













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Sounds Mod 1.7.4Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.6.6This 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 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Lich |
Class | Necromancer |
Level / Exp | 50 / 720% |
Size | medium |
Lifes / Deaths | Killed by Grand Corruptor at level 22 on the 66th Dusk 122nd year of Ascendancy at 20:54 0 / 10Killed by Celia at level 26 on the 2nd Haze 122nd year of Ascendancy at 19:27 Killed by Nerabeth the corrupted plasmic disruptor at level 30 on the 65th Haze 122nd year of Ascendancy at 18:50 Killed by Vor, Grand Geomancer of the Pride at level 44 on the 78th Pyre 123rd year of Ascendancy at 00:59 Killed by Vor, Grand Geomancer of the Pride at level 44 on the 78th Pyre 123rd year of Ascendancy at 01:04 Killed by Vor, Grand Geomancer of the Pride at level 50 on the 11st Haze 123rd year of Ascendancy at 21:57 Killed by Argoniel at level 50 on the 60th Haze 123rd year of Ascendancy at 10:39 Killed by Elandar at level 50 on the 60th Haze 123rd year of Ascendancy at 13:36 Killed by Elandar at level 50 on the 60th Haze 123rd year of Ascendancy at 15:03 Killed by Azandorsar at level 50 on the 60th Haze 123rd year of Ascendancy at 15:09 |
Primary Stats
Strength | 16 (base 10) |
Dexterity | 17 (base 10) |
Constitution | 84 (base 60) |
Magic | 127 (base 60) |
Willpower | 124 (base 60) |
Cunning | 77 (base 32) |
Resources
Life | 1084/1084 |
Mana | 1013/1013 |
Soul | 22/22 |
Healing Factor | 1.437682368262 |
Regeneration | 0.3594205920655 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 6 |
See Stealth | 52.958994310777 |
See Invisible | 62.958994310777 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 58 |
Accuracy | 20 |
Crit Chance | 30% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 79 |
Crit Chance | 45% |
Speed | 1 |
Offense: Mind
Mindpower | 64 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +15% |
Nature | +16% |
Fire | +29% |
Blight | +24% |
Arcane | +22% |
Cold | +57% |
All | +5% |
Offense: Damage Penetration
Light | +30% |
Physical | +18% |
Fire | +35% |
All | +10% |
Defense: Base
Armour (hardiness) | 17 (30%) |
Defense | 10 |
Ranged Defense | 10 |
Fatigue | 9 |
Physical Save | 35 |
Spell Save | 72 |
Mental Save | 72 |
Defense: Resistances
Acid | + 38%( 70%) |
Blight | + 38%( 70%) |
Arcane | + 16%( 40%) |
Cold | + 80%( 80%) |
All | + 27%( 70%) |
Physical | + 36%( 70%) |
Lightning | + 53%( 80%) |
Light | + 42%( 70%) |
Temporal | + 38%( 70%) |
Mind | + 32%( 70%) |
Darkness | + 80%( 80%) |
Fire | + 80%( 80%) |
Nature | + 60%( 80%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 96% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 70% |
Silence Resistance | 32% |
Bleed Resistance | 100% |
Teleport Resistance | 10% |
Instadeath Resistance | 100% |
Pinning Resistance | 20% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 431 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 147 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 678.30 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 735 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Master necromancer | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Spell / Animus | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Undead / Lich | 1.00 |
| 2/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Spell / Spectre | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lost defiler from death by Borfast the Broken. Escort: lost defiler (level 1 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Scintillating Caves. Escort: worried loremaster (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | active |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1736. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed bloated horror heart. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed pouch of bone giant dust. * You've found the needed ritch stinger. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | 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 | ![]() 3.0 T5 feet armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag +8 Wil +4 Con dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +12% fire Res.pen +8% physical ----- def ----- Armour +5 Fatigue +4% Resists +6% mind +24% fire Silence- +32% Confus- +41% Stun/Frz- +29% Blink to a nearby random location (rad 13) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: ----- def ----- Armour +4 Resists +6% light +6% darkness Mind.save +18 (+4 eff.) Die.at -80.00 life Max.HP +57.00 Pinning- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T5 head armor [Rare] Arcane While equipped: Stats +2 Str +7 Mag +7 Wil dps ---------- Spell.crit +4% Dmg.mod +19% blight +17% arcane Res.pen +20% light Melee Ret 10 light ----- def ----- Armour +5 Fatigue +5% Resists +5% arcane Mind.save +9 (+2 eff.) Max.HP +100.00 Blind- +20% ---------- misc Stam/turn +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +12% fire On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% fire Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Wards +4 blight +5 fire +6 arcane +5 nature Talents +2 Ward Fire a magical bolt dealing 387 fire damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+2 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
