








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This 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 | Yeek |
Class | Archmage (High Thaumaturgist) |
Level / Exp | 50 / 13450% |
Size | small |
Lifes / Deaths | Killed by GG at level 50 on the 9th Decay 122nd year of Ascendancy at 09:18 / 1 |
Primary Stats
Strength | 26 (base 10) |
Dexterity | 21 (base 10) |
Constitution | 38 (base 29) |
Magic | 139 (base 60) |
Willpower | 100 (base 60) |
Cunning | 102 (base 60) |
Resources
Life | 100373/100464 |
Mana | 10434/10519 |
Healing Factor | 1.2102122670883 |
Regeneration | 167.02139498086 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +1000% |
Spell | +900% |
Global | +115% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 10 |
See Stealth | 87.749655319986 |
See Invisible | 87.749655319986 |
Offense: Mainhand
Damage | 52 |
Accuracy | 14 |
Crit Chance | 32% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 625 |
Crit Chance | 100% |
Speed | 0.1 |
Cooldown Reduction | 230 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Physical | +19% |
Lightning | +43% |
Cold | +37% |
Darkness | +15% |
Blight | +27% |
Arcane | +52% |
Fire | +96% |
All | +12% |
Offense: Damage Penetration
Lightning | +55% |
Fire | +78% |
Arcane | +25% |
Cold | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 45 (40%) |
Defense | 37 |
Ranged Defense | 46 |
Fatigue | 7 |
Physical Save | 31 |
Spell Save | 60 |
Mental Save | 55 |
Defense: Resistances
Lightning | -54%( 70%) |
Light | -56%( 70%) |
Cold | -54%( 70%) |
Darkness | -57%( 70%) |
Arcane | -54%( 70%) |
Fire | -20%( 70%) |
All | -71%( 70%) |
Defense: Immunities
Stun Resistance | 37% |
Confusion Resistance | 100% |
Poison Resistance | 20% |
Disarm Resistance | 100% |
Teleport Resistance | 20% |
Silence Resistance | 100% |
Pinning Resistance | 74% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 37 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 684 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 744 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 284 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Spell / Meta | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.57 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.57 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Thaumaturgy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Arcane | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Wildfire | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Multicaster |
talent | Feather Wind |
talent | Phantasmal Shield |
talent | Spellcraft |
talent | Wildfire |
talent | Shielding |
talent | Arcane Shield |
detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 27% feedback damage from all damage done. Empathic Hex |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | Cannot heal higher than 100373 life. Blood Lock |
beneficial effect | The target's spellpower has been increased by 30. Spellsurge |
beneficial effect | A flow of life spins around the target, regenerating 136.76 life per turn. Regeneration |
beneficial effect | Stay put, increasing your armour and defense by 12. Shoes of Moving Slowly |
detrimental effect | The target is cursed, reducing all resistances by 84%. Curse of Vulnerability |
detrimental effect | Soul absorbed upon death. Soul Leech |
detrimental effect | The target is hexed. Each time it uses an ability it takes 194.17 fire damage, and talent cooldowns are increased by 120% plus 1 turn. Burning Hex |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 2402. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You 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 T4 feet armor [Unique] Unknown While equipped: Stats +8 Wil +8 Mag dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: ----- def ----- Defense +15 (+6 eff.) Spell.save +18 (+4 eff.) Die.at -80.00 life Poison- +20% Silence- +20% Confus- +20% Teleport- +20% ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 4.0 T3 head armor [Unique] Arcane While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +20% fire ----- def ----- Defense +8 (+3 eff.) Fatigue +4% Resists +20% fire Meteor Rain: Level 3.5 Pwr.cost 26 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 4 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 1544.45 fire and 937.36 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Tool | ![]() 2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
