








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. 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:
Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 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:
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 | Insane Roguelike |
Sex | Male |
Race | Yeek |
Class | Necromancer |
Level / Exp | 40 / 15% |
Size | small |
Lifes / Deaths | Killed by Celia at level 40 on the 18th Pyre 123rd year of Ascendancy at 21:30 / 1 |
Primary Stats
Strength | 12 (base 10) |
Dexterity | 36 (base 10) |
Constitution | 21 (base 10) |
Magic | 68 (base 60) |
Willpower | 50 (base 39) |
Cunning | 76 (base 60) |
Resources
Life | -710/336 |
Mana | 340/667 |
Positive | 167/167 |
Soul | 1/17 |
Healing Factor | 1.094804467222 |
Regeneration | 2.4633100512496 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +118.41281712929% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 6 |
See Stealth | 57.218185365627 |
See Invisible | 64.218185365627 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 38 |
Accuracy | 48 |
Crit Chance | 31% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 55 |
Crit Chance | 45% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +94% |
Lightning | +6% |
Light | +65% |
Temporal | +25% |
Nature | +13% |
Physical | +47% |
Mind | +24% |
All | 0% |
Offense: Damage Penetration
Darkness | +47% |
Physical | +15% |
Lightning | +10% |
Arcane | +15% |
Cold | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 32 (30%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 45 |
Mental Save | 50 |
Defense: Resistances
Acid | + 13%( 70%) |
Blight | + 33%( 70%) |
Physical | + 25%( 70%) |
Cold | + 50%( 70%) |
All | + 13%( 70%) |
Lightning | + 25%( 70%) |
Light | + 34%( 70%) |
Temporal | + 17%( 70%) |
Mind | + 23%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 40%( 70%) |
Nature | + 23%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Confusion Resistance | 55% |
Disarm Resistance | 0% |
Instadeath Resistance | 100% |
Silence Resistance | 30% |
Inscriptions (4/4)
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 440 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 143 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. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 136 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. |
Class Talents
Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Nightfall | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Animus | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
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 gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 665. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed honey tree root. * You've found the needed pouch of bone giant dust. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed length of troll intestine. * You've found the needed wretchling eyeball. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of explosive force. 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.' * You've found the needed green worm. * You've found the needed vial of wight ectoplasm. 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: * You've found the needed ritch stinger. * You've found the needed giant spider spinneret. * You've found the needed sandworm tooth. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Random Unique] Master While equipped: Stats +1 Str +11 Dex +12 Lck dps ---------- Phys.crit +3.0% ----- def ----- Armour +5 Defense +13 (+4 eff.) Resists +12% fire +9% cold Stealth +11 Die.at -40.00 life ---------- misc Max.stam +20.00 Evasion: (Instant) Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 24 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Rare] Arcane While equipped: dps ---------- Spell.crit +5% Phys.pwr +20 (+9 eff.) Spell.pwr +5 (+2 eff.) Dmg.mod +12% physical Res.pen +15% arcane +15% physical Acc +30 (+8 eff.) ----- def ----- Resists +8% blight +9% darkness Die.at -80.00 life ---------- misc Light +4 Infravis +4 See.Invis +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 20 blight damage or heals 30 life. Creatures standing in the retch also have 20% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature +3% mind Res.pen +25% darkness Melee Ret 2 nature ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning +5% temporal +6% mind A pointy cloth hat, very wizardly... |
Tool | ![]() 3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +2 Str +3 Dex +2 Wil dps ---------- Phys.pwr +5 (+2 eff.) Mov.spd +10% Dmg.mod +7% nature ----- def ----- Defense +15 (+5 eff.) Resists +7% fire +12% nature +7% darkness Die.at -60.00 life While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +9 Con dps ---------- Crit.mult +20.00% Phys.pwr +9 (+4 eff.) Spell.pwr +9 (+4 eff.) Mind.pwr +7 (+2 eff.) ----- def ----- Armour +8 Defense +15 (+5 eff.) Phys.save +9 (+5 eff.) ---------- misc Max.mana +40.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% physical ----- def ----- Resists +10% physical Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Arcane While equipped: dps ---------- Spell.pwr +4 (+2 eff.) Dmg.mod +21% darkness Res.pen +15% darkness ----- def ----- Fatigue -13% Mind.save +7 (+3 eff.) ---------- misc Max.enc +66 A belt that goes around your waist. |