On fingers | ![]() 0.1 T1 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +13 (+3 eff.) Dmg.mod +5% all Res.pen +10% all Acc +10 (+5 eff.) ----- def ----- Resists +6% darkness +2% physical Mind.save +6 (+1 eff.) Die.at -20.00 life Max.HP +40.00 Confus- +25% Teleport- +10% Rings make your fingers look great! |
Around waist | ![]() 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+6 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+3 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +17 Mag +20 Wil +18 Cun dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) S.pwr/crit +9 Dmg.mod +30% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T4 hands armor [Rare] Nature While equipped: Stats +5 Con dps ---------- Phys.pwr +20 (+8 eff.) Melee+ 15 nature Dmg.mod +11% nature Res.pen +25% fire ----- def ----- Armour +3 Resists +10% nature +12% fire Max.HP +80.00 Disease- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+5 eff.) Spell.pwr +30 (+6 eff.) ----- def ----- Defense +6 (+6 eff.) Resists +15% all Spell.save +25 (+6 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 A silk robe, darker than the darkest night sky, it radiates power. |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Res.Cap +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Around neck | ![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Inventory
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 404 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 431 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 170 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+7 eff.) Mind.save +18 (+4 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 4.0 Pwr.cost 10 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 185.53 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +15 (+7 eff.) ----- def ----- Armour +8 Defense +15 (+12 eff.) ---------- misc Stam/turn +3.00 Masteries +0.15 Spell/Glacial waste +0.15 Spell/Eradication Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Fatigue -4% HP.reg +1.00 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Arcane/Master While equipped: dps ---------- Crit.mult +20.00% Spell.pwr +15 (+3 eff.) Dmg.mod +13% blight +13% fire ----- def ----- Fatigue -9% HP.reg +4.00 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +15 Str +7 Cun dps ---------- Res.pen +31% darkness +31% cold Melee Ret 12 cold On Hit (Melee): * 25% chance to reduce damage dealt by 30% ----- def ----- Crit.dmg- 18.70% ---------- misc Light +4 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +7 Str +7 Wil +9 Cun +4 Con dps ---------- Crit.mult +5.00% Mind.pwr +10 (+3 eff.) Dmg.mod +6% mind Res.pen +5% mind Apr +4 Melee Ret 6 physical ----- def ----- Armour +14 Defense +10 (+10 eff.) Spell.save +14 (+4 eff.) ---------- misc Max.stam +28.00 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +8 Mag +6 Wil dps ---------- Spell.pwr +13 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 19 physical Ranged+ 8 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 37 On Hit (Ranged): * 13% chance to reduce all saves and defense by 37 ----- def ----- Resists +9% light Mind.save +12 (+3 eff.) Die.at -80.00 life Disarm- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Hate/m.crit +2.00 Max.hate +11.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Nature While equipped: dps ---------- Res.pen +10% all Acc +10 (+5 eff.) ----- def ----- Max.HP +49.00 HP.reg +9.00 Heal.mod +13% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Phys.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Random Unique] Arcane/Nature/Master Power 20.5 - 26.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +20 nature On Crit.r2 +36 fire On Crit: * Splash the target with acid dealing 209 damage over 5 turns and reducing armor and accuracy by 27 While equipped: Stats +4 Dex dps ---------- All.spd +3% Phys.spd +10% Dmg.mod +6% arcane Res.pen +20% arcane +9% fire Acc +10 (+5 eff.) Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Master/Psionic Power 38.5 - 50.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Acc +14 (+7 eff.) ----- def ----- Defense +14 (+12 eff.) Disarm- +35% Sharp, short and deadly. |
