









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Exploration |
Sex | Male |
Race | Skeleton |
Class | Doombringer |
Level / Exp | 27 / 54% |
Size | big |
Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 7 on the 10th Mirth 122nd year of Ascendancy at 00:28 / 81Killed by elven cultist at level 12 on the 8th Dusk 122nd year of Ascendancy at 05:08 Killed by elven cultist at level 12 on the 8th Dusk 122nd year of Ascendancy at 08:16 Killed by Arulrabeth the rattlesnake at level 13 on the 17th Dusk 122nd year of Ascendancy at 09:01 Killed by bloated horror at level 15 on the 29th Dusk 122nd year of Ascendancy at 09:55 Killed by Horned Horror at level 16 on the 32nd Dusk 122nd year of Ascendancy at 14:42 Killed by corrupted bandit at level 17 on the 43rd Dusk 122nd year of Ascendancy at 21:22 Killed by flame turret at level 17 on the 47th Dusk 122nd year of Ascendancy at 06:26 Killed by Xilenn the black ooze at level 18 on the 49th Dusk 122nd year of Ascendancy at 02:58 Killed by naga myrmidon at level 21 on the 61st Dusk 122nd year of Ascendancy at 17:14 Killed by naga myrmidon at level 21 on the 62nd Dusk 122nd year of Ascendancy at 01:06 Killed by naga myrmidon at level 21 on the 62nd Dusk 122nd year of Ascendancy at 13:31 Killed by naga myrmidon at level 21 on the 62nd Dusk 122nd year of Ascendancy at 16:37 Killed by Gada the electric eel at level 21 on the 63rd Dusk 122nd year of Ascendancy at 08:03 Killed by naga psyren at level 22 on the 64th Dusk 122nd year of Ascendancy at 08:35 Killed by graf at level 22 on the 64th Dusk 122nd year of Ascendancy at 20:03 Killed by Weirdling Beast at level 22 on the 64th Dusk 122nd year of Ascendancy at 23:15 Killed by Weirdling Beast at level 22 on the 65th Dusk 122nd year of Ascendancy at 01:40 Killed by Weirdling Beast at level 22 on the 65th Dusk 122nd year of Ascendancy at 10:11 Killed by Weirdling Beast at level 22 on the 65th Dusk 122nd year of Ascendancy at 10:39 Killed by Weirdling Beast at level 22 on the 65th Dusk 122nd year of Ascendancy at 14:31 Killed by Urkis, the High Tempest at level 22 on the 68th Dusk 122nd year of Ascendancy at 07:52 Killed by Urkis, the High Tempest at level 22 on the 68th Dusk 122nd year of Ascendancy at 10:29 Killed by Urkis, the High Tempest at level 22 on the 68th Dusk 122nd year of Ascendancy at 12:45 Killed by Urkis, the High Tempest at level 22 on the 68th Dusk 122nd year of Ascendancy at 12:54 Killed by Urkis, the High Tempest at level 22 on the 69th Dusk 122nd year of Ascendancy at 02:14 Killed by Urkis, the High Tempest at level 22 on the 69th Dusk 122nd year of Ascendancy at 02:34 Killed by Kra'Tor the Gluttonous at level 23 on the 69th Dusk 122nd year of Ascendancy at 12:18 Killed by Kra'Tor the Gluttonous at level 23 on the 69th Dusk 122nd year of Ascendancy at 15:09 Killed by Kra'Tor the Gluttonous at level 23 on the 69th Dusk 122nd year of Ascendancy at 17:31 Killed by Burb the snow giant champion at level 23 on the 70th Dusk 122nd year of Ascendancy at 00:55 Killed by Burb the snow giant champion at level 23 on the 70th Dusk 122nd year of Ascendancy at 01:36 Killed by Layona the scourge drake at level 25 on the 31st Haze 122nd year of Ascendancy at 04:47 Killed by Layona the scourge drake at level 25 on the 31st Haze 122nd year of Ascendancy at 08:03 Killed by Zubulle the scourge drake hatchling at level 25 on the 31st Haze 122nd year of Ascendancy at 10:53 Killed by Zubulle the scourge drake hatchling at level 25 on the 31st Haze 122nd year of Ascendancy at 12:32 Killed by Kroltar the Scourge at level 25 on the 31st Haze 122nd year of Ascendancy at 12:43 Killed by scourge drake hatchling at level 25 on the 31st Haze 122nd year of Ascendancy at 12:55 Killed by beam trap at level 25 on the 31st Haze 122nd year of Ascendancy at 13:19 Killed by Zubulle the scourge drake hatchling at level 25 on the 31st Haze 122nd year of Ascendancy at 13:31 Killed by scourge drake at level 26 on the 31st Haze 122nd year of Ascendancy at 17:13 Killed by scourge drake at level 26 on the 32nd Haze 122nd year of Ascendancy at 02:38 Killed by