In main hand | ![]() 5.0 T4 staff 2H weapon [Rare] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Dex dps ---------- Spell.crit +4% Crit.mult +10.00% Spell.pwr +22 (+7 eff.) Dmg.mod +25% temporal +25% darkness +25% physical +21% mind +25% light ----- def ----- Resists +6% light +4% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Master/Psionic While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +6% light Acc +22 (+6 eff.) Melee Ret 4 blight ----- def ----- Armour +6 Resists +8% darkness +6% blight Mind.save +7 (+3 eff.) Max.HP +51.00 ---------- misc Light +3 Infravis +2 Unarmed combat: Power 21.5 - 23.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +19 Apr +3 Crit +16.0% Atk.spd 100% Melee+ +5 darkness On Hit: 10% Battle Shout 3 On Crit: 10% Dominate 3 Track: Puts all charms on 15 cooldown Level 3.5 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 6 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T4 cloth armor [Random Unique] Arcane While equipped: Stats +2 Str +5 Mag +3 Cun +3 Con dps ---------- Mind.crit +1% Crit.mult +5.00% Dmg.mod +18% light +18% darkness ----- def ----- Armour +7 Defense +6 (+2 eff.) Resists +8% lightning +47% darkness +8% cold +9% blight +9% fire +18% light +13% all Phys.save +17 (+9 eff.) Spell.save +25 (+8 eff.) Mind.save +18 (+6 eff.) Max.HP +41.00 ---------- misc Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag +3 Wil dps ---------- Dmg.mod +11% darkness Res.pen +7% darkness ----- def ----- Armour +6 Defense +2 (+0 eff.) Resists +6% mind +19% cold +13% darkness +3% fire Spell.save +8 (+3 eff.) Mind.save +9 (+3 eff.) Stealth +11 Silence- +10% Stun/Frz- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +54.00 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 T4 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Dex +6 Cun +4 Con dps ---------- Mov.spd +10% Melee+ 18 light 18 darkness Dmg.mod +6% lightning +16% light +19% darkness Res.pen +10% lightning +10% cold Melee Ret 4 cold On Melee Ret: * 17% chance to blind * 22% chance to reduce damage dealt by 23% ----- def ----- Fatigue -7% Resists +6% cold HP.reg +2.00 ---------- misc Stam/turn +1.30 Amulets make your neck look great! |
Inventory
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 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 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +1 Wil +3 Con dps ---------- Mind.pwr +5 (+1 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 27 ----- def ----- Resists +9% acid +14% temporal Mind.save +6 (+2 eff.) Confus- +15% Pinning- +25% Knockbk- +23% Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +14% mind +9% acid Res.pen +25% mind Melee Ret 2 mind ----- def ----- Resists +29% mind +18% lightning Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% nature On Hit (Melee): * 10% chance to slow global speed by 55% * 10% chance to reduce damage dealt by 23% ----- def ----- Resists +9% fire +3% nature +6% temporal HP.reg +2.00 Stun/Frz- +23% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego++] Arcane While equipped: Stats +5 Wil +8 Mag dps ---------- Spell.pwr +7 (+3 eff.) Melee+ 18 light Ranged+ 13 light Dmg.mod +12% light Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% blight ----- def ----- Resists +11% blight Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +8 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +5 Cun dps ---------- Mind.crit +2% Dmg.mod +13% acid +15% mind ----- def ----- Resists +26% acid +15% lightning ---------- misc Hate/m.crit +2.00 Light +3 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+1 eff.) Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon Reqs Str 16 [Unique] Master Power 45.0 - 67.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+5 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() 1.0 T4 dagger 1H weapon [Ego] Arcane Power 26.0 - 33.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +13 temporal On Crit: * Splash the target with acid dealing 155 damage over 5 turns and reducing armor and accuracy by 20 While equipped: ----- def ----- Resists +17% temporal Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego+] Arcane Power 27.0 - 35.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +13 blight On Hit: 20% Epidemic 4 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 27 While equipped: ----- def ----- Disease- +23% Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Arcane/Psionic Power 30.5 - 39.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +6 blight On Hit: 20% Epidemic 4 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 27 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: ----- def ----- Disease- +25% Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego] Master/Psionic Power 38.5 - 50.