










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Archmage (High Thaumaturgist) |
| Level / Exp | 38 / 79% |
| Size | medium |
| Lifes / Deaths | Killed by Ce'Nerawen the giant red ant at level 38 on the 19th Haze 123rd year of Ascendancy at 04:11 / 1 |
Primary Stats
| Strength | 18 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 81 (base 60) |
| Willpower | 71 (base 60) |
| Cunning | 36 (base 36) |
Resources
| Life | -300/469 |
| Mana | 25/704 |
| Healing Factor | 1.0545771506546 |
| Regeneration | 6.5911071915911 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Invisible | 3 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 38 |
| Accuracy | 14 |
| Crit Chance | 27% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 61 |
| Crit Chance | 48% |
| Speed | 1 |
Offense: Mind
| Mindpower | 54 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +25% |
| Blight | +3% |
| Physical | +36% |
| Cold | +13% |
| All | 0% |
| Temporal | +24% |
| Mind | +15% |
| Fire | +66% |
| Nature | +14% |
Offense: Damage Penetration
| Light | +10% |
| Temporal | +9% |
| Mind | +25% |
| Physical | +20% |
| Cold | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 14 (35.65183292883%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 36 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 54%( 70%) |
| Physical | + 40%( 70%) |
| Cold | + 50%( 70%) |
| All | + 27%( 70%) |
| Darkness | + 34%( 70%) |
| Light | + 29%( 70%) |
| Temporal | + 37%( 70%) |
| Lightning | + 39%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 48%( 70%) |
Defense: Immunities
| Silence Resistance | 10% |
| Stun Resistance | 64% |
| Disarm Resistance | 60% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 800% 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 392 damage for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 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 (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 236 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 114 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. |
Class Talents
| Spell / Meta | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Thaumaturgy | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Wildfire | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
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 grave | active |
You failed to protect the injured seer from death by Zubylle the giant yellow ant. Escort: injured seer (level 1 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Xowe the cold drake hatchling. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Ce'Nasevea the storm drake hatchling. Escort: lost defiler (level 2 of Trollmire) | failed |
You failed to protect the lost warrior from death by Gora the hummerhorn. Escort: lost warrior (level 4 of Old Forest) | failed |
You failed to protect the temporal explorer from death by Ce'Nigatta the master vampire. Escort: temporal explorer (level 3 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by Keurl. Escort: worried loremaster (level 2 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
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 focus. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed skeleton mage skull. * 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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Galadekan (0 def, 11 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Ignore resists +10% physical When Hit 4 mind defense ------ Armor +11 Fatigue -6% Physical save +8 (+4 eff.) Mind save +6 (+3 eff.) Unlife -80.00 life other ------- Encumbrance +28 EQ when Hit +0.16 A pair of boots made of leather. |
| Light source | Kheladas0.0 Encumbrance T3 lite [Rare] Arcane While equipped: Stats +4 Wil +11 Mag offense ------ Spellpower +10 (+3 eff.) Damage +3% blight Ignore Shields +20% When Hit 6 acid other ------- Max mana +40.00 Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Gorevalor (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +12% fire Ignore resists +25% mind On-Hit (Melee): * 20% chance to slow global speed by 60% defense ------ Defense +2 (+1 eff.) Resistance +18% fire Mind save +6 (+3 eff.) Unlife -80.00 life Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A pointy cloth hat, very wizardly... |
| Tool | stralite torque of mindblast 'Stokeknave' [power 310] (11/15 cooldown)2.0 Encumbrance T4 torque charm [Random Unique] Psionic While equipped: Stats +1 Str +1 Wil offense ------ Damage +12% fire defense ------ Resistance +9% fire Crit Resistance 5.00% other ------- See Invisibility +3 Blast the opponent's mind dealing 356 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase all damage by 18% for 2 turns. 100% to reduce 2 talent cooldowns by 2. 100% to increase all damage penetration by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold ring 'Splendourquill' =34 stun res=0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +3 Dex offense ------ Ignore resists +10% light Ignore Armor +5 defense ------ Resistance +3% light +6% physical Life Regen +4.00 Stun Resist +34% Rings make your fingers look great! |