elven corruptor at level 26 on the 33rd Haze 122nd year of Ascendancy at 16:13 Killed by elven blood mage at level 26 on the 33rd Haze 122nd year of Ascendancy at 18:16 Killed by elven blood mage at level 26 on the 33rd Haze 122nd year of Ascendancy at 20:09 Killed by elven cultist at level 26 on the 33rd Haze 122nd year of Ascendancy at 22:27 Killed by elven corruptor at level 26 on the 33rd Haze 122nd year of Ascendancy at 23:14 Killed by elven corruptor at level 26 on the 34th Haze 122nd year of Ascendancy at 01:54 Killed by elven corruptor at level 26 on the 34th Haze 122nd year of Ascendancy at 02:13 Killed by elven tempest at level 26 on the 34th Haze 122nd year of Ascendancy at 04:03 Killed by elven blood mage at level 26 on the 34th Haze 122nd year of Ascendancy at 06:12 Killed by elven blood mage at level 26 on the 34th Haze 122nd year of Ascendancy at 08:05 Killed by elven cultist at level 26 on the 34th Haze 122nd year of Ascendancy at 14:37 Killed by elven cultist at level 26 on the 34th Haze 122nd year of Ascendancy at 17:00 Killed by elven blood mage at level 26 on the 34th Haze 122nd year of Ascendancy at 23:39 Killed by Silalranne the elven warrior at level 26 on the 35th Haze 122nd year of Ascendancy at 04:19 Killed by elven blood mage at level 26 on the 35th Haze 122nd year of Ascendancy at 08:24 Killed by elven blood mage at level 26 on the 35th Haze 122nd year of Ascendancy at 08:50 Killed by elven blood mage at level 26 on the 35th Haze 122nd year of Ascendancy at 11:04 Killed by elven blood mage at level 26 on the 36th Haze 122nd year of Ascendancy at 01:56 Killed by elven blood mage at level 26 on the 36th Haze 122nd year of Ascendancy at 04:06 Killed by elven cultist at level 26 on the 36th Haze 122nd year of Ascendancy at 07:48 Killed by elven blood mage at level 26 on the 36th Haze 122nd year of Ascendancy at 11:32 Killed by Xeroda the elven cultist at level 26 on the 36th Haze 122nd year of Ascendancy at 12:31 Killed by elven blood mage at level 26 on the 36th Haze 122nd year of Ascendancy at 15:01 Killed by Xeroda the elven cultist at level 26 on the 36th Haze 122nd year of Ascendancy at 17:02 Killed by Xeroda the elven cultist at level 26 on the 36th Haze 122nd year of Ascendancy at 17:10 Killed by Xeroda the elven cultist at level 26 on the 36th Haze 122nd year of Ascendancy at 17:18 Killed by elven blood mage at level 26 on the 36th Haze 122nd year of Ascendancy at 17:25 Killed by elven corruptor at level 26 on the 36th Haze 122nd year of Ascendancy at 20:49 Killed by elven blood mage at level 26 on the 36th Haze 122nd year of Ascendancy at 22:15 Killed by elven blood mage at level 27 on the 37th Haze 122nd year of Ascendancy at 02:16 Killed by elven cultist at level 27 on the 37th Haze 122nd year of Ascendancy at 06:30 Killed by elven blood mage at level 27 on the 37th Haze 122nd year of Ascendancy at 09:56 Killed by elven cultist at level 27 on the 38th Haze 122nd year of Ascendancy at 00:42 Killed by elven cultist at level 27 on the 38th Haze 122nd year of Ascendancy at 02:06 Killed by elven cultist at level 27 on the 38th Haze 122nd year of Ascendancy at 02:30 Killed by elven blood mage at level 27 on the 38th Haze 122nd year of Ascendancy at 06:01 Killed by Colnin the human at level 27 on the 49th Haze 122nd year of Ascendancy at 18:06 Killed by Barcai the human at level 27 on the 49th Haze 122nd year of Ascendancy at 20:07 Killed by Caraia the human at level 27 on the 49th Haze 122nd year of Ascendancy at 22:04 |
Primary Stats
Strength | 55 (base 40) |
Dexterity | 21 (base 10) |
Constitution | 56 (base 41) |
Magic | 50 (base 38) |
Willpower | 20 (base 10) |
Cunning | 14 (base 11) |
Resources
Life | -49/914 |
Mana | 186/186 |
Stamina | 146/213 |
Vim | 68/77 |
Healing Factor | 1.4053097345133 |
Regeneration | 5.1540394678396 |
Speed
Mental | -9.9999999999999% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +94.182420836556% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 8 |
See Stealth | 17 |
See Invisible | 27 |
Offense: Mainhand
Damage | 161 |
Accuracy | 52 |
Crit Chance | 13% |
APR | 31 |
