











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Infinite |
Mode | Insane Roguelike |
Sex | Male |
Race | Lich |
Class | Adventurer |
Level / Exp | 33 / 57% |
Size | medium |
Lifes / Deaths | Killed by Polereta the elven mage at level 25 on the 47th Dusk 122nd year of Ascendancy at 03:13 / 1 |
Primary Stats
Strength | 22 (base 12) |
Dexterity | 13 (base 12) |
Constitution | 43 (base 24) |
Magic | 88 (base 60) |
Willpower | 88 (base 43) |
Cunning | 60 (base 20) |
Resources
Life | 877/877 |
Mana | 489/489 |
Steam | 100/100 |
Soul | 8/9 |
Healing Factor | 1.2397742564934 |
Regeneration | 7.7485891030838 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 6 |
Infravision | 9 |
See Stealth | 20 |
See Invisible | 20 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 43 |
Accuracy | 7 |
Crit Chance | 20% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 68 |
Crit Chance | 55% |
Speed | 1 |
Offense: Mind
Mindpower | 59 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +37% |
Light | +6% |
Darkness | +9% |
Nature | +15% |
Physical | +10% |
Cold | +50% |
All | 0% |
Offense: Damage Penetration
Acid | +10% |
Light | +15% |
Lightning | +15% |
Darkness | +25% |
Cold | +86% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 21 (61.65183292883%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 42 |
Spell Save | 72 |
Mental Save | 63 |
Defense: Resistances
Acid | + 34%( 70%) |
Blight | + 27%( 70%) |
Arcane | + 29%( 70%) |
Cold | + 70%( 70%) |
All | + 25%( 70%) |
Darkness | + 49%( 70%) |
Light | + 30%( 70%) |
Physical | + 58%( 70%) |
Lightning | + 58%( 70%) |
Mind | + 30%( 70%) |
Nature | + 44%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 100% |
Confusion Resistance | 0% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 384.90 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns (473 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. |
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 314 damage for 3 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Animus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Ice | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Grave | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Water | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Frost alchemy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Glacial waste | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Spell / Necrosis | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Race / Yeti | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Undead / Lich | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Reaping |
talent | Spikes of Decrepitude |
talent | Uttercold |
talent | Ice Core |
talent | Doomed For Eternity |
talent | Frost Infusion |
talent | Hiemal Shield |
beneficial effect | Physical power, spellpower and all saves increased by 23. Commander of the Dead |
detrimental effect | Zone-wide effect: +10% cold damage, -10% cold resistance, -10% physical save, -20% confusion immunity. Grave chill |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 10): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 12): Pacifist | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 16): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Fireriver (3 def, 1 armour) | done |
Proceed directly to the next Infinite Dungeon level in less than 68 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 17): Rush Hour (68)Turns left: 45 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 22): ExterminatorYou completed the challenge and received: Random Artifact: Lelukalthofast (0 def, 3 armour) | done |
Wake up and kill the dreaming horror boss 'Veloda the dreaming horror'. Infinite Dungeon Challenge (Level 25): Dream HunterYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 30): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 4): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 7): ExterminatorYou completed the challenge and received: Random Artifact: Gorebane (15/15, 12-16 power, 5 apr) | done |
Proceed directly to the next Infinite Dungeon level in less than 200 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 8): Rush Hour (200)Turns left: 42 You completed the challenge and received: Random Artifact: Skybender (30-45 power, 11 apr) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 9): Pacifist | failed |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +5 Wil +2 Cun defense ------ Armor +3 Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +7 (+2 eff.) Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Ignore resists +5% cold defense ------ Defense +25 (+8 eff.) Crit Resistance 5.00% Mind save +6 (+2 eff.) Life Regen +4.00 other ------- Light +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. |
