











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
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 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 | Krog |
Class | Bulwark |
Level / Exp | 24 / 58% |
Size | big |
Lifes / Deaths | Killed by Belawe the giant blue ant at level 24 on the 62nd Haze 122nd year of Ascendancy at 06:01 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 68 (base 54) |
Dexterity | 17 (base 14) |
Constitution | 31 (base 18) |
Magic | 11 (base 10) |
Willpower | 44 (base 38) |
Cunning | 16 (base 10) |
Resources
Life | -72/945 |
Stamina | 134/284 |
Equilibrium | 33 |
Healing Factor | 1.3758714593978 |
Regeneration | 4.4715822430428 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 1 |
See Invisible | 3 |
Offense: Mainhand
Damage | 80 |
Accuracy | 46 |
Crit Chance | 10% |
APR | 19 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 11 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +3% |
Physical | +20% |
Fire | +12% |
Arcane | +6% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Acid | +15% |
Physical | +41% |
Arcane | +10% |
Cold | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 64.292304923968 (87.807182003187%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 23 |
Physical Save | 46 |
Spell Save | 29 |
Mental Save | 30 |
Defense: Resistances
Blight | + 10%( 70%) |
Arcane | + 9%( 70%) |
Mind | + 7%( 70%) |
All | + 4%( 70%) |
Lightning | + 38%( 70%) |
Physical | + 27%( 70%) |
Temporal | + 10%( 70%) |
Darkness | + 13%( 70%) |
Cold | + 20%( 70%) |
Fire | + 43%( 70%) |
Nature | + 13%( 70%) |
Defense: Immunities
Teleport Resistance | 40% |
Stun Resistance | 42% |
Poison Resistance | 55% |
Instadeath Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 621% 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. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 176 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Warcries | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Shield defense | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Krog | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
Quests
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. | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You failed to protect the lost sun paladin from death by giant venus flytrap. Escort: lost sun paladin (level 2 of Trollmire) | failed |
You failed to protect the lost tinker from death by rattlesnake. Escort: lost tinker (level 2 of Old Forest) | 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 |
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 have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed xorn fragment. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Dmg.mod +9% physical ----- def ----- Armour +13 Resists +6% lightning +6% temporal +6% cold A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +45.00 ---------- 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. |
On head | ![]() 2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +3% mind Res.pen +10% physical Melee Ret 6 lightning ----- def ----- Armour +8 Defense +16 (+5 eff.) ---------- misc Psi/turn +0.10 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +4 Dex +4 Cun dps ---------- Acc +8 (+3 eff.) Apr +10 ----- def ----- Armour +4 Defense +25 (+8 eff.) Fatigue +3% Resists +3% mind Die.at -40.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +6% arcane Res.pen +10% arcane Melee Ret 4 arcane 2 acid On Hit (Melee): * 20% chance to reduce armor by 16% ----- def ----- Resists +5% arcane Blast the opponent's mind dealing 427 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 24% for 2 turns. 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +2 Wil dps ---------- Phys.pwr +15 (+5 eff.) Res.pen +25% physical ----- def ----- Resists +9% nature +6% blight Poison- +35% Disease- +38% Teleport- +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% physical ----- def ----- Resists +11% physical Phys.save +6 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +8 (+4 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +6 Str +5 Con ----- def ----- Phys.save +15 (+5 eff.) Heal.mod +10% Poison- +20% Teleport- +20% Amulets make your neck look great! |
In main hand | ![]() 3.0 T2 longsword 1H weapon [Random Unique] Nature/Master Power 107% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Res.pen +6% physical Acc +7 (+3 eff.) Apr +5 On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Resists +9% darkness Sharp, long, and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +15% acid Acc +20 (+7 eff.) Apr +1 ----- def ----- Max.HP +32.00 ---------- misc Max.stam +30.00 Infravis +1 A belt that goes around your waist. |