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +21 mind On Hit: * 22% chance to reduce all saves and defense by 28 While equipped: Stats +3 Cun +3 Wil Sharp, short and deadly. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane/Master 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 +7% Crit.mult +12.00% Spell.pwr +13 (+5 eff.) Dmg.mod +15% darkness ----- def ----- Armour +3 Hardiness +6% Resists +3% darkness Phys.save +4 (+2 eff.) Die.at -60.00 life Disarm- +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] 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 ---------- Phys.crit +12.0% Spell.crit +5% Spell.pwr +24 (+8 eff.) Melee+ 45 arcane Dmg.mod +30% lightning Res.pen +10% mind +15% temporal Melee Ret 2 temporal ----- def ----- Armour +5 Hardiness +6% Resists +3% mind +6% temporal Phys.save +8 (+4 eff.) ---------- misc Mana/turn +0.38 Max.mana +163.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T4 steamgun 1H weapon Reqs Shoot Steam Pool [Ego++] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +10 Proj.spd +600% On Crit.r2 +24 acid +20 nature Uses 2.0 Steam While equipped: dps ---------- Phys.crit +7.0% Res.pen +12% acid +10% nature Acc +12 (+4 eff.) Apr +11 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego++] Nature/Master Power 30.0 - 42.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: Stats +4 Dex +8 Wil +8 Con dps ---------- Phys.spd +10% Acc +11 (+3 eff.) ----- def ----- Max.HP +56.00 One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego+] Nature/Master Power 40.5 - 56.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit.r2 +23 lightning +14 cold While equipped: dps ---------- Mov.spd +33% Res.pen +9% lightning +16% cold One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Disrupt While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +6% lightning On Hit (Melee): * 10% chance to slow global speed by 55% ----- def ----- Resists +7% acid +9% darkness +7% blight +6% cold +5% arcane ---------- misc Max.hate +4.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +3% nature ----- def ----- Resists +3% mind Max.HP +34.00 ---------- misc Equi/ret +0.04 Psi/ret +0.12 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) Res.pen +25% lightning ----- def ----- Resists +18% acid +6% blight +12% fire +5% arcane +6% nature Phys.save +7 (+4 eff.) A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +1 Con +2 Wil dps ---------- Dmg.mod +3% physical Res.pen +5% physical ----- def ----- Armour +8 Defense +1 (+0 eff.) Mind.save +6 (+2 eff.) Die.at -80.00 life ---------- misc Stam/turn +1.00 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 Cun +2 Dex dps ---------- Dmg.mod +3% acid Melee Ret 10 acid ----- def ----- Defense +1 (+0 eff.) Phys.save +3 (+2 eff.) Die.at -40.00 life Teleport- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +6% darkness Res.pen +20% darkness +10% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 23% ----- def ----- Armour +4 Fatigue +3% Resists +11% lightning +11% temporal +12% darkness +12% light ---------- misc Light +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 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 58% (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. |
![]() 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 3.5 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 113.78 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Fatigue +5% Phys.save +25 (+12 eff.) Spell.save +7 (+2 eff.) Mind.save +16 (+6 eff.) Max.HP +63.00 Disarm- +26% Unarmed combat: Power 34.0 - 47.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +6 Apr +15 Crit +10.0% Atk.spd 83% Melee+ +12 physical On Hit: 10% Juggernaut 1 On Hit: 10% Battle Shout 5 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 5.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 37% and provides a 21% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego++] Nature/Master While equipped: Stats +3 Str +5 Con ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Max.HP +116.00 HP.reg +5.00 Heal.mod +17% A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Master While equipped: ----- def ----- Armour +15 Defense +4 (+1 eff.) Fatigue +12% Resists +8% acid +8% physical +6% cold +11% lightning +9% fire A suit of armour made of mail. |
![]() 9.0 T4 light armor Reqs Str 18 [Ego+] Arcane While equipped: dps ---------- Melee+ 7 darkness Ranged+ 7 darkness ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +20% temporal +31% darkness +14% light Def/telep +18 Res/telep +20% Dur/telep +22% Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown A suit of armour made of leather. |
![]() 9.0 T5 light armor Reqs Str 20 [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +15.00% Phys.pwr +7 (+3 eff.) ----- def ----- Armour +8 Defense +20 (+6 eff.) Fatigue +8% HP.reg +2.00 ---------- misc Stam/turn +1.80 A suit of armour made of leather. |