On fingers | ![]() 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. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 Arcane Amplification Drone You have set the ring to grant you Arcane Amplification Drone! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Around waist | ![]() 1.0 T3 belt armor [Ego+] Arcane While equipped: Stats +8 Wil +6 Mag dps ---------- Spell.crit +4% ----- def ----- Resists +9% light +8% darkness A belt that goes around your waist. |
In main hand | ![]() 5.0 T4 staff 2H weapon [Rare] 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 +2 Str +4 Mag +2 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+1 eff.) Dmg.mod +6% lightning +25% fire +3% darkness Res.pen +30% lightning ----- def ----- Armour +10 Hardiness +10% Phys.save +10 (+5 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T4 hands armor [Rare] Nature While equipped: Stats +6 Str +13 Mag +2 Cun dps ---------- Melee+ 15 physical Dmg.mod +7% physical On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 114 ----- def ----- Armour +13 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 (+1 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+4 eff.) Resists +10% lightning +10% fire +10% cold +10% arcane +13% all Spell.save +20 (+5 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 [Rare] Master While equipped: Stats +2 Dex +4 Wil +3 Cun dps ---------- Spell.crit +2% S.pwr/crit +10 Dmg.mod +15% arcane +15% blight Phasing +30% Melee Ret 4 nature ----- def ----- Defense +2 (+1 eff.) ---------- misc Max.mana +100.00 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 T3 amulet jewelry [Ego++] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +10 (+5 eff.) Max.HP +55.00 HP.reg +1.00 ---------- misc Masteries +0.27 Spell/Temporal +0.27 Spell/Air Amulets make your neck look great! |
Inventory
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown -58 Travel.spd instantaneous Usage Speed Spell (10% 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 -41 Travel.spd instantaneous Usage Speed Spell (10% of a turn) Is a spell Description: Inflicts 616.00 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 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 3.5 Pwr.cost 24 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 358 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +10% lightning Melee Ret 6 arcane On Hit (Melee): * 20% chance to reduce armor by 127% ----- def ----- Fatigue -6% Resists +9% lightning HP.reg +1.00 Amulets make your neck look great! |
![]() 0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Crit.mult +20.00% Dmg.mod +20% mind Melee Ret 10 acid ----- def ----- Resists +20% mind +4% physical Phys.save +9 (+4 eff.) ---------- misc Stam/turn +3.00 Equi/ret +0.08 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Str +2 Mag +5 Cun +7 Con dps ---------- Phys.pwr +9 (+4 eff.) Melee+ 19 physical Ranged+ 23 physical Dmg.mod +16% lightning Res.pen +15% fire Apr +3 Melee Ret 4 fire On Hit (Melee): * 14% chance to reduce all saves and defense by 33 On Hit (Ranged): * 17% chance to reduce all saves and defense by 33 ----- def ----- Armour +2 Resists +32% lightning ---------- misc Stam/turn +1.00 Hate/m.crit +3.00 Max.hate +12.00 Infravis +1 Bleeding Edge: Puts all charms on 14 cooldown Level 5.5 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+5 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +5 Str +1 Wil +2 Cun +5 Con dps ---------- Phys.pwr +26 (+13 eff.) Spell.pwr +27 (+1 eff.) Mind.pwr +28 (+8 eff.) Dmg.mod +12% lightning +15% arcane +14% all ----- def ----- Resists +15% arcane 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 T4 ring jewelry [Rare] Arcane While equipped: Stats +10 Cun dps ---------- Crit.mult +10.00% S.pwr/crit +4 Dmg.mod +17% light Res.pen +25% blight ----- def ----- Resists +34% light ---------- misc Mana/turn +0.12 Psi/ret +0.12 Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane The moon shines alone in a starless sky. Power 100% Range: 1.3x Uses 20% Dex, 20% Str Dmg Darkness Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 129% Range: 1.3x Uses 50% Str, 15% Mag, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +2 Str +2 Dex +6 Mag +2 Wil +6 Cun +2 Con dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 4.5 Pwr.cost 14 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 1556.03 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 129% Range: 1.3x Uses 50% Str, 15% Mag, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 4.5 Pwr.cost 14 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 1556.03 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 131% Range: 1.6x Uses 10% Mag, 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