| On fingers | gold quartz ring0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str +6 Con offense ------ Physical Power +9 (+4 eff.) Damage +14% nature +12% acid defense ------ Resistance +24% acid +12% cold +28% nature +9% lightning Crit Resistance 15.00% Stun Resist +30% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Rings make your fingers look great! |
| Around waist | rough leather belt 'Haludil'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Resistance +7% lightning +6% temporal Crit Resistance 5.00% Unlife -60.00 life Life Regen +2.00 Silence Resist +10% Disarm Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A belt that goes around your waist. |
| In main hand | Furnacerazor (129% power, 5 apr, fire element)5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +23% Critical power +14.00% Spellpower +12 (+3 eff.) Damage +28% fire Ignore resists +10% cold When Hit 2 fire defense ------ Resistance +3% cold +7% temporal +9% darkness +24% fire Out-of-Phase Defense +5 Out-of-Phase Resistance +17% Out-of-Phase Resilience +10% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | steady drakeskin leather gloves of war-making (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego+] Master/Psionic While equipped: offense ------ Physical Crit +15.0% Spell Crit +16% Mind Crit +11% Critical power +9.00% Accuracy +7 (+3 eff.) defense ------ Armor +3 Physical save +8 (+4 eff.) Mind save +8 (+3 eff.) Disarm Resist +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | ancient elven-silk robe of alchemy (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: Stats +5 Mag offense ------ Damage +13% acid +36% physical +14% fire +24% temporal +13% cold Ignore resists +9% temporal +10% physical defense ------ Resistance +13% acid +12% physical +13% fire +16% cold +15% all Anomaly Control +11 other ------- Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak 'Eletha' (8 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Physical Power +5 (+2 eff.) Mindpower +10 (+4 eff.) Ignore Armor +2 defense ------ Defense +8 (+4 eff.) Physical save +12 (+6 eff.) Unlife -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Samiderim0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +6 Wil offense ------ Spellpower +25 (+7 eff.) Mindpower +30 (+9 eff.) Damage +15% mind other ------- Psi when Hit +0.16 Hate-on-crit +5.00 Max vim +50.00 Amulets make your neck look great! |
Inventory
healing infusion of the wizard (heal 220; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 220 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 6; phase 14; cd 17)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 17 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 14%, your defense is increased by 14 and all your resistances by 14%. 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. |
blink rune of the wizard (range 6; phase 20; cd 11)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 11 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 20%, your defense is increased by 20 and all your resistances by 20%. 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. |
manasurge rune of the psychic (regen 1502% over 10 turns; mana 75; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 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 1502% for 10 turns (75 total) and instantly restoring 75 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. 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 wizard (absorb 140; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 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 140 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 293; dur 3; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 293 damage for 3 turns. 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. |
Daneth's Neckguard2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Marak =20 con=0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +2 Str +5 Dex +5 Cun +20 Con offense ------ Move Speed +10% Damage +6% arcane defense ------ Fatigue -6% Life Regen +2.00 other ------- Stamina/turn +0.70 Light +3 Amulets make your neck look great! |
Heatscar the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +4 Cun offense ------ Damage +3% fire Ignore resists +15% fire defense ------ Defense +28 (+14 eff.) Resistance +3% cold +6% mind +6% darkness Life +20.00 Rings make your fingers look great! |
Ulfukhad0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Str +1 Wil offense ------ Physical Power +6 (+3 eff.) Spellpower +7 (+2 eff.) Mindpower +6 (+2 eff.) defense ------ Resistance +9% lightning +1% physical +3% temporal Physical save +6 (+3 eff.) Disarm Resist +10% Rings make your fingers look great! |
