










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Necromancer |
Level / Exp | 40 / 80% |
Size | medium |
Lifes / Deaths | Killed by Celia at level 40 on the 76th Pyre 123rd year of Ascendancy at 10:28 / 1 |
Primary Stats
Strength | 27 (base 12) |
Dexterity | 15 (base 10) |
Constitution | 38 (base 33) |
Magic | 94 (base 60) |
Willpower | 70 (base 47) |
Cunning | 55 (base 27) |
Resources
Life | -520/670 |
Mana | 589/708 |
Soul | 12/16 |
Healing Factor | 1.2102122670883 |
Regeneration | 5.1434021351253 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 35.032874162149 |
See Invisible | 35.032874162149 |
ESP Range | 10 |
ESP Kinds | undead, animal/canine |
Offense: Mainhand
Damage | 44 |
Accuracy | 9 |
Crit Chance | 22% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 77 |
Crit Chance | 45% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Acid | +24% |
Blight | +21% |
Arcane | +20% |
Cold | +113% |
All | +12% |
Lightning | +18% |
Darkness | +36% |
Fire | +18% |
Nature | +27% |
Offense: Damage Penetration
Acid | +25% |
Nature | +20% |
Arcane | +25% |
Darkness | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 20 (30%) |
Defense | 33 |
Ranged Defense | 33 |
Fatigue | 2 |
Physical Save | 33 |
Spell Save | 50 |
Mental Save | 49 |
Defense: Resistances
Acid | + 26%( 70%) |
Blight | + 33%( 70%) |
Arcane | + 31%( 70%) |
Cold | + 70%( 70%) |
All | + 21%( 70%) |
Lightning | + 41%( 70%) |
Light | + 27%( 70%) |
Physical | + 23%( 70%) |
Fire | + 53%( 70%) |
Nature | + 29%( 70%) |
Defense: Immunities
Stun Resistance | 46% |
Confusion Resistance | 28% |
Instadeath Resistance | 100% |
Poison Resistance | 20% |
Silence Resistance | 50% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 91 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 Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse 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 direct a cone of chilling stormwind doing 621.53 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: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 478 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: 15 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 117 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: BlinkUse mode: Activated Range: 7 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Magic stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 5/5 |
| 1/5 |
| 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 / Eradication | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Spell / Animus | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Master necromancer | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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. | active |
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 successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
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: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. * The fortress shadow has asked that you come back as soon as possible. * 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: 53. | 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 |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 0.0 T3 lite [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +9% darkness ----- def ----- Resists +8% light Affinity +5% darkness ---------- misc Light +6 Infravis +3 Moonlight Ray: Puts all charms on 7 cooldown Level 4.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 277.26 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Mag dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +9% blight +11% cold Phasing +30% ----- def ----- Defense +11 (+6 eff.) Resists +16% cold Stun/Frz- +20% A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% cold Melee Ret 10 cold On Hit (Melee): * 20% chance to slow global speed by 56% * 10 arcane resource burn ----- def ----- Resists +3% cold Max.HP +80.00 Confus- +10% Project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 336 physical damage Puts all charms on 13 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Cun dps ---------- Dmg.mod +6% acid +24% cold Res.pen +25% acid On Hit (Melee): * 20% chance to slow global speed by 56% * 20% chance to reduce armor by 44% ----- def ----- Defense +10 (+5 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Defense +10 (+5 eff.) HP.reg +4.00 Poison- +20% Stun/Frz- +26% Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Str +3 Dex +5 Wil +5 Cun ----- def ----- Resists +9% lightning +3% physical +15% blight +12% fire +6% acid Crit.chn- 15.00% Phys.save +16 (+7 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+5 eff.) Max.HP +40.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Rare] Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Crit.mult +16.00% Spell.pwr +15 (+4 eff.) Dmg.mod +15% nature +30% cold Res.pen +20% nature On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Resists +6% lightning +18% fire Mind.save +6 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +8 (+2 eff.) Melee+ 5 arcane Dmg.mod +5% arcane ----- def ----- Armour +2 Resists +3% arcane 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 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+5 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+7 eff.) Mind.save +15 (+5 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +3 Str +2 Dex +3 Cun +2 Con dps ---------- Phys.crit +3.0% Phys.pwr +3 (+1 eff.) Dmg.mod +9% cold Res.pen +25% darkness ----- def ----- Defense +2 (+1 eff.) Fatigue -5% Resists +12% cold Phys.save +8 (+4 eff.) Max.HP +70.00 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 T4 amulet jewelry [Random Unique] Arcane/Psionic While equipped: Stats +4 Wil +6 Mag dps ---------- Spell.crit +6% Spell.pwr +3 (+1 eff.) Mind.pwr +9 (+3 eff.) S.pwr/crit +4 Dmg.mod +6% acid +6% lightning +6% cold +3% arcane +6% fire Res.pen +25% arcane On Melee Ret: * 30% chance to reduce strength, dexterity, and constitution by 33 * 32% chance to reduce damage dealt by 24% ----- def ----- Resists +21% cold Mind.save +9 (+3 eff.) Confus- +18% ---------- misc Mana/turn +0.46 Max.mana +35.00 Amulets make your neck look great! |