In off hand | ![]() 7.0 T2 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 113% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 While equipped: Stats +2 Wil +3 Con dps ---------- Dmg.mod +3% lightning +12% fire ----- def ----- Armour +4 Fatigue +8% Resists +12% lightning +12% physical ---------- misc See.Invis +3 Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Con dps ---------- Res.pen +15% cold ----- def ----- Armour +12 Defense +16 (+5 eff.) Resists +1% physical +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Cun +3 Mag dps ---------- S.pwr/crit +6 ----- def ----- Armour +10 Defense +8 (+2 eff.) Fatigue +12% Resists +17% lightning Mind.save +12 (+6 eff.) Max.HP +41.00 HP.reg +3.00 Heal.mod +11% ---------- misc Mana/s.crit +2.00 A suit of armour made of mail. |
Inventory
![]() 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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 165 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 436 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 291 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 physical, 4 fire, 5 light, 5 temporal 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 [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% mind Confus- +21% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego+] Master While equipped: ---------- misc Masteries +0.10 Technique/Battle tactics +0.10 Technique/Combat training Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +11% temporal Pinning- +24% Knockbk- +21% ---------- misc Masteries +0.12 Technique/Battle tactics Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: ----- def ----- Defense +20 (+6 eff.) Resists +12% nature Crit.chn- 10.00% Phys.save +6 (+2 eff.) HP.reg +3.00 Pinning- +10% Stun/Frz- +28% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Con dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature +6% darkness Phys.save +8 (+3 eff.) Spell.save +9 (+4 eff.) HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +6 (+2 eff.) Mind.pwr +15 (+8 eff.) Dmg.mod +9% mind Res.pen +10% cold ---------- misc Hate/m.crit +4.00 Max.psi +20.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Nature While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+6 eff.) Mind.pwr +6 (+3 eff.) Dmg.mod +19% darkness Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Resists +5% blight +20% darkness +6% nature Poison- +12% Disease- +14% Rings make your fingers look great! |
![]() 5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 139% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+7 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Rare] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +13 Str +9 Dex +6 Mag +11 Wil +8 Cun +11 Con ----- def ----- Resists +3% temporal Mind.save +9 (+5 eff.) ---------- misc Hate/m.crit +5.00 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature Power 93% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) All.spd +3% Melee+ 4 fire Dmg.mod +7% fire Res.pen +7% fire ----- def ----- Resists +7% fire ---------- 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. |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [Random Unique] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +6% Spell.pwr +20 (+14 eff.) Melee+ 15 arcane Dmg.mod +15% acid +6% darkness ----- def ----- Resists +3% darkness +9% cold Phys.save +6 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+3 eff.) ---------- misc Mana/turn +0.14 Max.mana +29.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 126% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +12 (+10 eff.) Dmg.mod +23% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego+] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Crit.r2 +20 lightning +17 cold Uses 2.0 Steam While equipped: dps ---------- Mov.spd +23% Res.pen +9% lightning +11% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Psionic Power 102% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 darkness Against +5% Living While equipped: dps ---------- Crit.mult +10.00% Res.pen +10% physical Acc +15 (+5 eff.) ----- def ----- Resists +3% cold One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Disrupt Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Dex +1 Cun +1 Con ----- def ----- Resists +8% acid +8% lightning +8% cold +8% fire +3% all Spell.save +6 (+3 eff.) ---------- misc Light +3 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 115% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 nature On Hit: 20% Curse of Death 3 On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +2 Wil dps ---------- Phys.crit +7.0% Crit.mult +12.00% Dmg.mod +9% nature Res.pen +10% nature Apr +8 One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Dmg.mod +9% nature ----- def ----- Resists +6% fire +6% cold ---------- misc Light +2 Infravis +3 See.Invis +3 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Con dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +9% temporal On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 6 * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +8% fire +8% cold Phys.save +7 (+3 eff.) Mind.save +7 (+4 eff.) A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Armour +2 Resists +8% lightning +5% temporal +3% light