
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Parasite-in-Pocket 1.6.0Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Better Item Description 1.6.6This 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 Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Ashes of Urh'Rok 1.6.7Official 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:
Teleport: Krhjkjkfy Unspelled 1.5.10Changes 'Teleport: Kroshkkur' to not be a spell, allowing Drem (who would not be barred for any other reason) to enter Zigur. It can still be silenced. Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.6.0This 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 | Insane Roguelike |
Sex | Male |
Race | Drem |
Class | Mindslayer |
Level / Exp | 22 / 72% |
Size | medium |
Lifes / Deaths | Killed by Eilinima the water imp at level 22 on the 19th Iron 123rd year of Ascendancy at 10:08 / 1 |
Primary Stats
Strength | 38 (base 11) |
Dexterity | 44 (base 10) |
Constitution | 25 (base 10) |
Magic | 17 (base 10) |
Willpower | 52 (base 49) |
Cunning | 47 (base 45) |
Resources
Life | -251/655 |
Psi | 58/92 |
Healing Factor | 1.1153846153847 |
Regeneration | 66.153461538467 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.7836465099% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 32.679862542722 |
See Invisible | 32.679862542722 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 80 |
Accuracy | 50 |
Crit Chance | 36% |
APR | 40 |
Speed | 1.00 |
Offense: Spell
Spellpower | 17 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Acid | -20% |
Blight | -30% |
Physical | -35% |
Mind | -20% |
All | -35% |
Offense: Damage Penetration
Lightning | +15% |
Mind | +10% |
Physical | +15% |
Defense: Base
Armour (hardiness) | 31 (45%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 1 |
Physical Save | 31 |
Spell Save | 23 |
Mental Save | 37 |
Defense: Resistances
Acid | + 23%( 70%) |
Blight | + 20%( 70%) |
Physical | + 29%( 70%) |
Cold | + 14%( 70%) |
All | + 9%( 70%) |
Darkness | + 12%( 70%) |
Temporal | + 17%( 70%) |
Mind | + 23%( 70%) |
Fire | + 12%( 70%) |
Lightning | + 16%( 70%) |
Defense: Immunities
Stun Resistance | 54% |
Confusion Resistance | 78% |
Blind Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 278 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 58 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 136 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 576% 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 Willpower stat. |
Class Talents
Psionic / Absorption | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented striking | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Psionic / Voracity | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Psionic / Focus | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
talent | Augmentation |
talent | Beyond the Flesh |
talent | Skate |
talent | Thermal Shield |
talent | Kinetic Shield |
talent | Chant of Fortress |
talent | Kinetic Aura |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | Empowered by the sight of black blood, granting 5% all resistances. Spikeskin |
detrimental effect | The target has been harassed by its stalker, reducing damage by 35%. Harassed |
detrimental effect | Huge cut that bleeds, doing 169.10 physical damage per turn. Bleeding |
beneficial effect | A flow of life spins around the target, regenerating 55.56 life per turn. Regeneration |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
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 lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 precision. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed green worm. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed snow giant kidney. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of 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.' * You've found the needed orc heart. * You've found the needed xorn fragment. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have failed to destroy the Worm in time, the Sanctuary has been destroyed. | failed |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() 3.0 T3 battleaxe 1H weapon [Rare] Psionic Power 38.5 - 57.8 Physical Uses 88% Wil Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +6.5% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Res.pen +15% physical ----- def ----- Max.HP +20.00 Stun/Frz- +20% Massive two-handed battleaxes. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Res.pen +10% mind Melee Ret 8 acid ----- def ----- Resists +15% acid Max.HP +41.00 ---------- misc Equi/ret +0.20 Psi/ret +0.08 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Res.pen +15% lightning ----- def ----- Defense +2 (+1 eff.) Resists +8% lightning +9% temporal +2% physical +12% blight Phys.save +12 (+6 eff.) Max.HP +80.00 A pointy cloth hat, very wizardly... |
