










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
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:
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Custom Difficulty 1.7.6Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Paradox Mage |
Level / Exp | 30 / 26% |
Size | medium |
Lifes / Deaths | Killed by Bethinn the master vampire at level 21 on the 10th Regrowth 123rd year of Ascendancy at 01:09 3 / 4Killed by Xida the corrupted protoplasmic controller at level 30 on the 13rd Pyre 123rd year of Ascendancy at 10:23 Killed by Xida the corrupted protoplasmic controller at level 30 on the 13rd Pyre 123rd year of Ascendancy at 10:41 Killed by TheGoodMan at level 30 on the 13rd Pyre 123rd year of Ascendancy at 10:58 |
Primary Stats
Strength | 32 (base 10) |
Dexterity | 17 (base 10) |
Constitution | 25 (base 12) |
Magic | 77 (base 60) |
Willpower | 19 (base 12) |
Cunning | 73 (base 58) |
Resources
Life | 685/685 |
Paradox | 300 |
Healing Factor | 1.1245178243369 |
Regeneration | 0.28112945608422 |
Speed
Mental | +12.886635553683% |
Attack | +12.886635553683% |
Movement | -66.666666666665% |
Spell | +12.886635553683% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 1 |
See Stealth | 6 |
See Invisible | 24 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 39 |
Accuracy | 26 |
Crit Chance | 38% |
APR | 12 |
Speed | 0.89 |
Offense: Spell
Spellpower | 60 |
Crit Chance | 45% |
Speed | 0.88584445368154 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 33% |
Speed | 0.88584445368154 |
Offense: Damage Bonus
Acid | +3% |
Light | +13% |
Temporal | +15% |
Cold | +11% |
Arcane | +12% |
Fire | +15% |
All | 0% |
Offense: Damage Penetration
Physical | +35% |
All | +25% |
Temporal | +55% |
Defense: Base
Armour (hardiness) | 25.5 (43.579428603723%) |
Defense | 55 |
Ranged Defense | 55 |
Fatigue | 17 |
Physical Save | 34 |
Spell Save | 44 |
Mental Save | 41 |
Defense: Resistances
Acid | + 9%( 70%) |
Light | + 31%( 70%) |
Lightning | + 15%( 70%) |
Cold | + 24%( 70%) |
Arcane | + 20%( 70%) |
Mind | + 19%( 70%) |
All | + 3%( 70%) |
Defense: Immunities
Disarm Resistance | 33% |
Silence Resistance | 10% |
Confusion Resistance | 0% |
Knockback Resistance | 35% |
Pinning Resistance | 53% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 326 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: 14 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 100 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 Cunning 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 314 damage for 3 turns. Its effects scale with your Magic stat. |
Class Talents
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Gravity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Stasis | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Chronomancy / Timetravel | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Chronomancy / Flux | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Matter | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Energy | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | Increases attack, spell, and mind speed by 13%. 1 Time Dilation |
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 successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by TheGoodMan. Escort: lost sun paladin (level 2 of Daikara) | failed |
You failed to protect the lost sun paladin from death by Lashing Tentacle. Escort: lost sun paladin (level 3 of Norgos Lair) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed vial of fire wyrm saliva. * You've found the needed black mamba head. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed snow giant kidney. * You've found the needed giant spider spinneret. 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 honey tree root. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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 | ![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 56% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Wil dps ---------- Dmg.mod +9% arcane Res.pen +10% temporal ----- def ----- Resists +5% arcane Mind.save +7 (+3 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +3 See.Stealth +6 See.Invis +8 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 | ![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +6 Str dps ---------- Apr +2 Melee Ret 4 mind ----- def ----- Armour +3 Fatigue +3% Resists +9% mind Phys.save +16 (+7 eff.) A cap made of leather. |
Tool | ![]() 2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +2 Str +2 Mag ----- def ----- Resists +3% light ---------- misc Infravis +1 Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 458 Base Damage: 215 Armor: 2 All Resist: 0 Puts all charms on 33 cooldown 100% to increase all damage by 15% for 2 turns. 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str +5 Dex +5 Cun +2 Con dps ---------- Dmg.mod +3% acid +11% cold Acc +7 (+3 eff.) ----- def ----- Resists +22% cold Spell.save +10 (+3 eff.) ---------- misc Max.stam +10.00 Light +1 Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Str +7 Con dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +13% light ----- def ----- Resists +26% light +5% arcane Crit.chn- 5.00% Max.HP +100.00 Silence- +10% Disarm- +33% Pinning- +53% Knockbk- +35% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Mag dps ---------- Spell.pwr +5 (+2 eff.) Res.pen +20% temporal Melee Ret 2 temporal ----- def ----- Armour +6 ---------- misc Max.vim +20.00 Create a temporary shield that absorbs 224 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