A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +6 Dex +7 Cun +6 Con dps ---------- Phys.crit +7.0% Mind.crit +11% Dmg.mod +6% fire ---------- misc See.Invis +12 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +2 Con +6 Lck dps ---------- Dmg.mod +6% darkness +6% blight ----- def ----- Resists +9% darkness Stealth +5 ---------- misc T.Disarm +7 Infravis +4 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Con dps ---------- Res.pen +5% mind ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +3% acid +10% cold Mind.save +9 (+5 eff.) ---------- misc Equi/ret +0.16 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 +1 Dex +2 Wil +1 Cun dps ---------- Mind.pwr +15 (+8 eff.) ----- def ----- Defense +6 (+2 eff.) Spell.save +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Cun +2 Dex dps ---------- Phys.crit +3.0% Phys.pwr +3 (+1 eff.) Melee Ret 4 mind ----- def ----- Defense +2 (+0 eff.) Fatigue -4% Resists +6% acid +3% fire +12% nature Phys.save +8 (+3 eff.) Mind.save +10 (+5 eff.) Die.at -50.00 life 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 +1 Cun +2 Dex dps ---------- Apr +3 ----- def ----- Defense +1 (+0 eff.) Resists +3% blight +1% physical Spell.save +12 (+6 eff.) Mind.save +3 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego+] Nature/Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +1 (+0 eff.) Resists +5% acid +5% fire +6% lightning +5% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +15% acid ----- def ----- Resists +22% acid +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+3 eff.) ----- def ----- Resists +11% all Spell.save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Nature/Master While equipped: Stats +4 Con dps ---------- Dmg.mod +8% nature ----- def ----- Armour +3 Defense +2 (+0 eff.) Resists +11% all Phys.save +18 (+6 eff.) Poison- +24% Disease- +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +3 Cun +5 Con ----- def ----- Armour +3 Fatigue +2% Resists +3% lightning Phys.save +11 (+4 eff.) Mind.save +11 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +2 ---------- misc Stam/turn +0.40 Max.stam +10.00 Infravis +2 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil ----- def ----- Armour +3 Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str +3 Wil +2 Con ----- def ----- Armour +7 Resists +18% acid +3% fire Max.HP +20.00 Heal.mod +5% Disarm- +20% Stun/Frz- +10% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: Stats +3 Str +5 Dex +5 Cun dps ---------- Melee+ 7 acid Dmg.mod +5% acid Melee Ret 6 fire On Hit (Melee): * 10% chance to reduce all saves and defense by 20 ----- def ----- Armour +1 Resists +6% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Dex +2 Mag +4 Con dps ---------- Melee+ 9 physical Dmg.mod +8% physical On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Armour +9 Fatigue +3% Resists +15% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 cold Dmg.mod +3% cold ----- def ----- Armour +1 Resists +5% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +18 (+6 eff.) ----- def ----- Armour +2 Phys.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +25% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Str +3 Dex +2 Cun +3 Con dps ---------- Melee Ret 4 lightning ----- def ----- Armour +1 Fatigue +1% Resists +7% cold ---------- misc Breathe water A cap made of leather. |
![]() 2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +5 Cun dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +11% physical Acc +10 (+4 eff.) ----- def ----- Defense +22 (+7 eff.) Resists +11% physical +8% cold +8% fire Phys.save +6 (+2 eff.) Mind.save +8 (+4 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Str +3 Mag +4 Cun +5 Con ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning +6% temporal A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Wil +3 Con dps ---------- Dmg.mod +9% fire ----- def ----- Armour +3 Fatigue +5% Resists +5% arcane Mind.save +3 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +4 Mag dps ---------- Res.pen +5% acid ----- def ----- Armour +3 Fatigue +5% ---------- misc Light +1 Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Str +3 Dex +4 Cun +5 Con dps ---------- Melee Ret 8 lightning ----- def ----- Armour +3 Fatigue +3% Resists +6% blight +5% arcane +6% acid Spell.save +15 (+7 eff.) A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +8 Lck dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +12% light Melee Ret 4 darkness ----- def ----- Armour +9 Defense +5 (+1 eff.) Fatigue +4% Resists +7% acid +8% lightning +8% cold +6% fire +4% all Phys.save +7 (+3 eff.) ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Armour +8 Defense +1 (+0 eff.) Resists +24% lightning +3% nature Die.at -20.00 life Stun/Frz- +10% Def/telep +5 Res/telep +5% Dur/telep +5% A pointy cloth hat, very wizardly... |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +10 Defense +2 (+0 eff.) Fatigue +8% Phys.save +7 (+3 eff.) Mind.save +10 (+5 eff.) A suit of armour made of mail. |
