










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Deathknight Compatibility Patch 1.7.0Fixes compatibility issues between Deathknight and other addons. Fixed conflict with Frost Invoker's frost tree. (https://te4.org/games/addons/tome/frost_invoker) Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. 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:
Draconians 1.7.2Adds Draconians as playable race. This version of the addon is tweaked to allow Defiler classes. Attempting to fix for 1.7 by removing the dracolich function, as I'm not well enough versed in coding to make it compatible. Frost Invoker 1.7.6Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net 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:
Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Allow Respec Anywhere 1.2.3Items Vault 1.7.6Donators/Buyers bonus! Corrupted Skeleton 1.7.6A few changes to skelly I thought would make it actually interesting to pick for some classes as it previously was easily the worst race because it didn't cover any of the weaknesses or encourage any synergies with any class. These changes make Skeleton focused a lot more on being a tank, which its talents originally hinted at. The first talent now gives a massive amount of physical saves that scale with constitution. This replaces the duration reduction of the third talent. The duration reduction is largely a useless stat if you can't get it to 100% reduction as debuffs are either "I don't care about this" or "I want this gone immediately." Immunities have typically always been the go to. Most classes have their immunites or debuff clears as their third or final talent, so putting this as the first talent gives some incentive to use this over Shalore. Originally it was going to be full physical debuff immunity like with Spine of the World but after some deliberation I figured this was too good. I kind of like the saves here as a way to demonstrate just how much is needed to be good. The numbers for this are chosen that provided you put in significant investment, it should provide excellent returns such that it's the only source of physical save needed on difficulties of insane or lower. The third talent now gives you the Corruption/Bone tree. This here because I thought this would be fun, and thematic. I got a bit of feedback that people wanted a mobility tree on Skeleton, but honestly I feel like that removes one of the interesting weaknesses of the class, that you are forced to use blink rune for mobility. This drawback provides some interesting decisions in what to select for your race and I think it should remain to encourage strategic building. Also: Reassemble now scales with Constitution. Both Bone Armour and Reassemble's descriptions have been updated to fully detail the things they scale with. They previously did not mention that they scale with your max HP. Classes that would be good with this skelly rework: Classes without a lot of defenses, classes with a lot of mobility, classes with the Corruption/Bone tree, classes that don't need to focus on 3 non-Constitution stats. Update 1.2.0 Also I fixed a couple of bugs. Learning the Bone talents now correctly gives the Vim resource bar and puts them on your hotbar automatically. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Better Sounds Mod 1.7.4Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: 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 Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Movarc'h's Improved Escorts - Bamboo + CH Edition 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Also gives escorts 1000 base Life and 100 base life regen so they don't die from a sneeze. This is a fork of Movarc'h's Impoved Escorts by mannendake. Credit to Disnag for necromancer escort and Movarc'h for the base addon. Also credits to Bamboo's fork. Lunar Cultist 1.2.5Adds a new Afflicted Subclass proficient in the Cursed Talent Trees Darkness, Force of Will, Gloom, Cursed Form and Dark Sustenance and the Corruption Talent Trees Vim, Doom Covenant, Black Magic and Curses. They also possess the Cunning Talent Trees Stealth and Survival. This Addon requires ASHES OF URH'ROK to be enabled in the Addons Menu. THIS ADDON DOESN'T GRANT YOU ANY FILE FROM ASHES OF URH'ROK! It's only a Subclass. Class: Hunted 1.7.6A stealthy Cursed class that uses unarmed attacks. Inspired by HousePet's Werebeast from the Verdant Class Pack. First and foremost, thank you to everyone in the Tales of Maj'Eyal Discord for all the coding help! --- Class Talents --- Cursed / Prowl (WIL) Cursed / Gore (WIL, Locked) Cursed / Endless hunt --- Generic Talents --- Technique / Combat training 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 Adventure |
Sex | Female |
Race | Cornac |
Class | White Monk (Way of the Flying Arrow) |
Level / Exp | 30 / 25% |
Size | medium |
Lifes / Deaths | Killed by Isluth the rogue at level 10 on the 22nd Dusk 122nd year of Ascendancy at 21:26 0 / 7Killed by Porumissra the grannor'vor at level 19 on the 78th Haze 122nd year of Ascendancy at 07:23 Killed by Xanotta the cold drake hatchling at level 21 on the 80th Haze 122nd year of Ascendancy at 15:59 Killed by Velassra the bandit at level 22 on the 2nd Decay 122nd year of Ascendancy at 14:10 Killed by Mayann the elven blood mage at level 25 on the 15th Regrowth 123rd year of Ascendancy at 06:11 Killed by Salariath the Thug at level 26 on the 22nd Regrowth 123rd year of Ascendancy at 20:33 Killed by Celia at level 30 on the 70th Regrowth 123rd year of Ascendancy at 07:53 |
Primary Stats
Strength | 24 (base 10) |
Dexterity | 85 (base 60) |
Constitution | 36 (base 14) |
Magic | 21 (base 10) |
Willpower | 83 (base 55) |
Cunning | 29 (base 10) |
Resources
Life | -71/1011 |
Stamina | 135/416 |
Psi | 173/173 |
Healing Factor | 1.2979202340232 |
Regeneration | 23.523672271684 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +16.08126281395% |
Spell | 0% |
Global | +108.7271786692% |
Vision
Sight | 10 |
Lite | 9 |
Offense: Mainhand
Damage | 130 |
Accuracy | 67 |
Crit Chance | 30% |
APR | 34 |
Speed | 1.00 |
Offense: Barehand
Damage | 95 |
Accuracy | 67 |
Crit Chance | 24% |
APR | 33 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12.5 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Mind | +29% |
Light | +10% |
Nature | +25% |
Blight | +20% |
Physical | +5% |
Fire | +13% |
All | 0% |
Offense: Damage Penetration
Physical | +15% |
Darkness | +10% |
Mind | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 30 (45.594633868923%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 0 |
Physical Save | 38 |
Spell Save | 28 |
