











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
Addons | 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 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 1.7.0Donators/Buyers bonus! 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. 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:
Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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 | Shadowblade |
Level / Exp | 36 / 7% |
Size | medium |
Lifes / Deaths | Killed by faerlhing at level 35 on the 73rd Haze 122nd year of Ascendancy at 04:15 / 2Killed by skeleton mage at level 36 on the 76th Haze 122nd year of Ascendancy at 16:20 |
Primary Stats
Strength | 29 (base 10) |
Dexterity | 64 (base 60) |
Constitution | 14 (base 10) |
Magic | 84 (base 45) |
Willpower | 22 (base 10) |
Cunning | 61 (base 45) |
Resources
Life | -144/642 |
Mana | 2/370 |
Stamina | 0/265 |
Healing Factor | 1.2372895330004 |
Regeneration | 0.30932238325029 |
Speed
Mental | +3.0198066269804E-12% |
Attack | 0% |
Movement | +1.7763568394003E-13% |
Spell | +3.0198066269804E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 6 |
See Stealth | 54.634129341246 |
See Invisible | 55.634129341246 |
Offense: Mainhand
Damage | 83 |
Accuracy | 69 |
Crit Chance | 38% |
APR | 22 |
Speed | 1.00 |
Offense: Offhand
Damage | 42 |
Accuracy | 69 |
Crit Chance | 41% |
APR | 26 |
Speed | 1.00 |
Offense: Spell
Spellpower | 67 |
Crit Chance | 38% |
Speed | 0.99999999999997 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +28% |
Lightning | +3% |
Nature | +15% |
Temporal | +25% |
Blight | +3% |
Physical | +61% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Darkness | +50% |
Physical | +37% |
Temporal | +54% |
Blight | +35% |
Arcane | +35% |
Fire | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 27 (35.65183292883%) |
Defense | 81 |
Ranged Defense | 81 |
Fatigue | 0 |
Physical Save | 15 |
Spell Save | 42 |
Mental Save | 27 |
Defense: Resistances
Acid | + 21%( 70%) |
Blight | + 26%( 70%) |
Arcane | + 20%( 70%) |
Cold | + 55%( 70%) |
All | + 16%( 70%) |
Darkness | + 43%( 70%) |
Mind | + 26%( 70%) |
Fire | + 28%( 70%) |
Lightning | + 40%( 70%) |
Defense: Immunities
Silence Resistance | 70% |
Disarm Resistance | 22% |
Knockback Resistance | 29% |
Confusion Resistance | 26% |
Stun Resistance | 58% |
Pinning Resistance | 26% |
Instadeath Resistance | 100% |
Blind Resistance | 34% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 534 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 89 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 Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 31 up to 5 times. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 758% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Duelist | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Conveyance | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 |
You failed to protect the injured seer from death by Aegazron. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by Ivariwe the large white snake. Escort: lost warrior (level 6 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You 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 within3 lumberjacks have died. | 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 T3 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- Spell.crit +2% Spell.pwr +5 (+1 eff.) Dmg.mod +3% blight Phasing +30% On Hit (Melee): * 10% chance to reduce all saves and defense by 23 ----- def ----- Armour +7 Resists +8% fire +6% mind +11% cold Silence- +26% Confus- +26% Stun/Frz- +25% ---------- misc Infravis +2 A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: Stats +4 Str +2 Dex +9 Mag +2 Wil dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 30 ----- def ----- Crit.chn- 15.00% ---------- misc Light +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind +12% darkness Res.pen +25% darkness Melee Ret 2 darkness On Hit (Melee): * 10% chance to reduce all saves and defense by 23 ----- def ----- Armour +4 Fatigue +4% Resists +6% acid +17% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Tool | ![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Apr +2 ----- def ----- Defense +30 (+6 eff.) Resists +15% lightning Heal.mod +20% Disease- +20% ---------- misc Max.stam +30.00 Heal yourself and all friendly characters within 10 spaces for 308 Puts all charms on 13 cooldown 100% to increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Str dps ---------- Dmg.mod +16% darkness Res.pen +10% blight +10% fire On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 30 ----- def ----- Armour +10 Resists +12% blight +6% fire +32% darkness Blind- +34% ---------- misc Infravis +4 See.Stealth +18 See.Invis +19 Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +4 Cun dps ---------- Melee+ 11 physical Ranged+ 9 physical Res.pen +10% arcane Acc +10 (+3 eff.) Apr +9 On Hit (Melee): * 13% chance to reduce all saves and defense by 23 On Hit (Ranged): * 13% chance to reduce all saves and defense by 23 ----- def ----- Defense +10 (+2 eff.) Resists +5% arcane +18% cold Max.HP +25.00 Disarm- +22% Pinning- +26% Knockbk- +29% ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +6 Cun +2 Con dps ---------- Dmg.mod +3% lightning ----- def ----- Resists +14% lightning +6% mind Stun/Frz- +33% ---------- misc Light +3 Amulets make your neck look great! |
In main hand | ![]() 5.0 T5 staff 1H weapon [Ego] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +19 (+5 eff.) Dmg.mod +30% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Mag +2 Con dps ---------- Phys.crit +4.0% Crit.mult +16.00% Phys.pwr +4 (+1 eff.) Res.pen +20% temporal ----- def ----- Defense +5 (+1 eff.) A belt that goes around your waist. |
In off hand | ![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 35% Cun, 65% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Dex +1 Mag +3 Wil +1 Cun dps ---------- Dmg.mod +15% nature Acc +5 (+1 eff.) Apr +5 On Hit (Melee): * 10% chance to slow global speed by 49% ----- def ----- Defense +2 (+0 eff.) Spell.save +8 (+3 eff.) 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. |
Main armor | ![]() 2.0 T4 cloth armor [Random Unique] Arcane While equipped: Stats +10 Mag +7 Wil dps ---------- Spell.crit +5% Mind.crit +3% Spell.pwr +17 (+4 eff.) Mind.pwr +10 (+5 eff.) S.pwr/crit +6 Dmg.mod +25% temporal +21% physical Res.pen +9% temporal +12% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Resists +13% all Spell.save +22 (+7 eff.) Anom.red +9 Silence- +44% ---------- misc Psi/ret +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -563 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1126 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] 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 326 damage for 4 turns. Its effects scale with your Strength 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 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 49 up to 3 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+3 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 T2 ring jewelry [Rare] Master While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +9% lightning +12% physical Res.pen +20% lightning Melee Ret 4 mind ----- def ----- Armour +10 Defense +10 (+2 eff.) HP.reg +4.00 Stun/Frz- +32% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +6 Mag +7 Wil +12 Cun +1 Con dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +9 (+2 eff.) Mind.pwr +11 (+6 eff.) ----- def ----- Armour +12 Defense +5 (+1 eff.) Phys.save +6 (+5 eff.) ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.6 Pwr.cost 43 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 167% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +7 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% blight Acc +6 (+2 eff.) ----- def ----- Resists +11% blight Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Cun +4 Dex dps ---------- Acc +5 (+1 eff.) ----- def ----- Silence- +27% ---------- misc Mana/turn +0.12 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Spell.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 3.0 T4 battleaxe 2H weapon Reqs Str 35 [Random Unique] Nature/Master Power 170% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +16 nature On Crit.r2 +4 nature While equipped: dps ---------- Dmg.mod +9% nature Acc +13 (+3 eff.) On Hit (Melee): * 20% chance to slow global speed by 49% ----- def ----- Defense +19 (+3 eff.) Resists +15% acid +5% arcane +6% lightning Disarm- +43% Massive two-handed battleaxes. |