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Str +5 Con dps ---------- Phys.crit +7.0% Phys.pwr +3 (+1 eff.) Apr +6 Melee Ret 4 physical ----- def ----- Armour +3 Resists +1% physical A pair of boots made of leather. |
Tool | ![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Dex +3 Mag +2 Cun +2 Con dps ---------- Dmg.mod +15% acid Acc +8 (+2 eff.) Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +3 Wil dps ---------- Acc +9 (+3 eff.) Apr +9 ----- def ----- Armour +4 Defense +9 (+4 eff.) Resists +3% fire Mind.save +12 (+5 eff.) Max.HP +20.00 Blind- +20% Confus- +28% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 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 140% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Melee Ret 4 darkness 6 cold On Hit (Melee): * 20% chance to reduce armor by 20% ----- def ----- Resists +6% cold +15% mind +3% darkness Confus- +30% Amulets can have magical properties. |
In main hand | ![]() 3.0 T3 greatsword 2H weapon Reqs Str 40 [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 88% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
On hands | ![]() 1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Dmg.mod +6% mind ----- def ----- Armour +2 Spell.save +3 (+2 eff.) Die.at -80.00 life HP.reg +3.00 ---------- misc Stam/turn +0.80 Psi/ret +0.08 Max.stam +25.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Phys.pwr +30 (+9 eff.) Dmg.mod +9% mind ----- def ----- Armour +6 Die.at -60.00 life ---------- misc Mana/turn +0.12 Create a temporary shield that absorbs 179 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Arcane/Nature While equipped: Stats +2 Mag +1 Wil ----- def ----- Defense +1 (+0 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 7 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 14.34 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 118 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -297 life. The duration and life will increase by 1% for every 1% life you have lost (currently 709 life, 11 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -287 life. The duration and life will increase by 1% for every 1% life you have lost (currently 684 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 670% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 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 72 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% fire ----- def ----- Resists +12% lightning +10% temporal Die.at -20.00 life Disease- +20% Pinning- +23% Knockbk- +21% Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +15% darkness +15% acid Max.HP +21.00 Disarm- +21% Pinning- +21% Knockbk- +24% ---------- misc Infravis +1 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +11% nature Acc +8 (+2 eff.) ----- def ----- Resists +22% nature Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+4 eff.) Mind.pwr +8 (+4 eff.) ----- def ----- Phys.save +7 (+4 eff.) Spell.save +7 (+4 eff.) Mind.save +6 (+3 eff.) Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Dmg.mod +11% darkness Acc +6 (+2 eff.) ----- def ----- Resists +22% darkness Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) Confus- +21% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Rings can have magical properties. |
![]() 1.0 T3 belt armor [Random Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Wil +4 Cun +6 Con dps ---------- Mind.pwr +5 (+3 eff.) Melee Ret 4 fire ----- def ----- Resists +7% lightning +7% temporal Phys.save +13 (+7 eff.) Spell.save +13 (+7 eff.) Mind.save +24 (+9 eff.) ---------- misc Infravis +3 See.Invis +6 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Resists +5% fire +6% cold Max.HP +32.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +7 (+3 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Wil ----- def ----- Armour +10 Defense +6 (+3 eff.) Resists +1% physical +11% cold 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 [Ego] Master While equipped: ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Rare] Psionic While equipped: Stats +3 Str +3 Dex +3 Cun dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Res.pen +25% darkness +25% nature ----- def ----- Resists +9% all Mind.save +19 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% light Melee Ret 4 light ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +6% darkness +7% all Phys.save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Dmg.mod +11% acid ----- def ----- Resists +16% acid +7% all Mind.save +16 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego++] Arcane/Nature