Changes stats: +2 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spellpower: +7 (+2 eff.) Decaying mummy wrappings. |
This item will automatically be transmogrified when you leave the level. reinforced steel shield of reflection (0 def, 6 armour, 12-14.4 power, 60 block)reinforced steel shield of reflection (0 def, 6 armour, 12-14.4 power, 60 block) Requires: - Shield usage training - Strength 16 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 12.0 - 14.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.0% Block value: +60 When wielded/worn: Armour: +6 Fatigue: +8% Changes resistances: +12% light / +13% darkness Talent granted: +1 Block Handheld deflection devices. |
3 agate 3 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. |
131 alchemist agate 131 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. |
2 aquamarine 2 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 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. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+5 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+5 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+3 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+3 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. |
iron pickaxe of quickening (dig speed 30 turns) =CD= iron pickaxe of quickening (dig speed 30 turns) =CD=Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 35 turns) woodsman's iron pickaxe (dig speed 35 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald 2 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. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
It Which Writhes It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 9 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Iceriver [power 170] (13.5/14 cooldown) =sil= Iceriver [power 170] (13.5/14 cooldown) =sil=Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +12% cold Changes resistances penetration: +5% cold Changes damage: +3% cold It can be used to blast the opponent's mind dealing 170 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 14 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. * Increase the duration of 2 beneficial effects by 2. * Increase all damage by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Phoenixobeisance the steel torque of psionic shield [power 57] (13.5/23 cooldown) Phoenixobeisance the steel torque of psionic shield [power 57] (13.5/23 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +5% arcane Changes damage: +12% arcane / +6% fire It can be used to setup a psionic shield, reducing all damage taken by 57 for 5 turns Activation puts all charms on cooldown for 23 turns. When used: * Increase the duration of 1 beneficial effects by 1. * Increase all damage by 15% for 2 turns. * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
ash totem of healing 'Nimbussin' [power 182] (13.5/14 cooldown) ash totem of healing 'Nimbussin' [power 182] (13.5/14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +3% lightning / +3% mind Maximum hate: +2.00 Mindpower: +5 (+2 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 182 Activation puts all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
5 amethyst 5 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. |
ash wand of lightning storm 'Sleetwasp' [power 194] (13.5/14 cooldown) ash wand of lightning storm 'Sleetwasp' [power 194] (13.5/14 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 2 temporal / 4 cold Changes resistances penetration: +5% temporal Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 42 lightning damage and will be dazed for 1 turn (213 total damage) Activation puts all charms on cooldown for 14 turns. When used: * Increase all damage penetration by 14% for 2 turns. * Gain a 16% chance to evade weapon attacks for 2 turns. * Heal for 45. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
11 ametrine 11 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. |
6 citrine 6 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. |
7 zircon 7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By IDEK the Drem Necromancer level 14
10th Profit 122nd year of Ascendancy at 07:24 see stats
By IDEK the Drem Necromancer level 10
27th Voratun 122nd year of Ascendancy at 18:13 see stats
By IDEK the Drem Necromancer level 20
26th Profit 122nd year of Ascendancy at 18:44 see stats
By IDEK the Drem Necromancer level 14
11st Profit 122nd year of Ascendancy at 00:12 see stats
By IDEK the Drem Necromancer level 8
26th Voratun 122nd year of Ascendancy at 07:14 see stats
By IDEK the Drem Necromancer level 12
3rd Acquisition 122nd year of Ascendancy at 13:45 see stats
Log
Rune: Shatter Afflictions is still on cooldown for 10 turns.
Rune: Shatter Afflictions is still on cooldown for 10 turns.
IDEK misses Layysenne the bee swarm.
Layysenne the bee swarm throws two quick punches.
IDEK is not dazed anymore.
IDEK is disarmed!
Layysenne the bee swarm hits IDEK for 85 physical, 0 arcane, 85 physical, 0 arcane (170 total damage).
Melee retaliation hits Layysenne the bee swarm for (2 flat reduction), 0 temporal, (10 flat reduction), 2 darkness, (6 flat reduction), 0 mind, (2 flat reduction), 0 temporal, (10 flat reduction), 2 darkness, (3 flat reduction), 0 mind (5 total damage).
IDEK seems more focused.
IDEK is not crippled anymore.
Layysenne the bee swarm has finished recovering.
Impending Doom from IDEK hits Layysenne the bee swarm for (10 flat reduction), 50 arcane (50 total damage).
Melee retaliation hits Layysenne the bee swarm for (2 flat reduction), 0 temporal, (10 flat reduction), 2 darkness, (3 flat reduction), 0 mind (2 total damage).
Black Blood Bleeding from IDEK hits Layysenne the bee swarm for (10 flat reduction), 19 darkness (19 total damage).
Layysenne the bee swarm hits IDEK for 41 physical, 4 arcane (45 total damage).
Layysenne the bee swarm hits IDEK for 41 physical, 0 arcane (41 total damage).
Melee retaliation hits Layysenne the bee swarm for (2 flat reduction), 0 temporal, (10 flat reduction), 2 darkness, (6 flat reduction), 0 mind (2 total damage).
Layysenne the bee swarm performs a melee critical strike against IDEK!
Impending Doom from IDEK hits Layysenne the bee swarm for (10 flat reduction), 50 arcane (50 total damage).
Melee retaliation hits Layysenne the bee swarm for (2 flat reduction), 0 temporal, (10 flat reduction), 2 darkness, (3 flat reduction), 0 mind (2 total damage).
Black Blood Bleeding from IDEK hits Layysenne the bee swarm for (10 flat reduction), 19 darkness (19 total damage).
Layysenne the bee swarm hits IDEK for 61 physical damage.
IDEK the level 22 drem necromancer was bludgeoned to death by Layysenne the bee swarm on level 17 of Infinite Dungeon.
IDEK deactivates Blurred Mortality.
IDEK deactivates Uttercold.
IDEK stops surging mana.
IDEK deactivates Necrotic Aura.
IDEK deactivates Keen Senses.
IDEK rearms.