![]() 7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Str +5 Cun +6 Mag dps ---------- Dmg.mod +15% light +14% darkness Melee Ret 25 fire ----- def ----- Armour +8 Fatigue +8% Resists +11% fire +16% light +16% darkness ---------- 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: 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 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 T3 gift gem [Legendary] Unknown While carried: Light +2 Explode a sphere. Uses 1 power out of 1532/2025 A set of 2025 tiny explosive spheres. |
![]() 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 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% 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. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 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. |
![]() 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. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 118% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 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. |
![]() 3.0 T4 shot ammo [Ego+] Arcane Power 43.5 - 52.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 20 On Hit: 20% Curse of Death 4 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T3 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 73 for 5 turns Puts all charms on 25 cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: ----- def ----- Resists +6% acid +1% physical Spell.save +9 (+3 eff.) Die.at -80.00 life Max.HP +60.00 Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 201 Base Damage: 108 Armor: 0 All Resist: 2 Puts all charms on 25 cooldown 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 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 [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+5 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 114 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By castomancer the Yeek Necromancer level 40
18th Pyre 123rd year of Ascendancy at 06:49 see stats
By castomancer the Yeek Necromancer level 34
29th Regrowth 123rd year of Ascendancy at 02:36 see stats
By castomancer the Yeek Necromancer level 18
2nd Decay 122nd year of Ascendancy at 11:42 see stats
By castomancer the Yeek Necromancer level 35
33rd Regrowth 123rd year of Ascendancy at 15:54 see stats
By castomancer the Yeek Necromancer level 24
7th Regrowth 123rd year of Ascendancy at 21:34 see stats
By castomancer the Yeek Necromancer level 39
51st Regrowth 123rd year of Ascendancy at 01:50 see stats
By castomancer the Yeek Necromancer level 37
44th Regrowth 123rd year of Ascendancy at 03:13 see stats
By castomancer the Yeek Necromancer level 30
17th Regrowth 123rd year of Ascendancy at 08:07 see stats
By castomancer the Yeek Necromancer level 10
4th Dusk 122nd year of Ascendancy at 14:06 see stats
By castomancer the Yeek Necromancer level 20
7th Decay 122nd year of Ascendancy at 14:28 see stats
By castomancer the Yeek Necromancer level 30
16th Regrowth 123rd year of Ascendancy at 14:02 see stats
By castomancer the Yeek Necromancer level 40
1st Time of Balance 123rd year of Ascendancy at 03:34 see stats
By castomancer the Yeek Necromancer level 32
22nd Regrowth 123rd year of Ascendancy at 09:23 see stats
By castomancer the Yeek Necromancer level 1
74th Pyre 122nd year of Ascendancy at 21:20 see stats
By castomancer the Yeek Necromancer level 9
3rd Dusk 122nd year of Ascendancy at 00:49 see stats
By castomancer the Yeek Necromancer level 9
1st Dusk 122nd year of Ascendancy at 06:42 see stats
By castomancer the Yeek Necromancer level 25
7th Regrowth 123rd year of Ascendancy at 22:10 see stats
By castomancer the Yeek Necromancer level 17
56th Haze 122nd year of Ascendancy at 15:58 see stats
Log
castomancer hits Ghoulking for 466 darkness damage.
castomancer hits Ghast for 466 darkness damage.
castomancer hits Ghast for 466 darkness damage.
Castomancer's Hiemal Shield hits Ghast for 37 cold damage.
Spikes of Decrepitude hits castomancer for (11 absorbed), 6 cold, (10 absorbed), 5 darkness (10 total damage).
Castomancer activates River of Souls.
Ghast uses Ghoulish Leap.
Ghast speeds up.
Ghast uses Ghoulish Leap.
Ghast speeds up.
Ghoulking uses Ghoulish Leap.
Ghoulking speeds up.
Ghast uses Ghoulish Leap.
Ghast speeds up.
Ghast uses Ghoulish Leap.
Ghast speeds up.
Ghoulking uses Ghoulish Leap.
Ghoulking speeds up.
Bleeding from Celia hits castomancer for (45 absorbed), 22 physical (22 total damage).
Spikes of Decrepitude hits Ghast for 17 cold, 39 darkness (55 total damage).
Spikes of Decrepitude hits Ghoulking for 17 cold, 39 darkness (55 total damage).
Spikes of Decrepitude hits Ghast for 17 cold, 39 darkness (55 total damage).
Spikes of Decrepitude hits Ghast for 17 cold, 39 darkness (55 total damage).
Celia casts Rigor Mortis.
Celia's spell attains critical power!
Castomancer deactivates Hiemal Shield.
Castomancer feels death coming!
Celia hits castomancer for (145 absorbed), 326 cold, 447 darkness (773 total damage).
castomancer the level 40 yeek necromancer was darkened to death by Celia on level 2 of Last Hope Graveyard.