![]() 5.0 T5 staff 2H weapon [Rare] Nature 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 +5% Spell.pwr +15 (+1 eff.) Mind.pwr +20 (+6 eff.) Dmg.mod +30% blight Res.pen +20% mind +20% blight ----- def ----- Armour +22 Defense +34 (+12 eff.) Resists +24% nature +24% fire HP.reg +5.44 Stun/Frz- +27% ---------- misc Vim/s.crit +2.72 Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 3.2 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 1299.69 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Unique] Arcane Power 100% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+1 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 4.5 Pwr.cost 4 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 2030.74 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (4061). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 121% Range: 1.2x Uses 150% Mag Dmg Blight Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+1 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/Necrosis +0.10 Spell/Master of flesh +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 T2 staff 2H weapon [Ego] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +12.00% Spell.pwr +6 (+1 eff.) Dmg.mod +15% fire ----- def ----- Armour +5 Defense +5 (+2 eff.) ---------- misc Wards +2 fire Talents +1 Command Staff +2 Ward Staves designed for wielders of magic, by the greats of the art. |
![]() 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: Stats +5 Wil dps ---------- Spell.crit +20% Crit.mult +18.00% Spell.pwr +40 (+2 eff.) S.pwr/crit +10 Dmg.mod +30% blight +45% nature Res.pen +20% mind Melee Ret 8 nature ----- def ----- Resists +18% nature ---------- misc Mana/turn +0.16 Mana/s.crit +2.72 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Normal] Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 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 +5% Spell.pwr +23 (+1 eff.) Dmg.mod +30% darkness Res.pen +15% darkness Phasing +27% ----- def ----- Defense +25 (+9 eff.) Shield.pwr +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Rare] Arcane Power 148% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 476 damage While equipped: dps ---------- On Hit (Melee): * 27% chance to reduce strength, dexterity, and constitution by 114 ----- def ----- Defense +41 (+14 eff.) Resists +39% lightning +12% fire +15% darkness +9% light HP.reg +5.44 Heal.mod +20% Blind- +27% Stun/Frz- +27% One-handed war axes. |
![]() 2.0 T5 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +24% arcane +41% acid Res.pen +34% acid Melee Ret 10 acid On Hit (Melee): * 27% chance to reduce armor by 127% * 27% chance to reduce strength, dexterity, and constitution by 114 ----- def ----- Defense +18 (+7 eff.) Resists +27% acid +27% cold +7% arcane Phys.save +10 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloth armor [Rare] Arcane While equipped: dps ---------- Crit.mult +27.20% Spell.pwr +30 (+1 eff.) Dmg.mod +21% arcane +21% darkness +30% light Res.pen +34% darkness ----- def ----- Resists +45% light +12% darkness +15% all Spell.save +24 (+6 eff.) ---------- misc Mana/s.crit +2.72 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +6 Wil +12 Mag dps ---------- Spell.pwr +19 (+1 eff.) S.pwr/crit +7 Dmg.mod +29% physical +26% temporal Res.pen +13% physical +14% temporal ----- def ----- Resists +15% all Anom.red +16 Silence- +50% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +4 Wil +4 Mag dps ---------- Spell.pwr +10 (+1 eff.) S.pwr/crit +4 ----- def ----- Resists +15% all Silence- +22% 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 T3 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) ----- def ----- Resists +11% all