![]() 5.0 T5 greatmaul 2H weapon Reqs Str 48 [Normal] Power 71.0 - 106.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Massive two-handed mauls. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego++] Master Power 60.0 - 96.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +9 Dex dps ---------- Phys.crit +17.0% Phys.pwr +20 (+8 eff.) Phys.spd +10% Acc +24 (+12 eff.) Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego++] Nature/Psionic Power 60.5 - 96.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +40 lightning +37 cold On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Mov.spd +64% Res.pen +26% lightning +33% cold Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Normal] Power 62.0 - 99.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Massive two-handed swords. |
![]() 4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Ego++] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: 10% Shoot 1 While equipped: dps ---------- Res.pen +21% physical Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +20 acid While equipped: Stats +11 Dex dps ---------- Dmg.mod +24% acid Longbows are used to shoot arrows at your foes. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Ego+] Nature/Master Power 58.0 - 81.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +13 Str +11 Dex +10 Mag +13 Wil +13 Cun +8 Con Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Ego++] Master Power 43.5 - 60.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +14.0% Phys.pwr +14 (+6 eff.) Res.pen +9% physical Acc +25 (+12 eff.) Apr +15 Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon Reqs Str 48 [Ego+] Nature/Disrupt Power 47.5 - 66.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: * 22 arcane resource burn While equipped: Stats +11 Con +15 Wil ----- def ----- Max.HP +80.00 Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon Reqs Str 48 [Ego+] Master Power 46.0 - 64.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: Stats +7 Dex dps ---------- Phys.spd +10% Acc +20 (+10 eff.) Blunt and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 16.0 - 17.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) ----- def ----- Resists +12% mind Phys.save +9 (+4 eff.) Spell.save +6 (+2 eff.) Mind.save +19 (+4 eff.) ---------- misc Psi/turn +1.40 Equi/ret +2.50 Max.psi +50.00 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. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature Power 16.0 - 17.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +12% lightning +10% cold +10% nature +16% physical ----- def ----- Defense +36 (+23 eff.) Resists +9% blight Disease- +25% Pinning- +32% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +18 cold While equipped: Stats +7 Str dps ---------- Phys.pwr +13 (+6 eff.) Dmg.mod +22% cold Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Ego+] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Proj.spd +200% Ranged+ +15 acid While equipped: Stats +6 Cun dps ---------- Phys.spd +10% Dmg.mod +20% acid Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T5 staff 2H weapon [Normal] Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) Dmg.mod +30% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego] Arcane Power 40.0 - 48.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +36 (+8 eff.) Dmg.mod +40% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +18 Mag +19 Wil +20 Cun dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) S.pwr/crit +21 Dmg.mod +30% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Arcane/Master Power 39.5 - 55.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 125 damage While equipped: dps ---------- Phys.crit +14.0% Crit.mult +35.00% Apr +15 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Arcane Power 39.5 - 55.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * Create an explosion dealing 125 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +19% cold Res.pen +30% cold One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego] Arcane/Nature Power 40.5 - 56.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 nature On Hit.r1 +18 fire One-handed war axes. |
![]() 1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
![]() 1.0 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. |
