
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official 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:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Better Item Description 1.7.0This 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 Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Forbidden Cults 1.7.0Official 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Temporal Warden |
| Level / Exp | 20 / 47% |
| Size | medium |
| Lifes / Deaths | Killed by Mayemibeth the netherworm mass at level 20 on the 50th Dusk 122nd year of Ascendancy at 18:57 / 2Killed by Mayemibeth the netherworm mass at level 20 on the 50th Dusk 122nd year of Ascendancy at 19:24 |
Primary Stats
| Strength | 29 (base 10) |
| Dexterity | 28 (base 17) |
| Constitution | 39 (base 26) |
| Magic | 63 (base 48) |
| Willpower | 22 (base 12) |
| Cunning | 29 (base 19) |
Resources
| Life | -155/634 |
| Mana | 229/274 |
| Paradox | 367 |
| Healing Factor | 1.3162543368031 |
| Regeneration | 0.32906358420073 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +4.0412118096356E-12% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 3 |
| See Stealth | 15.198158164973 |
| See Invisible | 15.198158164973 |
Offense: Mainhand
| Damage | 72 |
| Accuracy | 39 |
| Crit Chance | 11% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 30 |
| Accuracy | 39 |
| Crit Chance | 14% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Temporal | +8% |
| Darkness | +14% |
| Nature | +9% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Light | +5% |
| Temporal | +10% |
| Fire | +10% |
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 21 (38.594633868923%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 25 |
| Mental Save | 18 |
Defense: Resistances
| Lightning | + 35%( 70%) |
| Acid | + 23%( 70%) |
| Darkness | + 15%( 70%) |
| Temporal | + 15%( 70%) |
| Cold | + 33%( 70%) |
| Physical | + 16%( 70%) |
| Fire | + 19%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Bleed Resistance | 50% |
| Pinning Resistance | 20% |
| Disarm Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 62% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 194 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 87 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Bow Threading | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Stasis | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.50 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.50 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 2/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You must explore the morass. | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You 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 Possessed. | 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. | active |
Equipment
| On feet | pair of rough leather boots 'Puspiety' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +7 Mag +1 Cun +1 Con +6 Lck dps ---------- Dmg.mod +6% nature Res.pen +5% light ----- def ----- Armour +1 Stealth +6 A pair of boots made of leather. |
| Light source | Hazewalker the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness Melee Ret 10 cold ----- def ----- Resists +3% fire Max.HP +43.00 ---------- 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. |
| On head | rough leather cap 'Dagobar' (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +4 Str +1 Dex +1 Mag +3 Wil +4 Cun dps ---------- Mind.pwr +4 (+2 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 23 ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Tool | Boltbore [power 100] (30/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Str +1 Dex dps ---------- Apr +2 Melee Ret 4 lightning ----- def ----- Die.at -40.00 life Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | pixie's gold ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +2 Cun +4 Mag dps ---------- Spell.pwr +7 (+2 eff.) Rings make your fingers look great! |
| On fingers | warrior's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Max.HP +22.00 Disarm- +25% Pinning- +20% Knockbk- +22% Rings make your fingers look great! |
| Around neck | grounding steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% lightning Heal.mod +10% Cut- +50% Stun/Frz- +20% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 215 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | Sparktide (121% power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Psionic Power 122% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +10 mind On Hit.r1 +8 lightning +4 nature On Hit: * 20% chance to slow global speed by 45% * 11% chance to reduce all saves and defense by 19 While equipped: Stats +3 Cun +3 Wil dps ---------- Res.pen +10% lightning ----- def ----- Resists +9% lightning Sharp, long, and deadly. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | plaguebringer's dwarven-steel dagger of projection (116% power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Arcane/Psionic Power 116% Range: 1.3x Uses 50% Dex, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +7 blight On Hit: 20% Epidemic 3 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 23 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: ----- def ----- Disease- +16% Sharp, short and deadly. |
| Cloak | Aeremina the Venompiety (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Wil +7 Con dps ---------- Dmg.mod +3% nature Res.pen +10% fire On Hit (Melee): * 20% chance to slow global speed by 45% ----- def ----- Defense +2 (+0 eff.) ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eilinyda (18 def, 7 armour)9.0 T4 light armor [Random Unique] Nature/Master While equipped: Stats +8 Str +5 Dex +2 Wil +5 Con dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Armour +7 Defense +18 (+6 eff.) Fatigue +8% Resists +17% acid +10% physical +10% fire +9% lightning +28% cold Phys.save +9 (+5 eff.) ---------- misc Light +1 A suit of armour made of leather. |
Inventory