Mind.save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 feet armor [Rare] Master While equipped: Stats +15 Cun dps ---------- Spell.pwr +20 (+1 eff.) Res.pen +25% lightning Melee Ret 8 lightning ----- def ----- Armour +14 Resists +41% lightning +12% fire Spell.save +24 (+6 eff.) ---------- misc Hate/m.crit +6.00 Infravis +3 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Str +12 Dex +10 Lck dps ---------- Dmg.mod +15% physical Res.pen +25% physical ----- def ----- Armour +3 Resists +3% physical Stealth +11 Die.at -60.00 life A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 3.5 Pwr.cost 16 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 289.09 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() 2.0 T4 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: ----- def ----- Armour +3 Fatigue +3% Dmg.red +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +7 Wil ----- def ----- Defense +32 (+11 eff.) Resists +15% acid +6% temporal +12% mind +12% nature Phys.save +10 (+5 eff.) Poison- +20% Stun/Frz- +20% A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego++] Arcane While equipped: Stats +5 Wil +4 Mag dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) Shield.pwr +9% HP.reg +2.50 A pointy cloth hat, very wizardly... |
![]() 9.0 T5 light armor [Ego++] Nature/Master While equipped: Stats +10 Cun +10 Dex ----- def ----- Armour +18 Defense +30 (+11 eff.) Fatigue +8% Resists +14% acid +15% cold ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Arcane While equipped: dps ---------- Melee+ 23 acid 23 fire Melee Ret 16 acid 16 fire ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% Resists +29% acid +29% fire A suit of armour made of leather. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 48 [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+4 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+6 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+7 eff.) Mind.save +25 (+7 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 3.5 Pwr.cost 10 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 5 turns and vulnerable to attacks. They will lose 19 Armour, 28 Defense and your attacks will gain 36% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 60 [Rare] Master While equipped: Stats +6 Cun dps ---------- Mind.crit +7% Dmg.mod +24% nature +18% lightning Res.pen +34% lightning ----- def ----- Armour +16 Fatigue +22% Resists +28% cold +20% temporal HP.reg +5.44 Knockbk- +27% ---------- misc Hate/m.crit +6.00 A suit of armour made of metal plates. |
![]() 6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+5 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+2 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
![]() 7.0 T4 shield armor Reqs Shield usage training Str 39 [Unique] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +10 Con dps ---------- Melee Ret 15 draining blight ----- def ----- Armour +15 Fatigue +19% Resists +25% blight +10% light HP.reg +5.00 ---------- misc Talents +1 Block Masteries +0.30 Cursed/Bloodstained Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
![]() 7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego+] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +15 Fatigue +8% Resists +13% acid +11% fire +13% cold +13% lightning ---------- 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 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+1 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 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+8 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+8 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+1 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +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 Con +5 Mag 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 Con +5 Mag 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. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 7 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 135 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. |
![]() 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 20 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: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By GG the Yeek Archmage level 50
17th Haze 122nd year of Ascendancy at 02:44 see stats