Inventory
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.4 potion [Unique] Unknown Quaff phial's content. Impawssible?! |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 481.60 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. 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 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 340.80 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. 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 [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 46 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. 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 0.0 Use mode Activated Range melee/personal Cooldown 16 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 287 damage for 5 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 0.0 Use mode Activated Range melee/personal Cooldown 17 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 107 damage for 3 turns. Its effects scale with your Dexterity 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 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 329 damage for 6 turns. Its effects scale with your Constitution 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 17 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 214 damage for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 taint scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 amulet jewelry [Rare] Disrupt While equipped: Stats +1 Con dps ---------- Acc +15 (+12 eff.) Melee Ret 2 acid ----- def ----- Resists +12% nature +12% blight Poison- +24% Disease- +21% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+7 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+7 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +1 Dex dps ---------- Crit.mult +15.00% Dmg.mod +9% physical +12% fire Res.pen +10% fire Acc +5 (+5 eff.) Apr +15 ----- def ----- Armour +4 Defense +20 (+9 eff.) Resists +2% physical Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +5 Wil +3 Con dps ---------- Dmg.mod +3% cold Res.pen +10% nature On Hit (Melee): * 20% chance to slow global speed by 56% ---------- misc Max.hate +2.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 31 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (177). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T4 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Mag dps ---------- Spell.crit +4% Spell.pwr +6 (+2 eff.) Dmg.mod +6% acid +6% fire +12% cold +6% lightning Res.pen +5% temporal Melee Ret 10 cold On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +22% mind Confus- +27% ---------- misc Masteries +0.32 Spell/Dreadmaster +0.32 Spell/Rime wraith Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% light ----- def ----- Resists +3% light +6% blight Max.HP +21.00 Disarm- +20% Pinning- +21% Knockbk- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 36.24 cold and 19.06 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: 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 [Rare] Nature While equipped: Stats +3 Wil dps ---------- Dmg.mod +16% cold ----- def ----- Resists +6% blight +32% cold Crit.chn- 15.00% Spell.save +18 (+6 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str ----- def ----- Armour +6 Silence- +25% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
![]() 5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 130% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego++] Master Power 161% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Res.pen +13% physical Acc +21 (+15 eff.) Apr +17 Massive two-handed swords. |
![]() 3.0 T4 mace 1H weapon Reqs Str 35 [Ego+] Master Power 147% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Crit.mult +10.00% Apr +9 Blunt and deadly. |
![]() 3.0 T1 mindstar 1H weapon [Unique] Nature Power 92% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 169.63 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 121% Range: 1.2x Uses 150% Mag Dmg Darkness Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+5 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
![]() 5.0 T4 staff 2H weapon [Ego+] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +6 Mag +6 Cun +5 Con dps ---------- Spell.crit +4% Crit.mult +12.00% Spell.pwr +12 (+3 eff.) Dmg.mod +25% blight ---------- misc N.En/turn +0.20 Vim/s.crit +7.00 Max.vim +44.00 Max.N.En +32.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +12 (+3 eff.) Dmg.mod +25% blight ----- def ----- Armour +7 Hardiness +6% Phys.save +18 (+8 eff.) Spell.save +10 (+4 eff.) Mind.save +8 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +16 (+4 eff.) Dmg.mod +20% lightning +20% cold +20% arcane +20% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Str +5 Dex +7 Wil +5 Cun dps ---------- Crit.mult +15.00% Dmg.mod +6% mind Res.pen +25% mind ----- def ----- Phys.save +15 (+7 eff.) Spell.save +14 (+5 eff.) Mind.save +16 (+5 eff.) ---------- misc Hate/m.crit +5.00 Max.psi +20.00 A belt that goes around your waist. |