copper citrine ring0.1 Encumbrance T1 ring jewelry [Random Unique] Nature/Master While equipped: offense ------ Accuracy +9 (+4 eff.) Ignore Armor +8 On-Hit (Melee): * 10% chance to slow global speed by 60% defense ------ Defense +8 (+4 eff.) Resistance +5% blight +6% nature +3% light Spell save +15 (+6 eff.) Life +21.00 Poison Resist +11% Disease Resist +14% Disarm Resist +21% Pinning Resist +24% Knockbk Resist +22% other ------- Light +4 Infravision +4 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd 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 make your fingers look great! |
gold ring of life0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: defense ------ Life +62.00 Life Regen +7.00 Healmod +16% Rings make your fingers look great! |
steel garnet ring0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: offense ------ Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Critical power +15.00% Damage +12% acid +6% mind +12% nature +6% all defense ------ Resistance +24% acid +24% nature +9% light Life +21.00 Disarm Resist +31% Pinning Resist +27% Knockbk Resist +30% other ------- Max hate +4.00 Rings make your fingers look great! |
titan's gold ring of fire (+24%) =4 con=0.1 Encumbrance T3 ring jewelry [Ego] Nature While equipped: Stats +4 Con offense ------ Damage +12% fire defense ------ Resistance +24% fire Physical save +8 (+4 eff.) Rings make your fingers look great! |
Swordbreaker (129% power, 20 apr) =15 def=1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+8 eff.) Physical save +15 (+8 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
iron dagger 'Stormdeath' (98% power, 5 apr) =6 con=1.0 Encumbrance T1 dagger 1H weapon [Rare] Arcane Weapon Damage 99% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +6 cold While equipped: Stats +1 Str +6 Con offense ------ Critical power +5.00% Spellpower +5 (+2 eff.) defense ------ Resistance +9% lightning other ------- Max mana +40.00 Sharp, short and deadly. |
truestriking iron dagger of enduring (98% power, 5 apr) =6 con=1.0 Encumbrance T1 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 99% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: Stats +6 Con +7 Wil offense ------ Ignore resists +6% physical Accuracy +6 (+3 eff.) Ignore Armor +7 defense ------ Life +23.00 Sharp, short and deadly. |
Anamabers the yew starstaff (129% power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon [Random Unique] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +10 Mag +7 Wil +12 Cun offense ------ Spell Crit +3% Spellpower +12 (+3 eff.) Spellpower/crit +9 Damage +6% temporal +25% fire Ignore resists +5% temporal When Hit 4 temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff 'Singemonster' (120% power, 4 apr, fire element) =fire pen=5.0 Encumbrance T3 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +7.0% Spell Crit +6% Physical Power +8 (+4 eff.) Spellpower +34 (+9 eff.) Damage +9% acid +29% fire Ignore resists +15% fire Ignore Shields +18% Accuracy +5 (+2 eff.) defense ------ Defense +15 (+8 eff.) Resistance +6% acid Shield Power +7% other ------- Mana/turn +0.28 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
Glokira =20 sp=1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: Stats +2 Wil +5 Mag offense ------ Spellpower +20 (+5 eff.) Damage +12% mind When Hit 8 mind other ------- Mana/turn +0.23 Mana-on-crit +2.00 Max mana +68.00 Max psi +10.00 A belt that goes around your waist. |
noble's rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Wil offense ------ Against +17% Summoned defense ------ Resistance +6% blight Resist Against +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
verdant cashmere robe (0 def, 0 armour) =5 con=2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: Stats +5 Con offense ------ Damage +8% nature defense ------ Resistance +11% all Poison Resist +25% Disease Resist +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe of alchemy (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego++] Arcane/Nature While equipped: Stats +4 Con offense ------ Damage +9% acid +7% physical +9% fire +7% nature +9% cold defense ------ Resistance +11% acid +11% physical +12% fire +13% cold +9% all Poison Resist +24% Disease Resist +28% other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gunilathahir the pair of iron boots (0 def, 5 armour) =3 con=3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con offense ------ Damage +6% mind Ignore resists +20% mind defense ------ Armor +5 Fatigue +2% other ------- Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mayyvena (20 def, 4 armour) =20 def=3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +2.0% Ignore Armor +2 defense ------ Armor +4 Defense +20 (+10 eff.) Fatigue +3% other ------- Max stamina +30.00 Rush: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 7 Cooldown: 30 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Porevea the Airsweeper (10 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Mag offense ------ Ignore resists +20% physical When Hit 2 lightning defense ------ Armor +1 Defense +10 (+5 eff.) Resistance +9% lightning +6% fire +1% physical +6% cold A pair of boots made of leather. |