By GG the Yeek Archmage level 50
49th Dusk 122nd year of Ascendancy at 13:22 see stats
By GG the Yeek Archmage level 50
14th Haze 122nd year of Ascendancy at 05:19 see stats
By GG the Yeek Archmage level 50
8th Decay 122nd year of Ascendancy at 13:51 see stats
By GG the Yeek Archmage level 50
27th Haze 122nd year of Ascendancy at 01:33 see stats
By GG the Yeek Archmage level 50
9th Decay 122nd year of Ascendancy at 01:48 see stats
By GG the Yeek Archmage level 50
19th Haze 122nd year of Ascendancy at 17:42 see stats
By GG the Yeek Archmage level 50
60th Dusk 122nd year of Ascendancy at 06:33 see stats
By GG the Yeek Archmage level 48
49th Dusk 122nd year of Ascendancy at 04:51 see stats
By GG the Yeek Archmage level 41
37th Dusk 122nd year of Ascendancy at 14:38 see stats
By GG the Yeek Archmage level 50
8th Decay 122nd year of Ascendancy at 18:04 see stats
By GG the Yeek Archmage level 50
49th Dusk 122nd year of Ascendancy at 13:15 see stats
By GG the Yeek Archmage level 50
36th Haze 122nd year of Ascendancy at 07:07 see stats
By GG the Yeek Archmage level 38
34th Dusk 122nd year of Ascendancy at 14:29 see stats
By GG the Yeek Archmage level 10
75th Pyre 122nd year of Ascendancy at 12:19 see stats
By GG the Yeek Archmage level 20
79th Pyre 122nd year of Ascendancy at 03:16 see stats
By GG the Yeek Archmage level 30
27th Dusk 122nd year of Ascendancy at 07:42 see stats
By GG the Yeek Archmage level 40
37th Dusk 122nd year of Ascendancy at 07:14 see stats
By GG the Yeek Archmage level 50
49th Dusk 122nd year of Ascendancy at 11:54 see stats
By GG the Yeek Archmage level 50
8th Decay 122nd year of Ascendancy at 15:21 see stats
By GG the Yeek Archmage level 50
67th Haze 122nd year of Ascendancy at 14:15 see stats
By GG the Yeek Archmage level 50
59th Dusk 122nd year of Ascendancy at 00:24 see stats
By GG the Yeek Archmage level 45
43rd Dusk 122nd year of Ascendancy at 23:54 see stats
By GG the Yeek Archmage level 28
27th Dusk 122nd year of Ascendancy at 03:54 see stats
By GG the Yeek Archmage level 50
19th Haze 122nd year of Ascendancy at 19:06 see stats
By GG the Yeek Archmage level 50
9th Decay 122nd year of Ascendancy at 09:17 see stats
By GG the Yeek Archmage level 50
49th Dusk 122nd year of Ascendancy at 13:22 see stats
By GG the Yeek Archmage level 50
49th Dusk 122nd year of Ascendancy at 13:22 see stats
By GG the Yeek Archmage level 25
12nd Dusk 122nd year of Ascendancy at 19:09 see stats
By GG the Yeek Archmage level 50
67th Haze 122nd year of Ascendancy at 12:07 see stats
By GG the Yeek Archmage level 23
6th Flare 122nd year of Ascendancy at 13:23 see stats
By GG the Yeek Archmage level 45
43rd Dusk 122nd year of Ascendancy at 22:55 see stats
By GG the Yeek Archmage level 28
27th Dusk 122nd year of Ascendancy at 03:54 see stats
By GG the Yeek Archmage level 50
13rd Haze 122nd year of Ascendancy at 11:45 see stats
By GG the Yeek Archmage level 50
8th Decay 122nd year of Ascendancy at 10:27 see stats
Log
GG casts Elemental Array Burst.
GG's spell attains critical power!
You collect a new ingredient: xorn fragment (1).
GG damages himself through Martyrdom!
Lesser vampire hits Iceblock for 1262 thaumic energy damage.
Argoniel hits GG for (212 ignored), 0 fire (0 total damage).
Xorn hits GG for (3997 ignored), 0 thaumic energy (0 total damage).
GG hits Argoniel for (6741 to bones), 0 thaumic energy (0 total damage).
GG hits Xorn for 10655 thaumic energy damage.
GG hits Lesser vampire for (3838 to ice), 5757 thaumic energy (5757 total damage).
GG killed Xorn!
GG killed Lesser vampire!
GG casts Elemental Array Burst.
GG's spell attains critical power!
GG damages himself through Martyrdom!
Argoniel hits GG for (2706 ignored), 0 thaumic energy, (212 ignored), 0 fire (0 total damage).
GG hits The One That Hunts for 0 thaumic energy damage.
GG hits Argoniel for 6741 thaumic energy damage.
GG casts Elemental Array Burst.
GG's spell attains critical power!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Tactical master (Insane (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
GG damages himself through Martyrdom!
Argoniel hits GG for (2529 ignored), 0 thaumic energy, (198 ignored), 0 fire (0 total damage).
GG hits Argoniel for 6741 thaumic energy damage.
GG killed Argoniel!