healing infusion of the titan (heal 122; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 122 then cleanse 1 wound, poison, and disease effect. 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. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 183 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Isith the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil dps ---------- Spell.pwr +10 (+3 eff.) Melee Ret 4 arcane ----- def ----- Resists +3% blight Amulets make your neck look great! |
restful copper amulet0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +1.00 Amulets make your neck look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 10.29 cold and 10.29 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +20.00 Disarm- +20% Pinning- +22% Knockbk- +22% Rings make your fingers look great! |
steel ring of warding0.1 T2 ring jewelry [Ego+] Arcane While equipped: ----- def ----- Resists +12% acid +13% fire +12% lightning +11% cold Rings make your fingers look great! |
warrior's steel ring of fire (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% fire ----- def ----- Armour +6 Resists +20% fire Rings make your fingers look great! |
wizard's steel ring of tenacity0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Max.HP +20.00 Disarm- +20% Pinning- +20% Knockbk- +22% Rings make your fingers look great! |
balanced iron battleaxe of erosion (110% power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Nature/Master Power 110% Range: 1.5x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +9 nature While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +31% Massive two-handed battleaxes. |
truestriking steel battleaxe of rage (117% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego++] Master Power 117% Range: 1.5x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Str dps ---------- Dmg.mod +9% physical Res.pen +10% physical Acc +25 (+9 eff.) Apr +10 Massive two-handed battleaxes. |
Chaliromidar the iron dagger (100% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Psionic Power 100% Range: 1.3x Uses 50% Mag, 50% Dex Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +8 darkness +8 physical Against +6% Living While equipped: dps ---------- Phys.crit +2.0% ----- def ----- Resists +6% acid +9% temporal +3% mind +9% cold Max.HP +40.00 Sharp, short and deadly. |
Crystalline Steel dagger (109% power, 6 apr)1.0 T2 dagger 1H weapon [Unique] Arcane A part of set. Power 110% Range: 1.3x Uses 50% Dex, 50% Mag Dmg Arcane Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Wil +3 Con dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+4 eff.) Dmg.mod +10% arcane Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Sharp, short and deadly. Transformed with the power of the Spellblaze. |
Erolakor (116% power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 116% Range: 1.3x Uses 50% Mag, 50% Dex Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% nature Disease- +20% Sharp, short and deadly. |
chilling iron dagger of massacre (112% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane/Master Power 112% Range: 1.3x Uses 50% Dex, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +7 cold Sharp, short and deadly. |
iron dagger (98% power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 99% Range: 1.3x Uses 50% Dex, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
plaguebringer's dwarven-steel dagger of enduring (119% power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Arcane/Nature Power 120% Range: 1.3x Uses 50% Dex, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +5 blight On Hit: 20% Epidemic 3 On Hit: * 5% chance to reduce strength, dexterity, and constitution by 23 While equipped: Stats +5 Con +7 Wil ----- def ----- Max.HP +34.00 Disease- +12% Sharp, short and deadly. |
plaguebringer's steel dagger (101% power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Arcane Power 101% Range: 1.3x Uses 50% Dex, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 blight On Hit: 20% Epidemic 2 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 23 While equipped: ----- def ----- Disease- +12% Sharp, short and deadly. |
flaming dwarven-steel greatsword of daylight (142% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 143% Range: 1.6x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 light Against +10% Undead On Hit.r1 +7 fire Massive two-handed swords. |
steel greatsword of rage (124% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Master Power 124% Range: 1.6x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Dmg.mod +10% physical Acc +16 (+6 eff.) Massive two-handed swords. |
elm longbow4.0 T1 longbow 2H weapon [Normal] Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Longbows are used to shoot arrows at your foes. |
Floeglory the iron longsword (103% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Arcane Power 104% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +4 cold On Hit.r1 +12 arcane On Crit.r2 +12 arcane On Hit: * 25% chance for lightning to strike from the target to a second target dealing 76 damage While equipped: dps ---------- Res.pen +10% cold Melee Ret 2 cold ----- def ----- Resists +3% cold Sharp, long, and deadly. |
balanced steel longsword of massacre (121% power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master Power 122% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +22% Sharp, long, and deadly. |
Scaldjeer (109% power, 3 apr)3.0 T2 mace 1H weapon [Rare] Arcane Power 109% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit.r1 +7 fire While equipped: dps ---------- Res.pen +20% fire Melee Ret 4 mind 4 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Resists +15% fire Blunt and deadly. |
Torerab the steel mace (123% power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Nature/Master Power 123% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +5 nature While equipped: Stats +2 Dex dps ---------- Crit.mult +10.00% Phys.spd +10% Acc +8 (+3 eff.) ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% Blunt and deadly. |