Betuwen the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +5 Dex +2 Wil +6 Cun offense ------ Critical power +10.00% Spellpower +20 (+5 eff.) Spellpower/crit +4 Ignore resists +10% temporal Ignore Shields +20% Accuracy +7 (+3 eff.) Ignore Armor +11 When Hit 6 blight 10 temporal defense ------ Armor +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Relgoldil' (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +2 Dex +5 Mag +6 Cun +3 Con defense ------ Armor +2 Fatigue +3% Physical save +19 (+10 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Disarm Resist +26% other ------- Infravision +2 See Invisibility +12 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
stone warden's dwarven-steel gauntlets of strength (+3) (0 def, 10 armour) =9 con=1.5 Encumbrance T2 hands armor [Ego+] Arcane/Master While equipped: Stats +3 Str +9 Con offense ------ Physical Power +12 (+6 eff.) defense ------ Armor +10 Hardiness +8% Fatigue +3% Resistance +7% physical 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. |
Ivumiwe (12 def, 0 armour) =12 def=2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Mind Crit +2% Critical power +20.00% Damage +14% lightning defense ------ Defense +12 (+6 eff.) Resistance +21% lightning +2% physical Mind save +3 (+2 eff.) Teleport Resist +20% A pointy cloth hat, very wizardly... |
Nerodhemina (0 def, 4 armour) =12 str=3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +8 Str +2 Dex +2 Mag defense ------ Armor +4 Fatigue +4% Resistance +12% blight Spell save +9 (+4 eff.) other ------- Light +2 Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 76.5 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Prismumbra the linen wizard hat (1 def, 0 armour) =10 oop=2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Wil offense ------ Spellpower +5 (+2 eff.) Damage +11% mind Ignore resists +20% blight When Hit 6 light defense ------ Defense +1 (+1 eff.) Resistance +11% mind Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour) =5 con=3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+6 eff.) Spell save +12 (+5 eff.) Mind save +12 (+5 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
cashmere wizard hat 'Sleetwing' (2 def, 0 armour) =5 con=2.0 Encumbrance T3 head armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +2 Mag +11 Wil +3 Cun +5 Con offense ------ Damage +7% arcane +3% cold defense ------ Defense +2 (+1 eff.) Physical save +18 (+9 eff.) other ------- Light +2 Arcane Eye: (Instant) Puts all charms on 10 turn cooldown Effective talent level: 6.5 Power cost 10 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
9 agate0.0 Encumbrance 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. |
372 alchemist agate0.0 Encumbrance 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. |
4 onyx0.0 Encumbrance 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. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 Encumbrance 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. |
5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Flowersmash (dig speed 32 turns) =20 def=3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +5 Str offense ------ When Hit 8 acid defense ------ Defense +20 (+10 eff.) Fatigue -6% Resistance +3% nature +3% fire Crit Resistance 5.00% Cut Resist +20% Disarm Resist +20% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
4 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Rhukhad the Cloudbiter =25 sp=1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +2 Wil offense ------ Spellpower +25 (+7 eff.) Damage +6% blight When Hit 4 lightning other ------- Mana-on-crit +2.00 Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
bright alchemist's lamp of health1.0 Encumbrance T3 lite [Ego] Nature/Master While equipped: defense ------ Life +52.00 other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
5 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
Transmogrification Chest2.0 Encumbrance 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. |
focusing dwarven-steel torque of psionic shield [power 63] (11/25 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 63 for 5 turns Puts all charms on 25 turn cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Veletha the Strikebutcher [power 320] (11/15 cooldown) =for escorts=2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +6% lightning Ignore resists +25% lightning +25% light On-Hit (Melee): * 20% chance to reduce damage dealt by 26% defense ------ Resistance +12% lightning +3% light +6% darkness Heal yourself and all friendly characters within 10 spaces for 320 Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