![]() 9.0 T3 light armor [Random Unique] Master/Psionic While equipped: Stats +5 Str +8 Dex +5 Wil +5 Cun dps ---------- Phys.pwr +20 (+6 eff.) Apr +3 ----- def ----- Armour +6 Defense +14 (+4 eff.) Fatigue +8% Resists +18% fire Phys.save +9 (+3 eff.) Mind.save +13 (+7 eff.) A suit of armour made of leather. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Random Unique] Arcane/Master While equipped: Stats +7 Str +6 Con dps ---------- Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Armour +11 Fatigue +30% Resists +10% physical -13% light +9% cold +8% fire +20% temporal +19% darkness Phys.save +6 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +5 (+3 eff.) ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 92% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +24 On Hit: * 10% chance to reduce armor by 16% While equipped: dps ---------- Melee+ 6 acid Melee Ret 1 acid ----- def ----- Armour +2 Fatigue +8% Max.HP +60.00 Knockbk- +20% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T2 arrow ammo [Ego++] Master Power 136% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +23.5% Capacity 20 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Dex dps ---------- Res.pen +5% temporal ----- def ----- Resists +9% temporal Max.HP +46.00 ---------- 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 199/400 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 T3 shot ammo Reqs Dex 24 [Ego] Arcane Power 141% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 22 Rld cld 4 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Con dps ---------- Dmg.mod +6% acid Res.pen +15% physical ---------- misc Stam/turn +3.00 Light +2 Infravis +1 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 126 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +5 Mag +1 Wil +1 Con dps ---------- Dmg.mod +6% nature On Hit (Melee): * 10% chance to slow global speed by 46% ---------- misc Light +1 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +6 Str dps ---------- Phys.pwr +20 (+6 eff.) Dmg.mod +12% physical Res.pen +10% blight Acc +25 (+9 eff.) Melee Ret 4 physical Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 204 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% acid +3% cold Melee Ret 2 acid ----- def ----- Resists +9% cold Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +6% physical +6% fire ----- def ----- Armour +2 ---------- misc Stam/turn +1.00 Max.stam +30.00 Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 20 cooldown 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. |
![]() 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 Krogwark the Krog Bulwark level 18
48th Dusk 122nd year of Ascendancy at 15:33 see stats
By Krogwark the Krog Bulwark level 10
3rd Dusk 122nd year of Ascendancy at 17:43 see stats
By Krogwark the Krog Bulwark level 22
44th Haze 122nd year of Ascendancy at 07:29 see stats
By Krogwark the Krog Bulwark level 24
51st Haze 122nd year of Ascendancy at 23:49 see stats
By Krogwark the Krog Bulwark level 10
5th Mirth 122nd year of Ascendancy at 18:43 see stats
By Krogwark the Krog Bulwark level 20
62nd Dusk 122nd year of Ascendancy at 03:40 see stats
By Krogwark the Krog Bulwark level 6
78th Pyre 122nd year of Ascendancy at 12:12 see stats
By Krogwark the Krog Bulwark level 21
30th Haze 122nd year of Ascendancy at 21:29 see stats
By Krogwark the Krog Bulwark level 16
34th Dusk 122nd year of Ascendancy at 02:07 see stats
Log
Rattlesnake misses Krogwark.
Dread casts Phase Door.
The spell fizzles!
Krogwark is not crippled anymore.
Krogwark has recovered!
Talent Assault is ready to use.
Talent Vitality is ready to use.
Deep Wound from Belawe the giant blue ant hits Krogwark for 55 physical damage.
Gukira the blue crystal casts Invoke Darkness.
Gukira the blue crystal hits Krogwark for (57 antimagic), 134 darkness (134 total damage).
Belawe the giant blue ant hits Krogwark for 52 physical, (3 antimagic), 0 darkness (52 total damage).
Melee retaliation hits Belawe the giant blue ant for 1 acid, 3 arcane, 4 lightning (8 total damage).
Krogwark uses Blinding Speed.
Krogwark speeds up.
Dread hits Krogwark for (26 antimagic), 0 fire (0 total damage).
Krogwark resists the wave!
Poloda the giant red ant resists the wave!
Belawe the giant blue ant's tidal wave hits Poloda the giant red ant for 12 cold, (4 to psi shield), 6 physical (18 total damage).
Belawe the giant blue ant's tidal wave hits Krogwark for (8 antimagic), 0 cold, 9 physical (9 total damage).
Rattlesnake misses Krogwark.
Deep Wound from Belawe the giant blue ant hits Krogwark for 49 physical damage.
Rattlesnake misses Krogwark.
Belawe the giant blue ant is not silenced anymore.
Space around you starts to dissolve...
Deep Wound from Belawe the giant blue ant hits Krogwark for 49 physical damage.
Krogwark the level 24 krog bulwark was tortured to death by Belawe the giant blue ant on level 2 of Old Forest.
Space restabilizes around you.