On head | ![]() 3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +0 Cun +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+4 eff.) Spell save +12 (+3 eff.) Mind save +12 (+3 eff.) other ------- Infravision +8 Sight +2 See Stealth +20 See Invisibility +20 Masteries +0.20 Technique/Thuggery Blind-Fight: No penalty when attacking invisible/stealthed A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | ![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Spell Crit +1% Mind Crit +2% Ignore resists +20% cold Ignore Shields +30% other ------- Mana-on-crit +2.00 Max hate +8.00 Max psi +20.00 Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 286 physical damage Puts all charms on 15 turn cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +8 (+2 eff.) Damage +12% lightning +6% light Ignore resists +15% light +10% acid On-Hit (Melee): * 20% chance to reduce armor by 41% defense ------ Fatigue -4% Resistance +24% lightning other ------- Encumbrance +24 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +3% defense ------ Spell save +7 (+2 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master While equipped: Stats +10 Cun +10 Wil offense ------ Against +47% Summoned defense ------ Fatigue -20% Resistance +12% acid +6% mind +3% blight Resist Against +48% Summoned Life +33.00 other ------- Encumbrance +50 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +30% Critical power +22.00% Spellpower +12 (+3 eff.) Damage +15% nature +25% cold Ignore resists +15% nature defense ------ Resistance +3% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 Encumbrance T1 hands armor [Ego++] Arcane While equipped: Stats +1 Mag +1 Cun +6 Con defense ------ Armor +7 Hardiness +6% Fatigue +1% Resistance +5% physical +6% light +6% darkness other ------- Infravision +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 turn cooldown Effective talent level: 1.0 Power cost 20 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 82.53 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun offense ------ Spellpower +20 (+5 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Armor +5 Hardiness +20% Defense +15 (+5 eff.) Fatigue +1% Resistance +20% lightning +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +9% darkness Ignore resists +25% darkness +15% cold defense ------ Defense +7 (+2 eff.) Resistance +5% arcane +25% cold +6% darkness +25% nature Physical save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +2 Mag +4 Cun +4 Con offense ------ Spellpower/crit +3 Move Speed +10% defense ------ Fatigue -6% Life Regen +2.00 other ------- Stamina/turn +0.50 Mana/turn +0.13 Max mana +27.00 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 119% efficiency and cooldown mod of 91%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 170% efficiency and cooldown mod of 97%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.4 Encumbrance potion [Unique] Master Quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 540 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: offense ------ Mindpower +5 (+1 eff.) defense ------ Life +20.00 Teleport Resist +20% other ------- Masteries +0.11 Chronomancy/Temporal Guardian Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Mag offense ------ On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 31 defense ------ Defense +5 (+2 eff.) Resistance +11% lightning Stun Resist +23% other ------- Light +3 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1 Wil offense ------ Damage +3% nature +11% fire defense ------ Resistance +22% fire Spell save +3 (+1 eff.) Mind save +9 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -4% Life +21.00 Disarm Resist +20% Pinning Resist +20% Knockbk Resist +23% other ------- Encumbrance +20 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Dex offense ------ Physical Power +5 (+3 eff.) Spellpower +7 (+2 eff.) Mindpower +5 (+1 eff.) Accuracy +4 (+4 eff.) defense ------ Physical save +9 (+3 eff.) Mind save +6 (+2 eff.) Silence Resist +24% other ------- Mana/turn +0.10 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: offense ------ Spell Crit +1% Critical power +10.00% Damage +11% light Ignore resists +10% fire Ignore Shields +10% When Hit 6 blight defense ------ Resistance +22% light +3% lightning other ------- Max mana +20.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag defense ------ Spell save +4 (+1 eff.) Rings make your fingers look great! |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Weapon Damage 17.0 - 18.7 Darkness Uses 40% Wil, 30% Mag Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +27 Critical Rate +5.0% Attack Speed 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag offense ------ Spell Crit +12% Mind Crit +12% Spellpower +12 (+3 eff.) Mindpower +12 (+3 eff.) Damage +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +2 Mag +1 Wil offense ------ Spell Crit +11% Critical power +12.00% Spellpower +13 (+3 eff.) Damage +20% cold +15% temporal Ignore resists +10% mind defense ------ Anomaly Control +5 other ------- Mana/turn +0.16 Psi when Hit +0.04 Max mana +70.