elm totem of thorny skin 'Blizzardraven' [power 16] (11/20 cooldown) =20 stun res=2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ When Hit 4 cold defense ------ Mind save +15 (+6 eff.) Disarm Resist +20% Confus Resist +20% Stun Resist +20% Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 turn cooldown Natural totems are made by powerful wilders to store nature power. |
supercharged elm totem of healing [power 140] (11/18 cooldown) =for escorts=2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 140 Puts all charms on 18 turn cooldown Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Keurl the Cornac Archmage level 19
4th Haze 122nd year of Ascendancy at 00:29 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Keurl the Cornac Archmage level 24
1st Decay 122nd year of Ascendancy at 20:33 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Keurl the Cornac Archmage level 31
29th Dusk 123rd year of Ascendancy at 00:51 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Keurl the Cornac Archmage level 34
62nd Dusk 123rd year of Ascendancy at 12:04 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Keurl the Cornac Archmage level 10
3rd Mirth 122nd year of Ascendancy at 00:23 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Keurl the Cornac Archmage level 20
24th Haze 122nd year of Ascendancy at 20:14 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Keurl the Cornac Archmage level 30
27th Pyre 123rd year of Ascendancy at 11:54 see stats
Orbituary (Insane (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Keurl the Cornac Archmage level 3
75th Pyre 122nd year of Ascendancy at 13:45 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Keurl the Cornac Archmage level 25
10th Decay 122nd year of Ascendancy at 05:41 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Keurl the Cornac Archmage level 37
14th Haze 123rd year of Ascendancy at 12:46 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Keurl the Cornac Archmage level 34
62nd Dusk 123rd year of Ascendancy at 12:21 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Keurl the Cornac Archmage level 10
3rd Mirth 122nd year of Ascendancy at 17:18 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Keurl the Cornac Archmage level 28
1st Time of Balance 123rd year of Ascendancy at 22:13 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Keurl the Cornac Archmage level 31
28th Dusk 123rd year of Ascendancy at 11:41 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Keurl the Cornac Archmage level 18
64th Dusk 122nd year of Ascendancy at 16:47 see stats
Log
Zubinn the skeleton warrior warps space-time to equip: dragonbone longbow
quiver of dragonbone arrows.
You feel a surge of power as a powerful creature falls nearby.
You feel a surge of power as a powerful creature falls nearby.
Haunted from Ce'Nerawen the giant red ant hits Keurl for 40 mind, 27 darkness (67 total damage).
Deep Wound from Skeleton master archer hits Keurl for 26 physical damage.
Burning from Keurl hits Skeleton master archer for (163 absorbed), 41 fire (41 total damage).
Burning from Keurl hits Zubinn the skeleton warrior for (163 absorbed), 41 fire (41 total damage).
Keurl activates his stralite torque of mindblast 'Stokeknave'!
Zubinn the skeleton warrior shrugs off the effect 'Silenced'!
Keurl's cleansing fire area effect hits Keurl for 5 fire damage.
Keurl hits Zubinn the skeleton warrior for (273 absorbed), 68 mind (68 total damage).
Keurl's cleansing fire area effect hits Skeleton master archer for (70 absorbed), 17 fire (17 total damage).
Keurl's cleansing fire area effect hits Zubinn the skeleton warrior for (70 absorbed), 17 fire (17 total damage).
Keurl's cleansing fire area effect killed Skeleton master archer!
Zubinn the skeleton warrior casts Horrific Display.
Talent Temporal Shield is ready to use.
Haunted from Ce'Nerawen the giant red ant hits Keurl for (40 ignored), 0 mind, 27 darkness (27 total damage).
Deep Wound from Skeleton master archer hits Keurl for (26 ignored), 0 physical (0 total damage).
Something misses Zubinn the skeleton warrior.
The shield around Zubinn the skeleton warrior crumbles.
Keurl's cleansing fire area effect hits Zubinn the skeleton warrior for 85 fire damage.
Keurl's cleansing fire area effect hits Banshee for 76 fire damage.
Burning from Keurl hits Zubinn the skeleton warrior for (84 absorbed), 127 fire (127 total damage).
You are unable to move!
Zubinn the skeleton warrior casts Spatial Tether.
Haunted from Ce'Nerawen the giant red ant hits Keurl for 40 mind, 27 darkness (67 total damage).
Deep Wound from Skeleton master archer hits Keurl for 26 physical damage.
Keurl the level 38 cornac archmage was shadowed to death by Ce'Nerawen the giant red ant on level 9 of Dreadfell.
























































































