Speed | 1.11 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +9% |
Light | +10% |
Cold | +12% |
Physical | +12% |
Fire | +19% |
All | 0% |
Offense: Damage Penetration
Acid | +35% |
Light | +20% |
Nature | +30% |
Fire | +24% |
All | 0% |
Defense: Base
Armour (hardiness) | 49.040084512322 (73.452380952381%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 13 |
Physical Save | 41 |
Spell Save | 36 |
Mental Save | 17 |
Defense: Resistances
Acid | + 35%( 70%) |
Physical | + 23%( 70%) |
Cold | + 55%( 70%) |
All | + 13%( 70%) |
Darkness | + 50%( 70%) |
Light | + 49%( 70%) |
Lightning | + 24%( 70%) |
Fire | + 70%( 70%) |
Nature | + 21%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 42% |
Bleed Resistance | 100% |
Confusion Resistance | 22% |
Fear Resistance | 100% |
Stun Resistance | 21% |
Poison Resistance | 100% |
Blind Resistance | 24% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 350 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Corruption / Heart of Fire | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Corruption / Torture | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Flame of Urh'Rok |
talent | Abyssal Shield |
talent | Eternal Suffering |
talent | Share the Pain |
talent | Premonition |
talent | Precise Strikes |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects (except Wet and Frozen Feet). The target cannot teleport or heal while frozen. 99 HP on the iceblock remaining. Frozen |
detrimental effect | Reduces global action speed by 38% and all outgoing projectiles speed by 63%. Congeal Time |
detrimental effect | The target has a 10% chance to fail any spell it casts and a chance each turn to lose spell sustains. Spell Disruption |
beneficial effect | Reduces fire damage received by 16%. Premonition Shield |
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 injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the 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 Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Constitution by +5. | 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 have explored the Old Forest and vanquished Wrathroot. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed honey tree root. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within5 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Fatigue: +2% Silence immunity: +22% Confusion immunity: +22% Stun/Freeze immunity: +21% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 14 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(69 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to reduce armor by 32% Changes stats: +4 Str Changes resistances: +12% light / +6% fire Changes resistances penetration: +5% acid Changes damage: +9% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+4 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 42 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +9 Defense: +8 (+0 eff.) Changes resistances: +4% physical / +12% cold Critical mult.: +15.00% Reduces incoming crit damage: 15.00% Mental save: +6 (+4 eff.) Poison immunity: +20% Silence immunity: +20% See invisible: +6 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 114% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +15% fire Critical mult.: +20.00% Reduces incoming crit damage: 15.00% Blindness immunity: +24% Only die when reaching: -40.00 life Maximum life: +40.00 Maximum stamina: +30.00 Infravision radius: +6 See stealth: +17 See invisible: +21 Rings can have magical properties. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +5 Str / +4 Con Changes resistances: +7% acid / +7% fire / +7% cold / +7% lightning Physical save: +10 (+4 eff.) Size category: +1 A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 71.5 - 107.3 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (radius 2) on crit: +47 acid / +61 fire / +52 nature When wielded/worn: Armour penetration: +19 Changes stats: +2 Mag / +3 Cun / +4 Con Changes resistances: +6% lightning Changes resistances penetration: +30% acid / +24% fire / +30% nature Changes damage: +9% lightning Infravision radius: +2 Global speed: +13% Massive two-handed mauls. |