In main hand | ![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Phys.pwr +15 (+5 eff.) Spell.pwr +9 (+3 eff.) Dmg.mod +15% temporal Phasing +10% Melee Ret 2 physical ----- def ----- Armour +4 Defense +11 (+3 eff.) Shield.pwr +7% Phys.save +13 (+6 eff.) Spell.save +11 (+4 eff.) Mind.save +13 (+5 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +5 Mag +2 Cun +4 Con dps ---------- Phys.crit +10.0% Spell.crit +10% Mind.crit +7% Crit.mult +8.00% Dmg.mod +15% fire ----- def ----- Armour +2 Resists +6% acid ---------- misc Light +3 See.Invis +6 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 | ![]() 14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +5 Str +2 Dex +5 Mag +5 Wil dps ---------- Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Phys.pwr +13 (+5 eff.) Spell.pwr +12 (+3 eff.) Mind.pwr +10 (+4 eff.) Res.pen +10% physical Acc +15 (+7 eff.) ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +12% lightning +7% mind +7% arcane Spell.save +13 (+4 eff.) Mind.save +13 (+5 eff.) Die.at -60.00 life A suit of armour made of mail. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +4 Mag +1 Wil dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +3% arcane ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+2 eff.) ---------- misc Mana/turn +0.12 Max.mana +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 21/60 The evilness of undeath radiates from this amulet. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 206 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 812% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.4 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. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (89% 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. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 123 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +6% acid Res.pen +25% light +25% fire On Hit (Melee): * 20% chance to reduce armor by 38% ----- def ----- Resists +6% acid Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +7 Lck +2 Con dps ---------- Acc +8 (+4 eff.) Apr +1 ----- def ----- Defense +9 (+3 eff.) Resists +3% temporal +11% light +14% darkness Unseen.red 11% Die.at -60.00 life Blind- +22% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (160). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% Spell.pwr +24 (+6 eff.) S.pwr/crit +6 Dmg.mod +6% darkness +5% temporal +6% light +6% physical On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 ---------- misc Vim/s.crit +2.00 Max.vim +20.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Disrupt While equipped: Stats +4 Dex dps ---------- Res.pen +15% darkness Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Resists +15% blight +14% nature +3% darkness Blind- +17% Poison- +28% Disease- +20% ---------- misc Infravis +4 Sight +2 See.Invis +7 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego++] Nature/Master While equipped: Stats +12 Lck dps ---------- Crit.mult +14.00% Acc +20 (+10 eff.) Apr +12 ----- def ----- Defense +8 (+2 eff.) Unseen.red 12% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +2 Cun +1 Con dps ---------- Res.pen +10% acid ----- def ----- Phys.save +15 (+7 eff.) Spell.save +10 (+3 eff.) Mind.save +12 (+4 eff.) ---------- misc Stam/turn +3.00 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Mag +1 Wil dps ---------- Dmg.mod +11% fire On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Resists +22% fire +3% darkness +3% cold Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Str +2 Dex dps ---------- Dmg.mod +12% arcane ----- def ----- Mind.save +6 (+2 eff.) Confus- +23% ---------- misc Infravis +3 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) Confus- +22% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Mind.save +7 (+3 eff.) Confus- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +7 (+3 eff.) Dmg.mod +10% light ----- def ----- Resists +20% light +3% cold Spell.save +12 (+4 eff.) ---------- misc Max.stam +10.00 Infravis +2 Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Random Unique] Nature/Master Power 41.0 - 61.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: Stats +9 Con +12 Wil dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +6% nature +3% temporal Max.HP +23.00 Massive two-handed battleaxes. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 5.0 T4 greatmaul 2H weapon Reqs Str 35 [Ego++] Master Power 56.5 - 84.