arcing iron mace of massacre (118% power, 2 apr)3.0 T1 mace 1H weapon [Ego] Arcane/Master Power 119% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 76 damage Blunt and deadly. |
plaguebringer's steel mace of paradox (111% power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Arcane Power 111% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +8 blight +5 temporal On Hit: 20% Epidemic 2 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 23 While equipped: ----- def ----- Resists +5% temporal Disease- +10% Blunt and deadly. |
thorny mindstar of clarity (96% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Power 96% Range: 1.1x Uses 50% Wil, 0% Mag, 30% Cun Dmg Mind 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.) ----- def ----- Mind.save +3 (+2 eff.) ---------- misc Max.psi +17.00 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. |
vined mindstar of clarity (85% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 85% Range: 1.1x Uses 50% Wil, 0% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Mind.save +4 (+3 eff.) ---------- misc Max.psi +16.00 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. |
Eruroddaldir the cured leather sling4.0 T2 sling 1H weapon [Rare] Arcane Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +8 acid While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% acid +9% temporal ----- def ----- Resists +9% temporal ---------- misc Infravis +2 See.Invis +15 Slings are used to hurl stones or metal shots at your foes. |
Eclipse (117% power, 4 apr, darkness element)5.0 T2 staff 2H weapon [Unique] Arcane Power 117% Range: 1.2x Uses 110% 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 +8% Spell.pwr +12 (+4 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
cruel ash magestaff of illumination (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] Nature/Master 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 ---------- Spell.crit +8% Crit.mult +13.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning ----- def ----- Defense +6 (+2 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 94.18 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
cruel ash vilestaff of illumination (111% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Nature/Master 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 ---------- Spell.crit +8% Crit.mult +12.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness ----- def ----- Defense +7 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 94.18 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
manaburning steel waraxe (108% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Disrupt Power 108% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 13 arcane resource burn One-handed war axes. |
Unramantir the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) Dmg.mod +6% arcane Phasing +20% On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 23 ----- def ----- Resists +6% blight Spell.save +6 (+3 eff.) Mind.save +6 (+4 eff.) A belt that goes around your waist. |
Doursorrow (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.crit +4% Dmg.mod +12% mind +9% temporal Res.pen +15% darkness ----- def ----- Defense +2 (+0 eff.) Resists +6% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Radhidor the linen cloak (6 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Dex +2 Mag ----- def ----- Defense +6 (+2 eff.) Resists +15% acid +13% fire +11% light +15% cold Phys.save +9 (+5 eff.) Stealth +6 Blind- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Emina' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Mag +3 Wil +1 Cun dps ---------- Crit.mult +15.00% Acc +7 (+3 eff.) Apr +5 ----- def ----- Defense +2 (+0 eff.) Stealth +9 ---------- misc Light +1 See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven woollen robe of corrosion (+21%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +14% acid ----- def ----- Resists +21% acid +9% all Mind.save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gleba the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Rare] Nature While equipped: Stats +2 Wil +7 Cun +2 Con dps ---------- Crit.mult +20.00% ----- def ----- Armour +3 Fatigue +2% Resists +7% lightning +6% temporal ---------- misc Light +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Isydhema the Hailwell (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +6 Str +6 Con dps ---------- Dmg.mod +9% temporal +7% physical Res.pen +15% cold ----- def ----- Armour +4 Fatigue +3% Resists +6% cold +9% temporal ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -4% Phys.save +5 (+3 eff.) ---------- misc Max.enc +21 A pair of boots made of leather. |
Toxinjam the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +1 Wil dps ---------- Mind.crit +2% Crit.mult +5.00% Res.pen +5% acid On Hit (Melee): * 20% chance to slow global speed by 45% ----- def ----- Armour +2 HP.reg +1.00 ---------- misc Stam/turn +1.30 Equi/ret +0.04 Psi/ret +0.04 Max.stam +12.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
blighted hardened leather gloves of magic (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 6 blight Dmg.mod +3% blight +4% arcane ----- def ----- Armour +2 Resists +5% blight 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. |
storm rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 lightning Dmg.mod +4% lightning Acc +10 (+4 eff.) ----- def ----- Armour +1 Resists +5% lightning 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. |
Armyrig the rough leather cap (0 def, 5 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +10% arcane ----- def ----- Armour +5 Fatigue +1% Resists +15% blight Blind- +20% Disarm- +10% Stun/Frz- +10% A cap made of leather. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 27.82 to 83.45 lightning damage (55.63 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Xanath the Sparkbrace (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Str +1 Dex +4 Cun +1 Con ----- def ----- Defense +1 (+0 eff.) Resists +9% lightning +3% fire Mind.save +7 (+4 eff.) A pointy cloth hat, very wizardly... |