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Random Unique] Nature Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +7 Con offense ------ Spell Crit +2% Spellpower +14 (+3 eff.) Damage +15% darkness On-Hit (Melee): * 10 arcane resource burn defense ------ Defense +5 (+2 eff.) Resistance +3% acid +9% cold +3% nature Life Regen +1.10 Healmod +26% other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 134.65 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Rare] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Spellpower/crit +3 Damage +10% cold +3% physical When Hit 6 mind other ------- Stamina/turn +1.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Ego] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% cold defense ------ Defense +5 (+2 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 134.65 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +1 Cun offense ------ Spell Crit +17% Critical power +14.00% Spellpower +9 (+2 eff.) Damage +20% cold On-Hit (Melee): * 20% chance to reduce all saves and defense by 35 defense ------ Resistance +3% mind Physical save +7 (+2 eff.) Spell save +7 (+2 eff.) Mind save +8 (+2 eff.) other ------- Mana/turn +0.22 EQ when Hit +0.20 Max mana +50.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Random Unique] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +9% Spellpower +9 (+2 eff.) Damage +6% acid +20% cold +3% blight Ignore resists +15% acid When Hit 4 acid On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 31 defense ------ Armor +6 Defense +5 (+2 eff.) Physical save +7 (+2 eff.) Spell save +5 (+1 eff.) Mind save +7 (+2 eff.) other ------- Mana/turn +0.15 Max mana +30.00 Wards +2 cold Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +4 Wil offense ------ Mindpower +10 (+2 eff.) Ignore resists +5% mind On-Hit (Melee): * 20% chance to reduce armor by 41% defense ------ Defense +1 (+0 eff.) Resistance +0% cold +3% darkness +0% nature Mind save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +1 Con +2 Wil offense ------ Damage +6% light When Hit 6 physical defense ------ Defense +1 (+0 eff.) Resistance +0% cold +3% light +0% nature Mind save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil offense ------ Damage +3% cold +9% temporal defense ------ Defense +1 (+0 eff.) Resistance +3% nature +0% cold +6% mind +3% darkness Spell save +5 (+1 eff.) Stun Resist +10% other ------- Max mana +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Normal] While equipped: defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex defense ------ Defense +1 (+0 eff.) Resistance +0% nature +0% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Mag +3 Wil +2 Con offense ------ Spell Crit +3% Spellpower +29 (+7 eff.) Spellpower/crit +2 Damage +7% arcane +8% temporal +13% nature +18% mind defense ------ Resistance +18% mind +11% all Poison Resist +27% Disease Resist +27% other ------- Max mana +15.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+4 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +1 Resistance +5% fire +3% light +5% cold other ------- Light +3 A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor [Ego] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) Move Speed +25% defense ------ Armor +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Spellpower +4 (+1 eff.) defense ------ Armor +1 A pair of boots made of leather. |
![]() 1.5 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +3 Dex +1 Con offense ------ Accuracy +10 (+10 eff.) defense ------ Armor +1 Defense +10 (+3 eff.) Resistance +3% cold other ------- Psi when Hit +0.04 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 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Dex offense ------ Critical power +5.00% When Hit 6 physical defense ------ Armor +1 Fatigue +1% Resistance +5% lightning +5% temporal A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +2 Mag offense ------ Ignore resists +5% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 31 defense ------ Defense +1 (+0 eff.) Resistance +3% cold Spell save +5 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +5% Resistance +5% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 6.0 Encumbrance T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag offense ------ Damage +15% cold +15% arcane +20% darkness When Hit 10 darkness defense ------ Armor +12 Defense +12 (+4 eff.) Resistance +30% blight -10% fire +30% darkness -10% light Life Regen +1.00 Poison Resist +100% Disease Resist +100% other ------- Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() 0.0 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+2 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 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 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. |