While equipped: Stats +4 Con dps ---------- Spell.pwr +12 (+7 eff.) Dmg.mod +8% nature +7% all ----- def ----- Resists +9% all Poison- +25% Disease- +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Cun +3 Con dps ---------- Phys.pwr +7 (+3 eff.) Spell.pwr +8 (+5 eff.) Mind.pwr +7 (+3 eff.) Dmg.mod +6% acid Melee Ret 2 physical ----- def ----- Armour +3 Resists +1% physical +7% cold +8% fire Phys.save +17 (+9 eff.) Mind.save +13 (+5 eff.) Die.at -60.00 life A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex ----- def ----- Armour +1 Resists +3% fire +6% temporal Phys.save +9 (+5 eff.) Spell.save +3 (+2 eff.) Stealth +7 Max.HP +20.00 Stun/Frz- +10% ---------- misc Max.hate +4.00 A pair of boots made of leather. |
![]() 3.0 T3 feet armor [Rare] Master While equipped: Stats +4 Cun +2 Con dps ---------- Phys.crit +2.0% Mind.crit +4% Phys.pwr +4 (+2 eff.) Res.pen +7% physical ----- def ----- Armour +4 Fatigue +3% Resists +6% temporal Mind.save +9 (+4 eff.) ---------- misc See.Invis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +1 Resists +3% darkness HP.reg +4.00 Cut- +10% ---------- misc Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +1 Cun +7 Lck dps ---------- Crit.mult +5.00% Mind.pwr +10 (+4 eff.) Res.pen +15% mind ----- def ----- Armour +1 Resists +5% arcane Stealth +5 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego++] Master While equipped: Stats +2 Dex +6 Cun +2 Con ----- def ----- Armour +3 Phys.save +12 (+6 eff.) Mind.save +11 (+4 eff.) Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 165% 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. A pair of boots made of leather. |
![]() 1.5 T2 hands armor [Rare] Nature While equipped: Stats +3 Str +3 Con dps ---------- Melee+ 7 cold Dmg.mod +6% lightning +4% cold Res.pen +5% nature ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +3% Resists +7% cold ---------- misc Max.stam +20.00 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 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 nature Dmg.mod +5% nature +3% darkness Res.pen +10% darkness +15% nature On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +2 Resists +7% nature ---------- misc See.Invis +12 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Random Unique] Arcane While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.pwr +6 (+4 eff.) Melee+ 7 blight 11 darkness 4 arcane Dmg.mod +5% blight +5% darkness +5% arcane Res.pen +25% mind Melee Ret 2 lightning ----- def ----- Armour +2 Resists +6% lightning +7% darkness +5% blight +6% mind +5% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+3 eff.) Melee+ 5 light Dmg.mod +5% light ----- def ----- Armour +2 Resists +7% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Rare] Arcane While equipped: Stats +6 Mag +5 Con dps ---------- Dmg.mod +7% arcane +6% mind +12% light Res.pen +10% light On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Defense +2 (+1 eff.) Resists +15% mind Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 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... |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str +3 Dex +1 Wil +2 Con ----- def ----- Armour +3 Fatigue +3% Resists +19% darkness Mind.save +6 (+3 eff.) ---------- misc Light +1 Infravis +7 A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Con dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 24 ----- def ----- Armour +3 Fatigue +3% Resists +5% arcane +12% fire Max.HP +20.00 Def/telep +15 Res/telep +15% Dur/telep +15% A cap made of leather. |
![]() 3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+5 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 3.0 T3 head armor [Ego+] Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +4 Mag +2 Con dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +3% acid +9% physical ----- def ----- Armour +3 Fatigue +5% ---------- misc Max.stam +20.00 See.Invis +3 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 +2 Str +5 Mag dps ---------- On Hit (Melee): * 10% chance to reduce armor by 20% ----- def ----- Armour +1 Fatigue +1% ---------- misc Light +1 A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +1 Fatigue +1% Resists +7% cold +3% mind +9% darkness Phys.save +3 (+2 eff.) ---------- misc Breathe water A cap made of leather. |
![]() 9.0 T2 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +4 Str +4 Dex +4 Mag +3 Wil +3 Cun ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Max.HP +30.00 A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego+] Arcane/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +11 Defense +14 (+7 eff.) Fatigue +8% Resists +13% light +13% darkness Mind.save +16 (+6 eff.) A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +6 (+3 eff.) Fatigue +7% Resists +6% acid +7% cold HP.reg +3.00 ---------- misc Stam/turn +0.90 Breathe water A suit of armour made of leather. |