![]() 3.0 T4 battleaxe 2H weapon Reqs Str 35 [Ego] Master/Psionic Power 169% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +17 mind On Hit: * 28% chance to reduce all saves and defense by 23 While equipped: Stats +5 Cun +6 Wil Massive two-handed battleaxes. |
![]() 1.0 T4 dagger 1H weapon [Random Unique] Master/Psionic Power 150% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 20% chance to reduce all saves and defense by 23 * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Dex dps ---------- Phys.crit +11.0% Crit.mult +10.00% ----- def ----- Resists +6% mind Mind.save +3 (+1 eff.) Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex, 0% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Dex, 50% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+3 eff.) Phys.save +15 (+10 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 4.0 T3 sling 1H weapon Reqs Shoot [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Hit: 10% Shoot 1 While equipped: dps ---------- Melee Ret 4 darkness On Hit (Ranged): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 19% ----- def ----- Resists +3% acid +6% temporal +20% darkness Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 sling 1H weapon Reqs Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: dps ---------- Res.pen +7% all Acc +9 (+2 eff.) Apr +10 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T3 staff 1H weapon [Unique] Arcane Power 127% Range: 1.2x Uses 125% Mag Dmg Fire Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+7 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 13 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane 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 +18% Spell.pwr +22 (+5 eff.) Dmg.mod +30% physical ----- def ----- Phys.save +7 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +9 (+4 eff.) ---------- misc Vim/s.crit +4.00 Max.vim +12.00 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 +10% Spell.pwr +27 (+7 eff.) Dmg.mod +20% arcane ---------- misc Mana/turn +0.21 Vim/s.crit +3.00 Max.vim +25.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 cooldown 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: Stats +4 Mag +4 Wil dps ---------- Spell.crit +4% Spell.pwr +19 (+5 eff.) Dmg.mod +25% physical ---------- misc Max.mana +58.00 Talents +1 Command Staff On Spell Hit: 10% Sun Ray 3 Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T3 belt armor [Ego++] Arcane/Nature While equipped: Stats +2 Str +2 Dex +6 Mag +10 Wil +4 Cun dps ---------- Spell.crit +4% ----- def ----- Phys.save +14 (+9 eff.) Spell.save +13 (+4 eff.) Mind.save +10 (+5 eff.) A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Ego] Psionic While equipped: Stats +4 Wil ----- def ----- Defense +2 (+0 eff.) Mind.save +8 (+4 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 T2 cloth armor [Random Unique] Arcane While equipped: Stats +1 Cun +3 Dex dps ---------- Spell.crit +6% Spell.pwr +6 (+1 eff.) Dmg.mod +13% arcane +12% light +24% darkness Res.pen +10% physical ----- def ----- Resists +18% acid +24% darkness +9% all ---------- misc Max.mana +17.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Unique] Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +20% mind ----- def ----- Armour +5 Defense +10 (+2 eff.) Resists +20% cold +20% mind +11% all Mind.save +10 (+5 eff.) Confus- +35% ---------- misc Telepathy Humanoid A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
![]() 2.0 T3 cloth armor [Rare] Nature While equipped: Stats +4 Mag +1 Con ----- def ----- Resists +3% acid +15% light +11% blight +15% cold +6% nature +11% all Max.HP +110.00 HP.reg +3.00 Heal.mod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Master/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+4 eff.) Dmg.mod +20% darkness +17% physical Res.pen +14% darkness +11% physical ----- def ----- Armour +2 Defense +3 (+0 eff.) Resists +13% all Phys.save +21 (+13 eff.) ---------- misc Max.hate +7.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +3% Spell.pwr +21 (+5 eff.) Dmg.mod +10% temporal +15% arcane +7% all ----- def ----- Resists +13% all ---------- misc Max.mana +71.