![]() 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 [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +3% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Crit.chn- 15.00% Phys.save +6 (+3 eff.) A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% cold On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Defense +1 (+1 eff.) Resists +3% fire Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +17 (+8 eff.) Resists +3% temporal Die.at -80.00 life Max.HP +46.00 Heal.mod +20% Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid +14% physical +9% nature +30% cold ----- def ----- Resists +14% physical +9% nature +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Dmg.mod +10% lightning +6% cold +12% acid Melee Ret 2 acid ----- def ----- Armour +3 Defense +2 (+1 eff.) Resists +15% lightning +11% darkness +3% acid +10% mind +11% all Phys.save +28 (+11 eff.) Spell.save +12 (+4 eff.) Mind.save +26 (+9 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +25% darkness +33% cold Res.pen +28% arcane Melee Ret 11 cold On Hit (Melee): * 22% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% arcane +21% cold +37% darkness +13% all Def/telep +16 Res/telep +16% Dur/telep +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% lightning +12% cold On Hit (Melee): * 10% chance to slow global speed by 56% ----- def ----- Resists +15% lightning +9% acid +7% all Spell.save +6 (+2 eff.) ---------- misc Light +3 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/Psionic While equipped: dps ---------- Mind.crit +4% Spell.pwr +15 (+4 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +14% all ----- def ----- Resists +15% all Mind.save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+1 eff.) ----- def ----- Resists +7% all Spell.save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Nature/Psionic While equipped: Stats +4 Cun dps ---------- Crit.mult +14.00% Dmg.mod +18% fire ----- def ----- Resists +13% all +27% fire ---------- misc Hate/m.crit +4.00 Psi/m.crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 17 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 2.0 T1 feet armor [Rare] Psionic While equipped: Stats +1 Str +1 Dex +1 Mag +2 Wil +5 Cun ----- def ----- Armour +1 Resists +6% acid +9% fire Phys.save +7 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+2 eff.) A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% cold Res.pen +25% cold On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +1 Resists +6% cold HP.reg +2.00 Heal.mod +11% A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% cold Melee Ret 2 cold ----- def ----- Defense +1 (+1 eff.) Resists +18% lightning +16% cold +3% darkness A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Arcane/Nature While equipped: dps ---------- Dmg.mod +9% acid +5% lightning +6% fire +6% arcane +20% cold ----- def ----- Defense +2 (+1 eff.) Resists +21% cold A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: Stats +2 Str +2 Wil dps ---------- Dmg.mod +10% darkness +12% blight ----- def ----- Defense +1 (+1 eff.) Resists +15% darkness ---------- misc Light +1 See.Invis +3 A pointy cloth hat, very wizardly... |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego++] Master While equipped: ----- def ----- Armour +21 Defense +4 (+2 eff.) Fatigue +6% Resists +8% acid +8% physical +9% fire +10% lightning +9% cold Phys.save +9 (+4 eff.) A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego++] Nature/Psionic While equipped: Stats +3 Cun +1 Wil ----- def ----- Armour +12 Defense +13 (+7 eff.) Fatigue +12% Resists +20% blight +16% darkness Mind.save +18 (+6 eff.) ---------- misc Light +2 A suit of armour made of mail. |
![]() 7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Dex +5 Mag +5 Cun dps ---------- Dmg.mod +15% light +14% darkness Melee Ret 15 lightning ----- def ----- Armour +8 Fatigue +8% Resists +13% lightning +14% light +13% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 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 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 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 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 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 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 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +3 (+3 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+10 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+10 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 heart corpse [Plot Item] Arcane Consume the heart. The heart of the Sandworm Queen, ripped from her dead body and corrupted in the mark of the spellblaze altar. You could ... consume it, should you feel mad enough. |
![]() 1.0 T5 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light +6% acid On Hit (Melee): * 20% chance to reduce armor by 44% ----- def ----- Resists +18% acid +9% mind Phys.save +9 (+4 eff.) Heal.mod +24% ---------- misc Light +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 22 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 178.11 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 178.11 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc 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. |
