









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Combat Turn Separators 1.7.6Combat Turn Separators (non-intrusive)This addon provides a compact, non-intrusive display of combat turn information in the game log. It helps you follow fights by showing turn counts and recent turn activity. The display is intentionally lightweight and lives in the log area so it complements existing UI and other addons.
Notes
Contributions, bug reports, and improvements are welcome at https://github.com/cmtjk/tome-combat-turn-separators. Version history
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Additional Combat Details 1.7.6Additional Combat Details (non-intrusive)
This addon provides a compact, non-intrusive display of detailed combat information. The display is intentionally lightweight and lives in the log area so it complements existing UI and other addons while giving a clearer, turn-by-turn narrative of what happened during combat. Features- Shows to-hit-chance for players and enemies: (50 + 2,5 * ( attacker_accuracy - defender_defense))
Contributions, bug reports, and improvements are welcome at https://github.com/cmtjk/tome-additional-combat-details. Version History
1.0.0 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:
Restart Sustains 1.7.0Better 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:
Improved Auto-explore and Rest 1.7.2Quality 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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Necromancer |
| Level / Exp | 18 / 50% |
| Size | medium |
| Lifes / Deaths | Killed by Xanuthra the rogue at level 18 on the 30th Dusk 122nd year of Ascendancy at 19:45 / 1 |
Primary Stats
| Strength | 8 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 22 (base 10) |
| Magic | 63 (base 46) |
| Willpower | 19 (base 13) |
| Cunning | 44 (base 34) |
Resources
| Life | -342/197 |
| Mana | 225/310 |
| Soul | 8/14 |
| Healing Factor | 1.2224166372473 |
| Regeneration | 10.818387239638 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 31.719706428051 |
| See Invisible | 34.719706428051 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 23 |
| Accuracy | 11 |
| Crit Chance | 16% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +11% |
| Physical | +5% |
| Arcane | +3% |
| Cold | +20% |
| All | 0% |
Offense: Damage Penetration
| Cold | +8% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 12 (30%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 27 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 43%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 28%( 70%) |
| Light | + 25%( 70%) |
| Temporal | + 19%( 70%) |
| Mind | + 15%( 70%) |
| Lightning | + 14%( 70%) |
| Fire | + 24%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 22% |
| Bleed Resistance | 30% |
| Disarm Resistance | 20% |
| Knockback Resistance | 30% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 251 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (98 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Glacial waste | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.60 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Spell / Rime wraith | 1.60 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Necrosis | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Belorin the dragon turtle. Escort: lone alchemist (level 2 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | 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. * The ceremony will require a suitable location, secluded and given to the channelling of energy | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 |
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 |
Equipment
| On feet | Betora the Smearnoon (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid Res.pen +5% nature ----- def ----- Armour +1 Fatigue -5% Resists +6% temporal +3% light +3% nature Phys.save +10 (+5 eff.) HP.reg +4.00 ---------- misc Max.enc +22 A pair of boots made of leather. |
| Light source | Halygorn the brass lantern2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +6% mind +6% fire Phys.save +6 (+3 eff.) Disease- +20% Cut- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Ce'Nitha the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee Ret 2 mind ----- def ----- Defense +1 (+0 eff.) Resists +7% lightning +7% temporal Phys.save +3 (+2 eff.) Die.at -40.00 life HP.reg +2.00 Disarm- +20% A pointy cloth hat, very wizardly... |
| Tool | overpowered elm wand of shielding [power 158] (22 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 158 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 22 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | copper ring 'Floestoker'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Dex +3 Cun +3 Con dps ---------- Res.pen +5% nature Melee Ret 6 cold ----- def ----- Resists +9% cold Phys.save +6 (+3 eff.) ---------- misc Light +1 Rings make your fingers look great! |
| On fingers | psionicist's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
| Around waist | Coalseam1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Defense +5 (+2 eff.) Resists +3% acid +6% darkness +12% fire +5% arcane +6% cold Knockbk- +20% A belt that goes around your waist. |
| In main hand | elm magestaff 'Greenward' (10-12 power, 2 apr, cold element)5.0 T1 staff 2H weapon [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Spell.crit +1% Spell.pwr +7 (+2 eff.) Dmg.mod +3% arcane +10% cold Melee Ret 4 nature ----- def ----- Resists +3% mind Max.HP +40.00 HP.reg +0.60 Heal.mod +12% Cut- +20% Knockbk- +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Delydil the hardened leather gloves (0 def, 7 armour)1.0 T2 hands armor [Random Unique] Arcane/Nature While equipped: Stats +3 Mag +6 Cun +3 Con dps ---------- Melee+ 10 acid 7 physical Dmg.mod +5% acid +5% physical ----- def ----- Armour +7 Resists +6% acid +6% light +5% darkness ---------- misc Infravis +1 See.Invis +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 17 cooldown Level 1.0 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 60.20 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