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Crit: * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Dex dps ---------- Phys.crit +16.0% Phys.pwr +17 (+6 eff.) Phys.spd +10% Acc +17 (+8 eff.) Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon Reqs Str 48 [Random Unique] Arcane Power 68.0 - 102.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +20 blight On Hit.r1 +30 fire On Hit: 20% Epidemic 5 On Hit: * 16% chance to reduce strength, dexterity, and constitution by 28 While equipped: ----- def ----- Defense +10 (+3 eff.) Die.at -80.00 life Disease- +35% Stun/Frz- +10% Massive two-handed mauls. |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 [Ego++] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 On Crit.r2 +17 lightning +21 cold While equipped: Stats +15 Con +11 Wil dps ---------- Mov.spd +46% Res.pen +8% lightning +15% cold ----- def ----- Max.HP +45.00 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T4 longsword 1H weapon Reqs Str 35 [Random Unique] Arcane/Nature/Psionic Power 31.5 - 44.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +19 mind +9 cold On Hit: * 21% chance to reduce all saves and defense by 24 While equipped: Stats +14 Wil +3 Cun +9 Con ----- def ----- Armour +2 Resists +12% acid +9% fire Spell.save +3 (+1 eff.) Max.HP +30.00 Sharp, long, and deadly. |
![]() 3.0 T4 mace 1H weapon Reqs Str 35 [Ego+] Master Power 36.0 - 50.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Crit: * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +5 (+2 eff.) Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon Reqs Str 48 [Rare] Master Power 55.0 - 77.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Str +6 Dex dps ---------- Dmg.mod +9% darkness +6% physical Res.pen +25% blight Apr +4 On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +6 Phys.save +9 (+4 eff.) Blunt and deadly. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +27 (+7 eff.) Dmg.mod +30% darkness ---------- misc Mana/turn +0.36 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Nature Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +8 Str +6 Dex +5 Mag +6 Wil +4 Cun +6 Con dps ---------- Phys.pwr +20 (+7 eff.) Res.pen +20% cold Acc +25 (+12 eff.) ---------- misc Max.stam +20.00 One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego] Arcane Power 33.0 - 46.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +6.5% Atk.spd 100% Phasing +14% On Crit: * Splash the target with acid dealing 167 damage over 5 turns and reducing armor and accuracy by 21 One-handed war axes. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Str +2 Dex +9 Cun dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Resists +8% lightning +7% temporal A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +7.0% Mind.crit +8% On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Armour +4 Resists +12% fire Crit.chn- 15.00% Heal.mod +10% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +15% Summoned ----- def ----- Resists +6% blight D.Red.from +17% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Res.pen +5% mind ----- def ----- Defense +1 (+0 eff.) Resists +3% mind +9% fire ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil ----- def ----- Armour +8 Defense +1 (+0 eff.) Resists +3% cold Crit.chn- 10.00% Phys.save +3 (+1 eff.) Mind.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +4 Mag +3 Con dps ---------- Acc +15 (+7 eff.) ----- def ----- Armour +5 Resists +5% fire +5% cold A pair of boots made of leather. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +2 Str +6 Mag dps ---------- Phys.pwr +7 (+3 eff.) Dmg.mod +8% arcane Res.pen +10% temporal Melee Ret 4 light ----- def ----- Armour +2 Fatigue +3% Resists +3% temporal 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. |
![]() 1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego+] Arcane/Psionic While equipped: Stats +3 Cun +3 Mag dps ---------- Acc +9 (+4 eff.) ----- def ----- Armour +3 Resists +7% light +7% darkness Phys.save +7 (+3 eff.) Mind.save +7 (+3 eff.) Disarm- +24% ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 69.16 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Dex +3 Cun +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +9% fire Phys.save +11 (+5 eff.) ---------- misc Equi/ret +0.04 Psi/ret +0.04 Max.psi +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +3% cold Res.pen +15% blight Acc +7 (+3 eff.) On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +4% Resists +9% blight +6% fire +7% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +4 Str +1 Con dps ---------- Phys.pwr +25 (+9 eff.) Dmg.mod +6% physical Res.pen +10% arcane ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego++] Nature While equipped: Stats +3 Wil ----- def ----- Armour +10 Defense +4 (+1 eff.) Fatigue +12% Resists +18% blight +9% cold +18% darkness +9% acid ---------- misc Light +2 Breathe water A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% blight +18% temporal ----- def ----- Armour +7 Defense +2 (+0 eff.) Fatigue +12% Resists +7% acid +5% cold +7% physical Phys.save +10 (+5 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.60 Breathe water A suit of armour made of mail. |