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +5 Con dps ---------- Mind.crit +4% Mind.pwr +3 (+2 eff.) Dmg.mod +16% acid +11% nature +6% blight ----- def ----- Resists +24% acid +3% temporal +9% all Mind.save +22 (+11 eff.) HP.reg +4.00 Poison- +24% Disease- +28% Confus- +20% Teleport- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Res.pen +10% cold ----- def ----- Armour +11 Defense +10 (+2 eff.) Fatigue -7% Resists +12% darkness Phys.save +16 (+10 eff.) Mind.save +6 (+3 eff.) Cut- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.enc +32 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Resists +8% lightning +10% temporal ---------- misc Stam/turn +0.50 Max.stam +18.00 A pair of boots made of leather. |
![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Melee+ 10 nature Dmg.mod +7% nature Acc +10 (+3 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +7% nature 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. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +5 Dex +1 Wil +4 Cun dps ---------- Dmg.mod +15% mind Apr +5 ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+8 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 2.0 T3 head armor [Ego+] Master While equipped: Stats +5 Dex ----- def ----- Armour +3 Fatigue +3% Resists +15% darkness ---------- misc Infravis +4 A cap made of leather. |
![]() 2.0 T3 head armor [Ego+] Master/Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +8% fire +7% cold A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +5% blight +8% darkness Phys.save +13 (+9 eff.) Spell.save +10 (+3 eff.) Mind.save +7 (+3 eff.) Circle of Sanctity: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 18 light damage to everyone else who enters. The circle lasts 4 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Nature/Master While equipped: Stats +4 Wil ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +17% blight +17% darkness +21% lightning ---------- misc Light +1 A suit of armour made of mail. |
![]() 9.0 T4 light armor [Ego+] Master While equipped: Stats +8 Str +7 Dex ----- def ----- Armour +7 Defense +19 (+3 eff.) Fatigue +8% Phys.save +9 (+7 eff.) A suit of armour made of leather. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego++] Arcane/Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Cun +3 Mag dps ---------- Dmg.mod +13% light +15% darkness ----- def ----- Armour +6 Fatigue +8% Resists +16% blight +13% nature +14% light +14% darkness Max.HP +32.00 ---------- 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 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 (+1 eff.) Phys.save +6 (+5 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+5 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+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: 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 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex +3 Cun dps ---------- Crit.mult +5.00% Phys.pwr +4 (+1 eff.) Mov.spd +10% Res.pen +25% darkness +10% acid ---------- misc Equi/ret +0.08 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex +3 Wil +4 Cun +3 Con dps ---------- Phys.pwr +4 (+1 eff.) Mov.spd +10% Dmg.mod +6% lightning ----- def ----- Resists +3% lightning 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 20/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 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 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+2 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +4 Con dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% fire Max.HP +44.00 ---------- misc Light +3 See.Invis +12 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 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 T2 torque charm [Random Unique] Psionic While equipped: Stats +2 Mag +1 Con dps ---------- Dmg.mod +6% fire Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 258 physical damage Puts all charms on 13 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. 100% to reduce fatigue by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +4 Mag +3 Wil +3 Cun +6 Con ---------- misc Light +3 Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 13 cooldown 100% to reduce fatigue by 28% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 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. |