| Cloak | Sleetclamor the linen cloak (1 def, 4 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil dps ---------- Phys.pwr +10 (+6 eff.) Acc +5 (+5 eff.) On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Armour +4 Defense +1 (+0 eff.) Resists +9% cold Spell.save +7 (+4 eff.) ---------- misc Max.mana +46.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starlit copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% light +12% darkness Blind- +20% Amulets make your neck look great! |
Inventory
movement infusion of the duelist (speed 436%; cd 14)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 increase movement speed by 436% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 532%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 532% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune (absorb 27; cd 12)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 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 27 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
restful copper amulet0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+6 eff.) Rings make your fingers look great! |
Glitteridol (22-33 power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Rare] Arcane Power 22.0 - 33.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit.r1 +8 light On Hit: * 25% chance for lightning to strike from the target to a second target dealing 84 damage While equipped: dps ---------- Dmg.mod +3% light ----- def ----- Resists +15% acid +6% fire Disease- +20% Massive two-handed battleaxes. |
balanced dwarven-steel battleaxe of enduring (29-44 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Nature/Master Power 29.0 - 43.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +7 Con +10 Wil dps ---------- Acc +10 (+9 eff.) ----- def ----- Defense +9 (+4 eff.) Max.HP +27.00 Disarm- +39% Massive two-handed battleaxes. |
Sparkhunger the steel greatmaul (28-41 power, 2 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Rare] Master Power 27.5 - 41.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +18% arcane Res.pen +20% light +12% physical Acc +14 (+11 eff.) Apr +12 ----- def ----- Resists +6% lightning +5% arcane Massive two-handed mauls. |
balanced iron greatmaul of phasing (21-32 power, 10 apr)5.0 T1 greatmaul 2H weapon Reqs Str 11 [Ego] Arcane/Master Power 21.0 - 31.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +0.5% Atk.spd 100% Phasing +14% While equipped: dps ---------- Acc +9 (+8 eff.) ----- def ----- Defense +9 (+4 eff.) Disarm- +29% Massive two-handed mauls. |
balanced steel greatsword of erosion (26-41 power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego] Nature/Master Power 25.5 - 40.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 nature While equipped: dps ---------- Acc +7 (+7 eff.) ----- def ----- Defense +9 (+4 eff.) Disarm- +31% Massive two-handed swords. |
thought-forged dwarven-steel greatsword (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Psionic Power 36.5 - 58.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 mind On Hit: * 24% chance to reduce all saves and defense by 19 While equipped: Stats +3 Cun +3 Wil Massive two-handed swords. |
flaming dwarven-steel longsword of vileness (24-34 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego] Arcane Power 24.0 - 33.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +11 blight On Hit.r1 +7 fire On Hit: * 5% chance to reduce strength, dexterity, and constitution by 25 Sharp, long, and deadly. |
flaming steel longsword (16-22 power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Ego] Arcane Power 16.0 - 22.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +5 fire Sharp, long, and deadly. |
Kindlecutter the steel mace (16-22 power, 3 apr)3.0 T2 mace 1H weapon Reqs Str 16 [Random Unique] Arcane/Nature Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit.r1 +8 fire On Crit.r2 +10 lightning +15 cold On Hit: * Create an explosion dealing 84 fire damage (1/turn) While equipped: Stats +5 Mag dps ---------- Mov.spd +22% Dmg.mod +9% fire Res.pen +9% lightning +9% fire +10% light +7% cold ----- def ----- Crit.chn- 10.00% Blunt and deadly. |
Morningarc the dwarven-steel mace (26-36 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Rare] Nature Power 25.5 - 35.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +8 nature While equipped: dps ---------- Dmg.mod +6% temporal Res.pen +10% temporal Melee Ret 6 light On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% temporal ---------- misc Light +2 Blunt and deadly. |
mossy mindstar (2-2 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.0 - 2.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Belorain the hardened leather sling4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Rare] Disrupt Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +1 Str dps ---------- Dmg.mod +3% mind ----- def ----- Resists +9% acid +6% darkness +11% lightning +10% fire +7% cold +5% all Spell.save +8 (+4 eff.) Poison- +10% Disease- +20% Pinning- +20% Slings are used to hurl stones or metal shots at your foes. |