On hands | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 205.31 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Main armor | ![]() Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +2 (+0 eff.) Fatigue: +7% Changes resistances: +19% acid / +20% cold / +3% fire Changes damage: +12% cold Physical save: +5 (+2 eff.) A suit of armour made of mail. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+4 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +5 (+0 eff.) Changes stats: +4 Dex / +2 Con Changes resistances: +3% physical Changes resistances penetration: +20% light Changes damage: +6% physical Maximum stamina: +10.00 Amulets can have magical properties. |
Inventory
![]() Infused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +11% light / +11% darkness Blindness immunity: +20% Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +6% light Critical mult.: +10.00% Disarm immunity: +22% Pinning immunity: +23% Knockback immunity: +22% Psi when hit: +0.04 Maximum life: +23.00 Maximum hate: +10.00 Mindpower: +5 (+2 eff.) Mental crit. chance: +1% Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% darkness Changes damage: +11% darkness Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Cun / +2 Mag Changes resistances: +12% blight Changes damage: +12% blight Spellpower: +5 (+2 eff.) Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+3 eff.) Rings can have magical properties. |
![]() Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 13.0 - 19.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +7 temporal When wielded/worn: Changes resistances: +9% temporal Massive two-handed battleaxes. |
![]() Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 35.5 - 56.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Dex Changes resistances: +12% temporal Changes damage: +6% nature Spell save: +6 (+3 eff.) Maximum stamina: +20.00 Massive two-handed swords. |
![]() Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 51.5 - 82.4 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +17 Changes stats: +9 Str / +10 Dex / +6 Mag / +12 Wil / +7 Cun / +12 Con Changes resistances penetration: +16% all Massive two-handed swords. |
![]() Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 23.0 - 36.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (radius 1) on hit: +7 fire Massive two-handed swords. |
![]() Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
![]() Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 18.5 - 29.6 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +7 nature Massive two-handed swords. |
![]() Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Effects when hit in melee: * 25% chance to reduce damage dealt by 13% * 29% chance to reduce strength, dexterity, and constitution by 22 Changes stats: +5 Cun / +5 Wil Changes resistances: +8% acid / +8% blight / +9% lightning Changes resistances penetration: +15% acid Changes damage: +3% lightning / +3% acid Damage against: +22% Summoned Reduced damage from: +24% Summoned Maximum life: +36.00 A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Defense: +14 (+4 eff.) Fatigue: -6% Effects on melee hit: * 20% chance to slow global speed by 40% Effects when hit in melee: * 28% chance to reduce damage dealt by 13% * 25% chance to reduce strength, dexterity, and constitution by 22 Changes stats: +2 Wil Changes resistances: +9% cold Changes damage: +9% cold Stealth bonus: +9 Maximum encumbrance: +35 Mental save: +8 (+5 eff.) Maximum life: +48.00 A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +2 Str / +3 Mag Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +15% light / +10% physical Changes damage: +3% light A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+0 eff.) Damage when hit (Melee): 4 nature Changes resistances: +6% nature Stealth bonus: +5 Stun/Freeze immunity: +10% Maximum life: +20.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 20% chance to reduce all saves and defense by 15 Damage when hit (Melee): 2 mind Changes resistances: +6% fire / +3% mind / +6% cold Changes resistances penetration: +5% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 5 acid Changes stats: +2 Dex Changes resistances: +5% acid Changes damage: +4% acid 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 25.74 to 77.21 lightning damage (51.47 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Dex Changes resistances: +6% cold / +5% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 2 darkness Changes stats: +3 Cun / +3 Dex Changes resistances: +3% darkness Changes damage: +3% darkness Mental save: +9 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% A suit of armour made of mail. |