![]() 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 Aegazron the Cornac Shadowblade level 32
57th Haze 122nd year of Ascendancy at 18:47 see stats
By Aegazron the Cornac Shadowblade level 11
4th Flare 122nd year of Ascendancy at 21:32 see stats
By Aegazron the Cornac Shadowblade level 33
65th Haze 122nd year of Ascendancy at 13:16 see stats
By Aegazron the Cornac Shadowblade level 25
51st Dusk 122nd year of Ascendancy at 06:08 see stats
By Aegazron the Cornac Shadowblade level 28
58th Dusk 122nd year of Ascendancy at 00:41 see stats
By Aegazron the Cornac Shadowblade level 32
57th Haze 122nd year of Ascendancy at 18:21 see stats
By Aegazron the Cornac Shadowblade level 10
3rd Mirth 122nd year of Ascendancy at 08:34 see stats
By Aegazron the Cornac Shadowblade level 20
21st Dusk 122nd year of Ascendancy at 20:12 see stats
By Aegazron the Cornac Shadowblade level 30
14th Haze 122nd year of Ascendancy at 20:59 see stats
By Aegazron the Cornac Shadowblade level 32
57th Haze 122nd year of Ascendancy at 18:47 see stats
By Aegazron the Cornac Shadowblade level 28
79th Dusk 122nd year of Ascendancy at 18:06 see stats
By Aegazron the Cornac Shadowblade level 24
50th Dusk 122nd year of Ascendancy at 14:53 see stats
By Aegazron the Cornac Shadowblade level 32
57th Haze 122nd year of Ascendancy at 18:47 see stats
By Aegazron the Cornac Shadowblade level 10
4th Mirth 122nd year of Ascendancy at 06:49 see stats
By Aegazron the Cornac Shadowblade level 32
57th Haze 122nd year of Ascendancy at 18:47 see stats
By Aegazron the Cornac Shadowblade level 10
5th Mirth 122nd year of Ascendancy at 19:49 see stats
By Aegazron the Cornac Shadowblade level 23
30th Dusk 122nd year of Ascendancy at 15:18 see stats
By Aegazron the Cornac Shadowblade level 16
12nd Dusk 122nd year of Ascendancy at 19:46 see stats
By Aegazron the Cornac Shadowblade level 35
73rd Haze 122nd year of Ascendancy at 04:15 see stats
Log
Aegazron hits Armoured skeleton warrior for (26 absorbed), 11 physical, (6 absorbed), 3 physical, (20 absorbed), 9 darkness, (20 absorbed), 9 physical, (5 absorbed), 2 physical, (15 absorbed), 6 darkness (39 total damage).
Melee retaliation hits Aegazron for 4 lightning, 62 physical, (4 ignored), 0 lightning, (62 ignored), 0 physical (66 total damage).
Beluwen the skeleton assassin receives 72 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits Aegazron for 27 blight damage.
Bleeding from Beluwen the skeleton assassin hits Aegazron for 79 physical damage.
Beluwen the skeleton assassin uses Kneecapper.
Beluwen the skeleton assassin's Kneecapper misses Aegazron.
Armoured skeleton warrior uses Shield Pummel.
Armoured skeleton warrior misses Aegazron.
Armoured skeleton warrior misses Aegazron.
Aegazron performs a melee critical strike against Armoured skeleton warrior!
Armoured skeleton warrior slows down.
Aegazron performs a melee critical strike against Armoured skeleton warrior!
Aegazron hits Armoured skeleton warrior for (46 absorbed), 20 physical, (8 absorbed), 3 physical, (25 absorbed), 11 darkness, (23 absorbed), 10 physical, (5 absorbed), 2 physical, (16 absorbed), 7 darkness (53 total damage).
Phantasmal Shield hits Beluwen the skeleton assassin for (28 flat reduction), 89 light (89 total damage).
Phantasmal Shield hits Armoured skeleton warrior for (51 absorbed), 22 light (22 total damage).
Melee retaliation hits Aegazron for 4 lightning, 56 physical, 3 lightning, 56 physical (119 total damage).
Armoured skeleton warrior drops its additional bones.
Beluwen the skeleton assassin receives 72 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits Aegazron for (24 ignored), 0 blight (0 total damage).
Talent Congeal Time is ready to use.
Talent Teleport is ready to use.
Talent Dual Strike is ready to use.
Bleeding from Beluwen the skeleton assassin hits Aegazron for 72 physical damage.
Beluwen the skeleton assassin uses Block.
Aegazron reacts to damage from Something, mitigating the blow!.
Something hits Aegazron for (44 reacted , -5 stam), 64 arcane (64 total damage).
Something hits Armoured skeleton warrior for 0 arcane damage.
Aegazron the level 36 cornac shadowblade was mana-torn to death by a skeleton mage on level 7 of Dreadfell.