Gafast (10-12 power, 2 apr, cold element)5.0 T1 staff 2H weapon [Rare] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Str +1 Mag dps ---------- Spell.crit +1% Crit.mult +10.00% Phys.pwr +5 (+3 eff.) Spell.pwr +3 (+1 eff.) Dmg.mod +10% cold ----- def ----- Armour +4 ---------- misc Mana/turn +0.11 Max.mana +38.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff of might (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen ash magestaff of fate (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire ----- def ----- Armour +3 Hardiness +3% Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +5 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew magestaff of fate (24-29 power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Ego] Arcane Power 24.0 - 28.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +12 (+4 eff.) Dmg.mod +24% arcane ----- def ----- Phys.save +7 (+4 eff.) Spell.save +5 (+3 eff.) Mind.save +7 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elm magestaff (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% fire ---------- misc Mana/turn +0.12 Max.mana +31.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
reinforced steel steamsaw of arcane resistance (+11%) (14-22 power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Str 16 Steam Pool [Ego] Disrupt/Master/Steamtech Power 14.5 - 21.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +25 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Defense +4 (+2 eff.) Fatigue +6% Resists +11% arcane ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
swashbuckler's steel steamsaw (14-22 power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Str 16 Steam Pool [Ego+] Master/Steamtech Power 14.5 - 21.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +20 Uses 1.0 Steam While equipped: Stats +2 Str +2 Dex dps ---------- Acc +7 (+7 eff.) ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Brightnoon (10-15 power, 2 apr)3.0 T1 waraxe 1H weapon Reqs Str 11 [Rare] Nature Power 10.5 - 14.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +16 fire On Hit.r1 +8 fire On Hit: * 10% chance to reduce armor by 35% While equipped: Stats +6 Con +7 Wil dps ---------- Dmg.mod +12% fire Melee Ret 2 fire ----- def ----- Resists +9% acid Max.HP +22.00 One-handed war axes. |
arcing dwarven-steel waraxe of massacre (28-39 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane/Master Power 28.0 - 39.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 84 damage One-handed war axes. |
Silavena1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +3 Wil +4 Cun +7 Lck dps ---------- Mind.crit +3% On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 25 ----- def ----- Resists +9% blight Stealth +9 ---------- misc T.Disarm +5 Max.hate +2.00 Infravis +4 A belt that goes around your waist. |
rough leather belt 'Satyrblight'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature +3% lightning Res.pen +5% cold ----- def ----- Max.HP +32.00 A belt that goes around your waist. |
Layildara the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +8% darkness +9% blight Res.pen +8% darkness Melee Ret 2 temporal On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 25 * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +2 (+1 eff.) Resists +13% darkness Stealth +8 ---------- misc Max.psi +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of Iron Throne (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +7 (+3 eff.) Phys.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Isirin' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Dex +3 Cun +5 Con dps ---------- Phys.crit +3.0% Apr +3 ----- def ----- Defense +1 (+0 eff.) ---------- 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. |
linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe of protection (2 def, 2 armour)2.0 T1 cloth armor [Ego] Arcane/Master While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+1 eff.) ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +7% all Phys.save +15 (+8 eff.) Spell.save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken linen robe of nature (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Arcane/Nature While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +6% temporal +6% arcane +10% nature ----- def ----- Resists +15% nature +7% all ---------- misc Max.mana +17.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of corrosion (+18%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +12% acid ----- def ----- Resists +18% acid +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of the mind (+12%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: dps ---------- Dmg.mod +12% mind ----- def ----- Resists +12% mind +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Lorunarigorn the Floegrinder (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid Res.pen +15% acid +5% cold Melee Ret 2 cold ----- def ----- Armour +3 Fatigue -3% Phys.save +5 (+3 eff.) ---------- misc Max.enc +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Morbusbiter the pair of rough leather boots (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% nature Res.pen +15% darkness +5% cold Melee Ret 6 cold ----- def ----- Armour +3 ---------- misc Infravis +2 A pair of boots made of leather. |
insulating pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +6% cold ---------- misc Stam/turn +0.30 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Frostwild (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+5 eff.) Dmg.mod +9% cold Res.pen +15% light +25% mind Melee Ret 2 mind 4 light ----- def ----- Armour +2 Fatigue +3% Resists +3% cold 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. |
hardened leather gloves 'Cinderbreak' (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Res.pen +15% fire Acc +12 (+10 eff.) ----- def ----- Armour +2 Resists +3% mind +6% darkness Phys.save +7 (+4 eff.) Mind.save +7 (+3 eff.) Blind- +20% Disease- +20% Disarm- +28% 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. |