![]() 1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +10 (+10 eff.) Resists +5% blight Stealth +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Normal] A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Cun +5 Wil dps ---------- Against +40% Summoned ----- def ----- D.Red.from +28% Summoned Anom.red +15 Max.HP +108.00 ---------- misc Max.mana +45.00 Max.stam +45.00 Max.hate +11.00 Max.psi +30.00 Max.vim +31.00 Max.P.En +34.00 Max.N.En +31.00 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% mind +9% cold Res.pen +20% cold Melee Ret 2 cold ----- def ----- Defense +2 (+2 eff.) Resists +16% temporal +27% darkness +6% cold Def/telep +18 Res/telep +12% Dur/telep +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +12 Mag dps ---------- Dmg.mod +25% cold Melee Ret 60 ice ----- def ----- Defense +12 (+11 eff.) Resists +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 715.92 cold damage and condensing the air into freezing vapors that deal 238.64 cold damage (based on Magic) each turn for 10 turns. Uses 30 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +10% mind ----- def ----- Armour +2 Defense +6 (+6 eff.) Resists +3% darkness Phys.save +12 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Defense +3 (+3 eff.) Mind.save +14 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+12 eff.) Resists -10% cold +50% fire +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. This item has been sent to the Item's Vault. |
![]() 2.0 T5 cloth armor [Rare] Master While equipped: dps ---------- Mind.crit +6% Phys.pwr +35 (+13 eff.) Acc +30 (+15 eff.) Melee Ret 8 light ----- def ----- Armour +5 Defense +5 (+5 eff.) Resists +24% acid +4% physical +6% arcane +12% nature +15% all Phys.save +30 (+11 eff.) Confus- +25% ---------- misc Stam/turn +3.74 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +7% temporal +8% physical Res.pen +6% temporal +6% physical ----- def ----- Resists +7% all Anom.red +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.crit +13% Spell.pwr +30 (+6 eff.) ----- def ----- Resists +15% all ---------- misc Mana/turn +0.72 Psi/turn +0.40 Max.mana +100.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane/Nature While equipped: Stats +8 Str +7 Mag +7 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+6 eff.) Dmg.mod +29% lightning +25% physical +30% cold ----- def ----- Resists +10% lightning +13% cold +15% all ---------- misc Mana/turn +0.27 Max.mana +83.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) Dmg.mod +24% acid +14% physical +24% temporal +17% fire +23% arcane +5% cold ----- def ----- Resists +14% acid +16% physical +12% fire +15% cold +15% all ---------- misc Max.mana +42.00 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 feet armor [Rare] Psionic While equipped: Stats +9 Cun +5 Wil dps ---------- Mind.crit +3% Crit.mult +10.00% Dmg.mod +6% lightning Res.pen +15% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 30% ----- def ----- Armour +5 Phys.save +10 (+5 eff.) Spell.save +11 (+3 eff.) Mind.save +13 (+3 eff.) ---------- misc Hate/m.crit +5.00 Max.hate +4.00 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego+] Arcane/Master While equipped: Stats +15 Dex dps ---------- Mov.spd +25% ----- def ----- Armour +5 Defense +12 (+11 eff.) A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego++] Arcane/Master While equipped: Stats +14 Dex +5 Mag ----- def ----- Armour +5 Defense +17 (+13 eff.) ---------- misc Spell.cld 10% A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +1 Resists +6% lightning +6% temporal +3% light Disarm- +20% Pinning- +10% Stun/Frz- +10% Teleport- +10% A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 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. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 97.16 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.5 T4 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Con dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 9 fire Dmg.mod +4% fire ----- def ----- Armour +3 Fatigue +5% Resists +7% fire Phys.save +11 (+5 eff.) Spell.save +6 (+2 eff.) Mind.save +5 (+1 eff.) HP.reg +4.00 Heal.mod +5% Disease- +20% Silence- +20% Disarm- +30% ---------- misc Stam/turn +1.50 Max.stam +12.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 79.01 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.0 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 6 blight Dmg.mod +3% blight ----- def ----- Armour +1 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. |
![]() 2.0 T5 head armor [Ego] Master While equipped: ----- def ----- Armour +11 Fatigue +5% ---------- misc Infravis +4 A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +9% fire ----- def ----- Armour +1 Fatigue +1% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/s.crit +2.00 A cap made of leather. |