dwarven-steel helm 'Strikebane' (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Melee Ret 10 acid 2 lightning On Hit (Melee): * 10% chance to slow global speed by 45% * 20% chance to reduce armor by 33% ----- def ----- Armour +4 Fatigue +4% Resists +3% lightning +3% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
searing dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor [Ego+] Arcane While equipped: dps ---------- Melee+ 15 acid 8 fire Melee Ret 10 acid 8 fire ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +15% acid +13% fire A suit of armour made of mail. |
Chalodur the cured leather armour (11 def, 11 armour)9.0 T2 light armor [Random Unique] Nature/Master While equipped: dps ---------- Melee+ 6 fire Ranged+ 5 fire ----- def ----- Armour +11 Defense +11 (+3 eff.) Fatigue +7% Resists +17% acid +10% physical +6% light +12% fire Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +3 (+2 eff.) Max.HP +32.00 HP.reg +3.80 Heal.mod +11% A suit of armour made of leather. |
Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+5 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 37.46 to 112.38 lightning damage (74.92 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
marauder's cured leather armour (9 def, 4 armour)9.0 T2 light armor [Ego+] Master While equipped: Stats +5 Str +3 Dex ----- def ----- Armour +4 Defense +9 (+3 eff.) Fatigue +7% Phys.save +9 (+5 eff.) A suit of armour made of leather. |
rejuvenating hardened leather armour of cold resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +19% cold HP.reg +3.10 ---------- misc Stam/turn +1.40 A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
Thalore-Wood Cuirass (4 def, 12 armour)12.0 T2 massive armor [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+1 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
steel plate armour of lightning resistance (0 def, 9 armour)17.0 T2 massive armor [Ego] Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +16% lightning A suit of armour made of metal plates. |
quiver of elm arrows (8/14, 110% power, 5 apr)3.0 T1 arrow ammo [Normal] Power 110% Range: 1.4x Uses 70% Dex, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 14 Arrows are used with bows to pierce your foes to death. |
10 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. |
182 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. |
4 aquamarine0.0 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. |
3 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(72 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
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 (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
chilling pouch of steel shots of amnesia (20/20, 118% power, 2 apr)3.0 T2 shot ammo [Ego+] Arcane/Psionic Power 118% Range: 1.2x Uses 70% Dex, 0% Mag, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 20 Ranged+ +9 cold On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
amethyst0.0 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. |
soothing elm wand of lightning storm [power 110] (30/15 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total damage) Puts all charms on 15 cooldown 100% to heal for 30. 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. |
10 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. |
12 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
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Nightmode the Cornac Temporal Warden level 19
48th Dusk 122nd year of Ascendancy at 18:47 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Nightmode the Cornac Temporal Warden level 10
4th Mirth 122nd year of Ascendancy at 15:40 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Nightmode the Cornac Temporal Warden level 20
48th Dusk 122nd year of Ascendancy at 20:46 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Nightmode the Cornac Temporal Warden level 11
7th Mirth 122nd year of Ascendancy at 19:14 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Nightmode the Cornac Temporal Warden level 15
9th Flare 122nd year of Ascendancy at 01:42 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Nightmode the Cornac Temporal Warden level 20
50th Dusk 122nd year of Ascendancy at 18:57 see stats
Log
Bleeding from Nightmode hits Mayemibeth the netherworm mass for 13 physical damage.
Mayemibeth the netherworm mass casts Temporal Shield.
The very fabric of time alters around Mayemibeth the netherworm mass.
Nightmode casts Warden's Focus.
Nightmode misses Mayemibeth the netherworm mass.
Nightmode misses Mayemibeth the netherworm mass.
Mayemibeth the netherworm mass uses Blinding Powder.
Nightmode loses sight!
Nightmode is disabled.
Mayemibeth the netherworm mass hits Nightmode for damage.
The shield around Nightmode crumbles.
Talent Time Shield is ready to use.
Ran for 2 turns (stop reason: taken damage).
Nightmode's is vulnerable to attacks and effects!
Nightmode is stunned!
Something leeches life from Nightmode!
Nightmode hits Something for 86 healing, 60 healing, 93 healing, 19 healing, 64 healing (0 total damage) [322 healing].
Something hits Nightmode for 79 physical, 55 darkness, 86 physical, 17 blight, 59 darkness (296 total damage).
Nightmode uses Infusion: Regeneration.
Nightmode starts regenerating health quickly.
Nightmode is silenced!
Nightmode is disarmed!
Nightmode shares damage with his guardian!
Something leeches life from Nightmode!
Something receives 45 healing from Nightmode.
Something hits Nightmode for (72 shared), 196 darkness (196 total damage).
Nightmode the level 20 cornac temporal warden was darkened to death by Mayemibeth the netherworm mass on level 4 of Faleran.





















































































