psychic's dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +4 Dex dps ---------- Melee+ 5 mind Dmg.mod +4% mind Acc +13 (+10 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +6% mind 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. |
rough leather gloves 'Airtickler' (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Res.pen +5% lightning Acc +5 (+5 eff.) Melee Ret 2 lightning ----- def ----- Armour +1 Resists +3% acid +6% light Phys.save +5 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +20% 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. |
Belygen the linen wizard hat (6 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) ----- def ----- Defense +6 (+3 eff.) Resists +6% lightning +3% fire HP.reg +4.00 ---------- misc Mana/turn +0.11 Light +2 A pointy cloth hat, very wizardly... |
Blindstun the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex +5 Wil +2 Cun dps ---------- Dmg.mod +9% darkness ----- def ----- Armour +4 Fatigue +4% Resists +3% nature Spell.save +3 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Mayurin (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind Res.pen +5% blight ----- def ----- Armour +3 Fatigue +3% Resists +12% blight +12% cold +9% mind ---------- misc Breathe water A cap made of leather. |
Polyba the hardened leather cap (20 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +8 Lck +1 Con dps ---------- Phys.crit +5.0% Spell.crit +4% Mind.crit +4% Crit.mult +10.00% Dmg.mod +3% physical ----- def ----- Armour +3 Defense +20 (+10 eff.) Fatigue +3% Resists +2% physical Die.at -20.00 life A cap made of leather. |
insulating linen wizard hat of time (+6%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Nature While equipped: dps ---------- Dmg.mod +11% temporal ----- def ----- Defense +1 (+0 eff.) Resists +11% temporal +5% cold +6% fire A pointy cloth hat, very wizardly... |
rough leather cap (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Zubyldaba the steel mail armour (2 def, 8 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Rare] Nature While equipped: dps ---------- Phys.crit +4.0% Acc +20 (+14 eff.) Apr +2 ----- def ----- Armour +8 Defense +2 (+1 eff.) Fatigue +12% Resists +1% physical Max.HP +29.00 HP.reg +4.00 Heal.mod +12% A suit of armour made of mail. |
dwarven-steel mail armour of clarity (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Psionic While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +6% mind Mind.save +13 (+6 eff.) A suit of armour made of mail. |
rejuvenating steel mail armour of resilience (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Max.HP +26.00 HP.reg +2.00 ---------- misc Stam/turn +0.60 A suit of armour made of mail. |
Bleakwither (3 def, 2 armour)9.0 T1 light armor Reqs Str 10 [Rare] Nature While equipped: dps ---------- Mind.crit +2% Dmg.mod +3% mind On Hit (Melee): * 10% chance to reduce damage dealt by 16% ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Mind.save +12 (+6 eff.) Max.HP +30.00 HP.reg +3.00 Heal.mod +10% ---------- misc Hate/m.crit +1.00 A suit of armour made of leather. |
cleansing cured leather armour of lightning resistance (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego] Disrupt/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +12% blight +11% nature +16% lightning A suit of armour made of leather. |
cleansing steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego] Disrupt While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +11% nature +12% blight A suit of armour made of metal plates. |
5 agate0.0 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. |
47 alchemist agate0.0 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. |
2 opal0.0 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. |
spinel0.0 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. |
Chuyagrim the brass lantern2.0 T1 lite [Rare] Master While equipped: Stats +1 Dex dps ---------- Crit.mult +5.00% ----- def ----- Defense +10 (+5 eff.) Resists +6% lightning ---------- misc Light +6 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 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. |
overpowered iron torque of mindblast [power 155] (19 cooldown)2.0 T1 torque charm [Ego+] Psionic Blast the opponent's mind dealing 155 mind damage and silencing them for 4 turns Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
soothing elm wand of shielding [power 110] (17 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to heal for 33. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of conjuration 'Velerinne' [power 260] (13 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +21% arcane Res.pen +10% arcane ----- def ----- Resists +9% blight +5% arcane Fire a magical bolt dealing 312 cold damage Puts all charms on 13 cooldown 100% to increase all damage by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
10 ametrine0.0 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. |
6 citrine0.0 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. |
2 zircon0.0 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
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Jaleld the Shalore Necromancer level 10
2nd Summertide 122nd year of Ascendancy at 16:46 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Jaleld the Shalore Necromancer level 7
5th Mirth 122nd year of Ascendancy at 07:40 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Jaleld the Shalore Necromancer level 12
7th Flare 122nd year of Ascendancy at 03:53 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Jaleld the Shalore Necromancer level 15
8th Dusk 122nd year of Ascendancy at 06:44 see stats
Log
Jaleld MISS, 25% = (50 + 2,5 * (27 - 37)), min=0%, max=95%
Jaleld is pinned to the ground.