![]() Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+6 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 34.66 to 103.97 lightning damage (69.32 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+0 eff.) Fatigue: +7% Changes resistances: +18% fire Life regen: +2.30 Stamina each turn: +0.80 A suit of armour made of leather. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+4 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+0 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+5 eff.) When used to imbue an object: Defense: +8 (+0 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+5 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+3 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +5% fire Mental save: +5 (+4 eff.) Light radius: +3 See stealth: +6 See invisible: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+6 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +1 Stamina each turn: +3.00 Light radius: +3 It can be used to sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By graf the Skeleton Doombringer level 24
25th Haze 122nd year of Ascendancy at 00:32 see stats
By graf the Skeleton Doombringer level 18
48th Dusk 122nd year of Ascendancy at 00:53 see stats
By graf the Skeleton Doombringer level 10
2nd Summertide 122nd year of Ascendancy at 18:19 see stats
By graf the Skeleton Doombringer level 20
58th Dusk 122nd year of Ascendancy at 15:58 see stats
By graf the Skeleton Doombringer level 27
38th Haze 122nd year of Ascendancy at 10:58 see stats
By graf the Skeleton Doombringer level 27
37th Haze 122nd year of Ascendancy at 16:50 see stats
By graf the Skeleton Doombringer level 5
5th Mirth 122nd year of Ascendancy at 10:31 see stats
By graf the Skeleton Doombringer level 22
67th Dusk 122nd year of Ascendancy at 02:00 see stats
By graf the Skeleton Doombringer level 25
30th Haze 122nd year of Ascendancy at 12:24 see stats
By graf the Skeleton Doombringer level 16
31st Dusk 122nd year of Ascendancy at 11:28 see stats
Log
Caraia the human receives 74 healing.
Bergu the human receives 59 healing from Caraia the human.
graf drains life from Caraia the human!
graf receives 2 healing from Caraia the human.
graf hits Caraia the human for 16 fire damage.
graf hits Colnin the human for 0 fire damage.
Burning from Graf hits Colnin the human for 10 fire damage.
graf receives 3 healing from Devouring flames from Graf.
Bergu the human shoots!
Colnin the human casts Freeze.
Graf is encased in ice!
Colnin the human hits graf for 153 cold damage.
Steamgun turret's Steamgun Turret hits graf for (33 to ice), 50 physical (50 total damage).
Graf shrugs off Bergu the human's 'Spell Disruption'!
Bergu the human's Shoot hits graf for (53 to ice), 80 physical (80 total damage).
Melee retaliation hits Iceblock for 19 blight, 60 fire (78 total damage).
graf hits Iceblock for 194 physical, 9 fire (201 total damage).
Ritch flamespitter spits flames!
Ritch flamespitter hits graf for (9 to ice), 14 fire (14 total damage).
Caraia the human cover of leaves falls apart.
Bergu the human cover of leaves falls apart.
Colnin the human cover of leaves falls apart.
Steamgun turret cover of leaves falls apart.
Burning from Graf hits Iceblock for 13 fire damage.
Bergu the human shoots!
Colnin the human casts Lightning.
Colnin the human hits graf for (78 to ice), 117 lightning (117 total damage).
Steamgun turret's Steamgun Turret hits graf for (33 to ice), 50 physical (50 total damage).
Caraia the human performs a melee critical strike against graf!