![]() 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: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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 T5 torque charm [Rare] Psionic While equipped: dps ---------- Mind.pwr +25 (+9 eff.) Dmg.mod +15% mind Melee Ret 6 lightning ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.08 Project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 454 physical damage Puts all charms on 13 cooldown 100% to gain a 33% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 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 [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% physical On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Armour +2 Defense +10 (+5 eff.) Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 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 T5 white gem [Normal] While equipped: Dmg.mod +10% blight Defense +10 (+5 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. It was corrupted by the digestive sack. |
![]() 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 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 Cornocro the Cornac Necromancer level 38
62nd Regrowth 123rd year of Ascendancy at 14:17 see stats
By Cornocro the Cornac Necromancer level 31
10th Allure 123rd year of Ascendancy at 11:41 see stats
By Cornocro the Cornac Necromancer level 19
31st Haze 122nd year of Ascendancy at 11:56 see stats
By Cornocro the Cornac Necromancer level 18
18th Haze 122nd year of Ascendancy at 03:40 see stats
By Cornocro the Cornac Necromancer level 31
1st Regrowth 123rd year of Ascendancy at 16:28 see stats
By Cornocro the Cornac Necromancer level 22
39th Haze 122nd year of Ascendancy at 20:14 see stats
By Cornocro the Cornac Necromancer level 34
23rd Regrowth 123rd year of Ascendancy at 07:47 see stats
By Cornocro the Cornac Necromancer level 38
62nd Regrowth 123rd year of Ascendancy at 05:43 see stats
By Cornocro the Cornac Necromancer level 38
62nd Regrowth 123rd year of Ascendancy at 12:11 see stats
By Cornocro the Cornac Necromancer level 30
2nd Wintertide 123rd year of Ascendancy at 01:33 see stats
By Cornocro the Cornac Necromancer level 10
3rd Mirth 122nd year of Ascendancy at 23:23 see stats
By Cornocro the Cornac Necromancer level 20
31st Haze 122nd year of Ascendancy at 15:26 see stats
By Cornocro the Cornac Necromancer level 30
6th Decay 122nd year of Ascendancy at 21:41 see stats
By Cornocro the Cornac Necromancer level 40
55th Pyre 123rd year of Ascendancy at 10:13 see stats
By Cornocro the Cornac Necromancer level 29
69th Haze 122nd year of Ascendancy at 01:13 see stats
By Cornocro the Cornac Necromancer level 37
61st Regrowth 123rd year of Ascendancy at 13:32 see stats
By Cornocro the Cornac Necromancer level 21
38th Haze 122nd year of Ascendancy at 08:40 see stats
By Cornocro the Cornac Necromancer level 4
77th Pyre 122nd year of Ascendancy at 05:21 see stats
By Cornocro the Cornac Necromancer level 13
10th Mirth 122nd year of Ascendancy at 00:02 see stats
By Cornocro the Cornac Necromancer level 38
62nd Regrowth 123rd year of Ascendancy at 14:17 see stats
By Cornocro the Cornac Necromancer level 33
21st Regrowth 123rd year of Ascendancy at 12:07 see stats
By Cornocro the Cornac Necromancer level 32
10th Regrowth 123rd year of Ascendancy at 06:06 see stats
By Cornocro the Cornac Necromancer level 32
19th Regrowth 123rd year of Ascendancy at 19:06 see stats
By Cornocro the Cornac Necromancer level 22
38th Haze 122nd year of Ascendancy at 22:15 see stats
By Cornocro the Cornac Necromancer level 15
73rd Dusk 122nd year of Ascendancy at 08:34 see stats
Log
Bane of Confusion from Cornocro hits Ghast for 21 darkness damage.
Bane of Confusion from Cornocro hits Ghast for 33 darkness damage.
Celia casts Rigor Mortis.
Cornocro is recovering from the damage!
Cornocro deactivates Hiemal Shield.
Celia is invogorated by death!
Cornocro feels death coming!
Ghast wanders around!
Ghast wanders around!
Ghast resists the baneful energy!
Armoured skeleton warrior receives 35 healing from Ghast's purging blight area effect.
Ghast receives 49 healing from Ghast's purging blight area effect.
Ghast receives 49 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits Celia for 0 blight damage.
Ghast receives 49 healing from Ghast's purging blight area effect.
Ghast receives 49 healing from Ghast's purging blight area effect.
Armoured skeleton warrior receives 41 healing from Ghast's purging blight area effect.
Armoured skeleton warrior receives 70 healing from Ghast's purging blight area effect.
Ghast receives 98 healing from Ghast's purging blight area effect.
Ghast receives 98 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits Celia for 0 blight damage.
Ghast receives 98 healing from Ghast's purging blight area effect.
Ghast receives 98 healing from Ghast's purging blight area effect.
Armoured skeleton warrior receives 82 healing from Ghast's purging blight area effect.
Bane of Blindness from Cornocro hits Celia for 35 darkness damage.
Celia hits Cornocro for (102 absorbed), 473 cold, 575 cold (1049 total damage).
Spikes of Decrepitude hits Armoured skeleton warrior for (30 flat reduction), (35 absorbed), 0 cold, (30 flat reduction), (35 absorbed), 0 cold, (0 flat reduction), 0 darkness (0 total damage).
Spikes of Decrepitude hits Ghoul for (30 flat reduction), 43 cold, (30 flat reduction), 43 cold, (0 flat reduction), 0 darkness (86 total damage).
Spikes of Decrepitude hits Heavy bone giant for (65 absorbed), 0 cold, (65 absorbed), 0 cold, (0 absorbed), 0 darkness (0 total damage).
Cornocro the level 40 cornac necromancer was chilled to death by Celia on level 2 of Last Hope Graveyard.