![]() 3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+10 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+10 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: defense ------ Armor +2 Resistance +5% arcane Crit Resistance 5.00% Life Regen +4.00 other ------- Light +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. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
![]() 2.0 Encumbrance T1 lite [Ego] Arcane While equipped: offense ------ When Hit 11 fire defense ------ Resistance +5% fire other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance 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 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +2 Dex +2 Mag +1 Con Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 165 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By asdsad the Kruk Yeti Adventurer level 12
7th Flare 122nd year of Ascendancy at 16:21 see stats
By asdsad the Lich Adventurer level 32
68th Dusk 122nd year of Ascendancy at 23:44 see stats
By asdsad the Kruk Yeti Adventurer level 22
35th Dusk 122nd year of Ascendancy at 01:58 see stats
By asdsad the Lich Adventurer level 32
71st Dusk 122nd year of Ascendancy at 13:02 see stats
By asdsad the Kruk Yeti Adventurer level 11
4th Flare 122nd year of Ascendancy at 05:19 see stats
By asdsad the Kruk Yeti Adventurer level 20
24th Dusk 122nd year of Ascendancy at 10:12 see stats
By asdsad the Lich Adventurer level 33
72nd Dusk 122nd year of Ascendancy at 07:41 see stats
By asdsad the Kruk Yeti Adventurer level 10
1st Flare 122nd year of Ascendancy at 08:05 see stats
By asdsad the Kruk Yeti Adventurer level 20
22nd Dusk 122nd year of Ascendancy at 11:20 see stats
By asdsad the Lich Adventurer level 30
62nd Dusk 122nd year of Ascendancy at 03:09 see stats
By asdsad the Lich Adventurer level 25
47th Dusk 122nd year of Ascendancy at 03:13 see stats
By asdsad the Lich Adventurer level 28
54th Dusk 122nd year of Ascendancy at 07:53 see stats
By asdsad the Lich Adventurer level 25
48th Dusk 122nd year of Ascendancy at 09:45 see stats
By asdsad the Kruk Yeti Adventurer level 21
28th Dusk 122nd year of Ascendancy at 14:34 see stats
By asdsad the Kruk Yeti Adventurer level 14
1st Dusk 122nd year of Ascendancy at 04:43 see stats
Log
You gain 4.82 gold from the melting of yew vilestaff of greater warding (20-24 power, 4 apr, acid element).
You gain 17.53 gold from the melting of Daymaster.
You collect a new ingredient: stack of herbs (bilberry) (1).
You gain 3.51 gold from the melting of gifted thorny mindstar of disruption (10-11 power, 24 apr, mind damage).
You collect a new ingredient: stack of herbs (burdock) (1).
You gain 4.90 gold from the melting of gifted pulsing mindstar of flames (14-15 power, 32 apr, nature damage).
You collect a new ingredient: stack of herbs (burdock) (1).
You gain 9.25 gold from the melting of Oozing Heart (17-19 power, 25 apr, nature slow damage).
You collect a new ingredient: stack of herbs (burdock) (1).
You gain 11.50 gold from the melting of Eye of the Wyrm (16-18 power, 24 apr, physical damage).
You collect a new ingredient: lump of stralite (1).
You gain 4.91 gold from the melting of flaming stralite mace of shearing (38-53 power, 5 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 21.07 gold from the melting of Unrarim (38-52 power, 4 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 4.10 gold from the melting of thought-forged dwarven-steel longsword of erosion (21-29 power, 4 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 3.75 gold from the melting of quick dwarven-steel longsword of torment (22-31 power, 4 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 5.38 gold from the melting of plaguebringer's dwarven-steel longsword of massacre (30-43 power, 4 apr).
You collect a new ingredient: lump of iron (1).
You gain 24.50 gold from the melting of iron longsword 'Aerykira' (11-15 power, 2 apr).
You collect a new ingredient: lump of stralite (1).
You gain 6.37 gold from the melting of truestriking stralite dagger of corruption (28-36 power, 9 apr).
You collect a new ingredient: lump of stralite (1).
You gain 5.71 gold from the melting of stralite dagger of enduring (30-40 power, 9 apr).
You collect a new ingredient: lump of steel (1).
You gain 6.56 gold from the melting of stormbringer's steel battleaxe (18-27 power, 2 apr).
You gain 1.15 gold from the melting of shielding rune (absorb 50; dur 3; cd 14).
You gain 3.22 gold from the melting of medical injector implant (efficiency 109% / cooldown 83%).