Melee retaliation hits Xanuthra the rogue for 9 fire, 15 cold, 1 mind, (1 to psi shield), 2 nature (26 total damage).
Jaleld's Hiemal Shield hits Xanuthra the rogue for 24 cold damage.
Xanuthra the rogue hits Jaleld for (4 absorbed), (180 absorbed), 254 physical, 8 cold, 19 physical (281 total damage).
Xanuthra the rogue's Beyond the Flesh HIT, 100% = (50 + 2,5 * (56 - 20)), min=0%, max=100%
Xanuthra the rogue's Beyond the Flesh HIT, 48% = (50 + 2,5 * (27 - 28)), min=0%, max=95%
Aeriratira the giant red ant MISS, 0% = (50 + 2,5 * (6 - 49)), min=0%, max=95%
Xanuthra the rogue MISS, 28% = (50 + 2,5 * (40 - 49)), min=0%, max=95%
Spikes of Decrepitude hits Xanuthra the rogue for 17 cold, 14 darkness (31 total damage).
Spikes of Decrepitude hits Aeriratira the giant red ant for (9 flat reduction), 13 cold, (9 flat reduction), 9 darkness (23 total damage).
Melee retaliation hits Xanuthra the rogue for 10 fire, 18 cold, 2 mind, (1 to psi shield), 2 nature (32 total damage).
Jaleld hits Xanuthra the rogue for 46 cold damage.
Jaleld hits Aeriratira the giant red ant for (9 flat reduction), 52 cold (52 total damage).
Deep Wound from Xanuthra the rogue hits Jaleld for 32 physical damage.
Xanuthra the rogue's Beyond the Flesh hits Jaleld for 52 physical, 19 physical (70 total damage).
Xanuthra the rogue uses Telekinetic Smash.
Xanuthra the rogue HIT, 100% = (50 + 2,5 * (56 - 20)), min=0%, max=100%
Xanuthra the rogue performs a melee critical strike against Jaleld!
Xanuthra the rogue HIT, 48% = (50 + 2,5 * (27 - 28)), min=0%, max=95%
The corpselight implodes!
Xanuthra the rogue HIT, 100% = (50 + 2,5 * (56 - 20)), min=0%, max=100%
Jaleld MISS, 40% = (50 + 2,5 * (27 - 31)), min=0%, max=95%
Jaleld is stunned!
Melee retaliation hits Xanuthra the rogue for 12 fire, 21 cold, 2 mind, (2 to psi shield), 3 nature, 12 fire, 21 cold (72 total damage).
Corpselight hits Aeriratira the giant red ant for (9 flat reduction), 192 cold (192 total damage).
Corpselight hits Xanuthra the rogue for 186 cold damage.
Xanuthra the rogue hits Jaleld for 140 physical, 7 cold, 16 physical (162 total damage).
Jaleld the level 18 shalore necromancer was stabbed to death by Xanuthra the rogue on level 1 of The Maze.
---------- Turn 14 ----------



















































































