![]() 17.0 T3 massive armor [Random Unique] Arcane While equipped: Stats +6 Con dps ---------- Dmg.mod +9% lightning On Hit (Melee): * 20% chance to reduce armor by 20% ----- def ----- Armour +11 Fatigue +29% Resists +6% acid +9% fire +14% light +36% darkness Phys.save +7 (+4 eff.) Spell.save +7 (+4 eff.) Mind.save +7 (+3 eff.) A suit of armour made of metal plates. |
![]() 3.0 T3 arrow ammo [Ego+] Psionic Power 33.5 - 46.9 Physical Uses 37% Wil, 51% Cun Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 18 Ranged+ +21 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 150 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.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. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 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 35.91 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 35.91 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 [Rare] Master While equipped: ----- def ----- Spell.save +3 (+2 eff.) Disease- +10% Knockbk- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +6 Infravis +3 See.Invis +12 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +43.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 144 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 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 T2 wand charm [Rare] Arcane While equipped: dps ---------- Phys.crit +2.0% Crit.mult +20.00% Acc +20 (+6 eff.) ----- def ----- Defense +30 (+13 eff.) ---------- misc Stam/turn +2.00 Fire a magical bolt dealing 100 cold damage Puts all charms on 15 cooldown 100% to increase all damage by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 Legacy the Drem Mindslayer level 5
20th Voratun 122nd year of Ascendancy at 19:44 see stats
By Legacy the Drem Mindslayer level 22
10th Iron 123rd year of Ascendancy at 22:55 see stats
By Legacy the Drem Mindslayer level 20
6th Iron 123rd year of Ascendancy at 21:54 see stats
By Legacy the Drem Mindslayer level 10
12nd Wealth 122nd year of Ascendancy at 23:30 see stats
By Legacy the Drem Mindslayer level 20
3rd Iron 123rd year of Ascendancy at 06:56 see stats
By Legacy the Drem Mindslayer level 17
44th Dearth 122nd year of Ascendancy at 06:48 see stats
By Legacy the Drem Mindslayer level 15
31st Dearth 122nd year of Ascendancy at 10:13 see stats
By Legacy the Drem Mindslayer level 10
17th Wealth 122nd year of Ascendancy at 17:55 see stats
By Legacy the Drem Mindslayer level 10
16th Wealth 122nd year of Ascendancy at 01:31 see stats
By Legacy the Drem Mindslayer level 21
8th Iron 123rd year of Ascendancy at 06:14 see stats
By Legacy the Drem Mindslayer level 16
34th Dearth 122nd year of Ascendancy at 17:52 see stats
Log
Legacy uses Mindlash.
Legacy hits Neryldawen the squid for 40 physical damage.
Neryldawen the squid uses Psyshot.
Legacy slows down.
Eilinima the water imp repels an attack from Legacy's Beyond the Flesh.
Bleeding from Neryldawen the squid hits Legacy for (30 to psi shield), (44 absorbed), 0 physical (0 total damage).
Eilinima the water imp is free from the ice.
Eilinima the water imp uses Steady Shot.
Mechanical Arms performs a melee critical strike against Legacy!
Your shield crumbles under the damage!
The shield around Legacy crumbles.
Neryldawen the squid performs a melee critical strike against Legacy!
Melee retaliation hits Neryldawen the squid for 4 acid, 1 physical, 2 cold, 2 darkness, 4 blight, 4 acid, 1 physical, 2 cold, 2 darkness, 4 blight (27 total damage).
Black Blood Bleeding from Legacy hits Neryldawen the squid for 5 darkness damage.
Mechanical Arms hits Legacy for (24 absorbed), 0 mind, 0 arcane, 2 healing (0 total damage) [2 healing].
Neryldawen the squid's Psyshot hits Legacy for (102 absorbed), 90 mind (90 total damage).
Neryldawen the squid hits Legacy for 31 mind, 0 arcane, 2 healing (31 total damage) [2 healing].
Eilinima the water imp's Steady Shot performs a ranged critical strike against Legacy!
Eilinima the water imp's Steady Shot hits Legacy for (49 to psi shield), 296 physical (296 total damage).
Legacy the level 22 drem mindslayer was hacked apart to death by Eilinima the water imp on level 3 of Lake of Nur.
Legacy deactivates Augmentation.
Legacy deactivates Thermal Shield.
Legacy deactivates Chant of Fortress.
Legacy deactivates Kinetic Aura.
Legacy deactivates Beyond the Flesh.
Legacy stops bleeding.
Legacy is no longer harassed.
Legacy stops regenerating health quickly.
Legacy deactivates Kinetic Shield.
Legacy deactivates Skate.