![]() 2.0 T5 head armor [Ego+] Master While equipped: Stats +8 Str +10 Wil ----- def ----- Armour +5 Fatigue +5% Resists +12% blight Mind.save +13 (+3 eff.) A cap made of leather. |
![]() 9.0 T5 light armor Reqs Str 20 [Ego+] Master While equipped: Stats +10 Str +9 Dex ----- def ----- Armour +8 Defense +29 (+19 eff.) Fatigue +8% Resists +10% physical Phys.save +41 (+15 eff.) A suit of armour made of leather. |
![]() 17.0 T5 massive armor Reqs - Massive armour training Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag dps ---------- Spell.pwr +25 (+5 eff.) ----- def ----- Armour +50 Defense +40 (+25 eff.) Fatigue +70% Resists +10% all Phys.save +35 (+13 eff.) Spell.save +35 (+9 eff.) Max.HP +270.00 HP.reg +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
![]() 17.0 T5 massive armor Reqs - Massive armour training Str 60 [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 18 acid 20 fire Melee Ret 15 acid 14 fire ----- def ----- Armour +16 Fatigue +22% Resists +27% acid +27% fire +26% cold A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs - Massive armour training Str 60 [Ego++] Arcane While equipped: Stats +10 Str +9 Mag +10 Wil dps ---------- Phys.crit +10.0% Spell.crit +8% Mind.crit +9% Phys.pwr +25 (+10 eff.) Spell.pwr +22 (+5 eff.) Mind.pwr +25 (+6 eff.) Melee+ 15 acid 23 fire Melee Ret 15 acid 16 fire ----- def ----- Armour +16 Fatigue +22% Resists +28% acid +30% fire +20% lightning A suit of armour made of metal plates. |
![]() 7.0 T5 shield armor Reqs - Shield usage training Str 48 [Ego] Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On Hit (Melee): * 11% chance to reduce all saves and defense by 37 On Melee Ret: * 32% chance to reduce all saves and defense by 37 ----- def ----- Armour +10 Fatigue +8% Resists +19% mind ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Ego+] Arcane/Psionic Power 55.0 - 77.0 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 19 On Hit.r1 +27 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Ego++] Master/Psionic Power 54.0 - 75.6 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +24.0% Capacity 21 Ranged+ +44 darkness Against +26% Living On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Ego++] Nature/Disrupt Power 55.0 - 77.0 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 21 On Hit: * 20% chance to create vines that bind the target to the ground dealing 247 nature damage and pinning them for 3 turns On Crit: * Deals 106 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Ego+] Psionic Power 50.5 - 70.7 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 19 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+8 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+8 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 75 power out of 75/75 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() 1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+4 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
![]() 2.0 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. |
![]() 1.0 T5 lite [Ego+] Disrupt While equipped: ----- def ----- Resists +3% all Spell.save +15 (+4 eff.) ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Ego++] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +12 (+3 eff.) Blind- +50% Confus- +30% ---------- misc Light +11 See.Stealth +21 See.Invis +20 Track: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
![]() 2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+6 eff.) Apr +12 ----- def ----- Defense +12 (+11 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+7 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 105 lightning damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 117 lightning damage and will be dazed for 1 turn (588 total damage) Puts all charms on 15 cooldown 100% to reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+10 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+10 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Azandorsar the Lich Necromancer level 36
31st Regrowth 123rd year of Ascendancy at 12:50 see stats
By Azandorsar the Lich Necromancer level 41
54th Pyre 123rd year of Ascendancy at 09:29 see stats
By Azandorsar the Lich Necromancer level 36
29th Regrowth 123rd year of Ascendancy at 16:39 see stats
By Azandorsar the Lich Necromancer level 47
26th Dusk 123rd year of Ascendancy at 08:13 see stats
By Azandorsar the Lich Necromancer level 39
64th Regrowth 123rd year of Ascendancy at 16:51 see stats
By Azandorsar the Lich Necromancer level 32
7th Allure 123rd year of Ascendancy at 21:40 see stats
By Azandorsar the Lich Necromancer level 39
35th Pyre 123rd year of Ascendancy at 10:01 see stats
By Azandorsar the Shalore Necromancer level 21