![]() 9.0 T5 light armor [Rare] Master While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.crit +4% Mind.pwr +15 (+6 eff.) ----- def ----- Armour +8 Defense +20 (+6 eff.) Fatigue +8% Resists +18% acid +24% cold Spell.save +15 (+5 eff.) A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +23% lightning Max.HP +34.00 HP.reg +4.30 Heal.mod +15% A suit of armour made of leather. |
![]() 17.0 T4 massive armor Reqs Massive armour training Str 48 [Ego++] Disrupt/Master While equipped: Stats +6 Str +4 Con ----- def ----- Armour +13 Fatigue +22% Resists +14% nature +15% blight D.Red.from +9% Unnatural Max.HP +69.00 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 60 [Random Unique] Arcane/Master While equipped: Stats +4 Str dps ---------- Spell.crit +2% Res.pen +15% arcane +20% acid ----- def ----- Armour +16 Fatigue +22% Resists +23% physical +18% darkness +17% temporal Phys.save +16 (+7 eff.) Spell.save +3 (+1 eff.) ---------- misc Vim/s.crit +2.00 Light +2 Track: Puts all charms on 30 cooldown Level 2.4 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 7 fire Melee Ret 8 fire ----- def ----- Armour +8 Fatigue +8% Resists +15% acid ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.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. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Con +4 Wil dps ---------- Dmg.mod +6% mind Res.pen +10% blight +5% physical Acc +10 (+5 eff.) ----- def ----- Armour +4 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 142.06 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 142.06 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T5 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +69.00 ---------- misc Light +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +4 Wil +2 Con dps ---------- Dmg.mod +7% temporal ----- def ----- Defense +5 (+1 eff.) Anom.red +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +21% cold +3% fire Create a shield absorbing up to 246 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. 100% to increase all damage by 14% for 2 turns. 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By TheGoodMan the Cornac Paradox Mage level 19
5th Allure 123rd year of Ascendancy at 04:33 see stats
By TheGoodMan the Cornac Paradox Mage level 22
11st Regrowth 123rd year of Ascendancy at 01:59 see stats
By TheGoodMan the Cornac Paradox Mage level 10
60th Dusk 122nd year of Ascendancy at 17:05 see stats
By TheGoodMan the Cornac Paradox Mage level 20
7th Regrowth 123rd year of Ascendancy at 17:32 see stats
By TheGoodMan the Cornac Paradox Mage level 30
10th Pyre 123rd year of Ascendancy at 23:43 see stats
By TheGoodMan the Cornac Paradox Mage level 19
4th Regrowth 123rd year of Ascendancy at 05:57 see stats
By TheGoodMan the Cornac Paradox Mage level 13
77th Dusk 122nd year of Ascendancy at 16:09 see stats
By TheGoodMan the Cornac Paradox Mage level 28
80th Regrowth 123rd year of Ascendancy at 13:38 see stats
By TheGoodMan the Cornac Paradox Mage level 15
6th Haze 122nd year of Ascendancy at 12:08 see stats
By TheGoodMan the Cornac Paradox Mage level 28
80th Regrowth 123rd year of Ascendancy at 04:02 see stats
By TheGoodMan the Cornac Paradox Mage level 23
12nd Regrowth 123rd year of Ascendancy at 17:05 see stats
By TheGoodMan the Cornac Paradox Mage level 15
9th Haze 122nd year of Ascendancy at 23:36 see stats
By TheGoodMan the Cornac Paradox Mage level 30
13rd Pyre 123rd year of Ascendancy at 10:58 see stats
By TheGoodMan the Cornac Paradox Mage level 5
77th Pyre 122nd year of Ascendancy at 16:14 see stats
Log
Webs of Fate hits Neraba the corrupted dendritic hemospinner for 0 mind, 0 darkness (0 total damage).
Bleeding from Xida the corrupted protoplasmic controller hits TheGoodMan for (53 webs of fate), (52 dissipated), (37 absorbed), (25 converted), 58 physical (58 total damage).
TheGoodMan the level 30 cornac paradox mage was smashed to death by Xida the corrupted protoplasmic controller on level 1 of The Godfeaster.
You have 3 life(s) left.
Elder vampire overcomes the gloom.
Elder vampire is no longer haunted
Elder vampire is no longer paranoid
Elder vampire stops bleeding.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Bleeding from Xida the corrupted protoplasmic controller killed TheGoodMan!
Saving game...
Talent Matter Weaving is ready to use.
Talent Time Shield is ready to use.
Talent Time Skip is ready to use.
Talent Rune: Shielding is ready to use.
Talent Temporal Bolt is ready to use.
Talent Entropy is ready to use.
TheGoodMan activates Matter Weaving.
Talent Chant of Fortress is ready to use.
TheGoodMan activates Chant of Fortress.
Saving done.
Talent Attenuate is ready to use.
Talent Dust to Dust is ready to use.
Your summoned elder vampire disappears.
Talent Stop is ready to use.
Personal New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!