57th Dusk 122nd year of Ascendancy at 14:48 see stats
By Azandorsar the Lich Necromancer level 38
54th Regrowth 123rd year of Ascendancy at 04:24 see stats
By Azandorsar the Lich Necromancer level 37
52nd Regrowth 123rd year of Ascendancy at 19:54 see stats
By Azandorsar the Shalore Necromancer level 17
32nd Dusk 122nd year of Ascendancy at 00:50 see stats
By Azandorsar the Shalore Necromancer level 20
43rd Dusk 122nd year of Ascendancy at 06:58 see stats
By Azandorsar the Shalore Necromancer level 30
62nd Haze 122nd year of Ascendancy at 04:43 see stats
By Azandorsar the Shalore Necromancer level 22
66th Dusk 122nd year of Ascendancy at 22:18 see stats
By Azandorsar the Lich Necromancer level 50
30th Haze 123rd year of Ascendancy at 13:46 see stats
By Azandorsar the Shalore Necromancer level 28
18th Haze 122nd year of Ascendancy at 20:14 see stats
By Azandorsar the Lich Necromancer level 30
67th Haze 122nd year of Ascendancy at 22:13 see stats
By Azandorsar the Shalore Necromancer level 10
2nd Summertide 122nd year of Ascendancy at 15:15 see stats
By Azandorsar the Shalore Necromancer level 20
35th Dusk 122nd year of Ascendancy at 22:55 see stats
By Azandorsar the Shalore Necromancer level 30
61st Haze 122nd year of Ascendancy at 13:57 see stats
By Azandorsar the Lich Necromancer level 40
46th Pyre 123rd year of Ascendancy at 15:02 see stats
By Azandorsar the Lich Necromancer level 50
75th Dusk 123rd year of Ascendancy at 06:19 see stats
By Azandorsar the Lich Necromancer level 30
65th Haze 122nd year of Ascendancy at 18:50 see stats
By Azandorsar the Lich Necromancer level 36
31st Regrowth 123rd year of Ascendancy at 14:08 see stats
By Azandorsar the Lich Necromancer level 50
12nd Haze 123rd year of Ascendancy at 08:52 see stats
By Azandorsar the Shalore Necromancer level 28
49th Haze 122nd year of Ascendancy at 04:14 see stats
By Azandorsar the Shalore Necromancer level 27
7th Haze 122nd year of Ascendancy at 06:07 see stats
By Azandorsar the Lich Necromancer level 50
52nd Haze 123rd year of Ascendancy at 20:25 see stats
By Azandorsar the Lich Necromancer level 31
76th Haze 122nd year of Ascendancy at 05:30 see stats
By Azandorsar the Lich Necromancer level 38
54th Regrowth 123rd year of Ascendancy at 15:00 see stats
By Azandorsar the Shalore Necromancer level 2
75th Pyre 122nd year of Ascendancy at 10:01 see stats
By Azandorsar the Shalore Necromancer level 11
1st Flare 122nd year of Ascendancy at 03:09 see stats
By Azandorsar the Lich Necromancer level 41
54th Pyre 123rd year of Ascendancy at 09:29 see stats
By Azandorsar the Shalore Necromancer level 28
53rd Haze 122nd year of Ascendancy at 06:10 see stats
By Azandorsar the Lich Necromancer level 42
66th Pyre 123rd year of Ascendancy at 21:27 see stats
By Azandorsar the Shalore Necromancer level 25
75th Dusk 122nd year of Ascendancy at 10:54 see stats
By Azandorsar the Shalore Necromancer level 16
13rd Dusk 122nd year of Ascendancy at 03:59 see stats
By Azandorsar the Lich Necromancer level 50
60th Haze 123rd year of Ascendancy at 15:09 see stats
By Azandorsar the Lich Necromancer level 35
28th Regrowth 123rd year of Ascendancy at 11:50 see stats
Log
Elandar HEALS from cold damage!
Spikes of Decrepitude hits Argoniel for 27 cold, 16 darkness (42 total damage).
Spikes of Decrepitude hits Elandar for 17 cold, 73 healing, 27 darkness (43 total damage) [73 healing].
Chill of the Tomb is still on cooldown for 1 turns.
Heavy bone giant uses Throw Bones.
Elandar starts to bleed.
Elandar HEALS from cold damage!
Azandorsar's desolate waste area effect hits Elandar for 25 cold, 110 healing (25 total damage) [110 healing].
Azandorsar's desolate waste area effect hits Elandar for 24 cold, 109 healing (24 total damage) [109 healing].
Heavy bone giant hits Elandar for 51 physical damage.
Elandar HEALS from cold damage!
Bleeding from Heavy bone giant hits Elandar for 51 physical damage.
Frost Cut from Azandorsar hits Elandar for 10 cold, 47 healing (10 total damage) [47 healing].
Elandar casts Manathrust.
The shield around heavy bone giant crumbles.
Elandar hits Heavy bone giant for (245 absorbed) damage.
Elandar hits Azandorsar for (160 to minion: heavy bone giant), 483 arcane (483 total damage).
Azandorsar the level 50 lich necromancer was dweomered to death by a Elandar on level 11 of High Peak.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Elandar killed Azandorsar!
Saving game...
Shadow returns to the shadows.
Talent Chill of the Tomb is ready to use.
Talent Black Ice is ready to use.
Azandorsar unleashes a blast of frostdusk as he crosses the veil!
Saving done.
Personal New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!