Mental Save | 37 |
Defense: Resistances
Acid | + 26%( 70%) |
Physical | + 32%( 70%) |
Mind | + 18%( 70%) |
All | + 13%( 70%) |
Darkness | + 18%( 70%) |
Light | + 39%( 70%) |
Lightning | + 23%( 70%) |
Fire | + 36%( 70%) |
Nature | + 38%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 651% 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 Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: 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 -427 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 854 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 Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 520 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Martial Arts | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Technique / Transcending | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Black Belt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Agile Combatant | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Rending | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Technique / Mending | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Fending | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.50 |
| 3/5 |
| 1/5 |
| 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You successfully escorted the harried rogue to the recall portal on level 2 of Trollmire. Escort: harried rogue (level 2 of Trollmire)As a reward you improved Dexterity by +8. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Mindhook (+2 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire) | done |
You successfully escorted the lost wyrmic to the recall portal on level 2 of Norgos Lair. Escort: lost wyrmic (level 2 of Norgos Lair)As a reward you gained talent category Wild-gift / Fungus (at mastery 1.00). | done |
You successfully escorted the lost wyrmic to the recall portal on level 3 of Norgos Lair. Escort: lost wyrmic (level 3 of Norgos Lair)As a reward you improved talent Fungal Growth (+2 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 44. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed sandworm tooth. * You've found the needed black mamba head. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed vial of elder vampire blood. * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed minotaur nose. | 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 | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Str +2 Dex +4 Mag +4 Wil +7 Con dps ---------- Res.pen +10% darkness Acc +30 (+8 eff.) ----- def ----- Armour +4 Fatigue +3% Resists +6% darkness Def/telep +10 Res/telep +10% Dur/telep +10% Blink to a nearby random location (rad 10) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T3 arrow ammo [Random Unique] Disrupt/Master/Psionic Power 44.0 - 61.6 Physical Uses 25% Wil, 95% Dex Mastery Guided Hand Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +14.0% Capacity 16 Ranged+ +33 physical +16 nature Against +15% Unnatural +20% Unliving On Crit.r2 +8 nature On Hit: * 20% chance to slow global speed by 59% * 20% chance to knock the target back 3 spaces and deal 207 physical damage On Crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(137 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +7 Dex dps ---------- Dmg.mod +6% nature +24% mind Res.pen +10% mind On Hit (Melee): * 20% chance to slow global speed by 59% * 10% chance to reduce all saves and defense by 32 ----- def ----- Armour +4 Fatigue +4% Resists +9% nature Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 111.4 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +3 Mag +2 Wil +8 Con dps ---------- Phys.pwr +8 (+3 eff.) Dmg.mod +19% nature +13% fire ----- def ----- Resists +20% nature +26% fire Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +17 (+4 eff.) Apr +11 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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 waist | ![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
In main hand | ![]() 4.0 T2 longbow 2H weapon [Unique] Arcane/Nature Power 0.0 - 0.0 Physical Uses 0% Wil, 0% Dex Mastery Guided Hand Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 25% Epidemic 1 On Hit: 25% Cyst Burst 1 While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Ranged+ 20 blight Dmg.mod +20% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 7 ----- def ----- Disease- +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +4 Mag +3 Wil +3 Cun +7 Con dps ---------- Melee+ 6 acid 5 fire 5 cold 4 lightning ----- def ----- Armour +12 Hardiness +7% Fatigue +3% Resists +12% lightning +6% physical HP.reg +4.00 ---------- misc Stam/turn +1.10 Psi/ret +0.08 Max.stam +16.00 Unarmed combat: Power 17.0 - 23.8 Physical Uses 60% Wil, 60% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +10 ice +7 fire +7 acid +13 lightning On Hit: 10% Nightmare 3 On Hit: 5% Stone Touch 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 43.96 to 54.95 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Dex +2 Wil dps ---------- Acc +5 (+1 eff.) Melee Ret 2 physical ----- def ----- Defense +1 (+1 eff.) Resists +6% mind Crit.chn- 10.00% Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Res.pen +5% physical ----- def ----- Armour +2 Fatigue -6% Resists +4% physical HP.reg +2.00 ---------- misc Max.stam +30.00 Light +3 Amulets make your neck look great! |
Inventory
![]() 0.0 potion [Plot Item] Nature Permanently increase your physical critical strike chance by 4%. A vial of chunky red fluid. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 arcane, 2 physical, 5 darkness, 4 light 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 [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+6 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +12% acid +12% darkness +12% arcane ----- def ----- Resists +12% acid +24% darkness +12% arcane Rings make your fingers look great! |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Random Unique] Master Power 66.0 - 105.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +4 mind On Hit: * 20% chance to reduce damage dealt by 26% On Crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +16.0% Phys.pwr +13 (+5 eff.) Res.pen +20% mind +10% physical Acc +13 (+3 eff.) Apr +13 ---------- misc Equi/ret +0.08 Max.psi +10.00 Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego+] Nature Power 51.5 - 82.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +24 fire While equipped: dps ---------- All.spd +3% Res.pen +23% fire Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego++] Nature/Master Power 37.5 - 60.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +14 lightning +30 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Mov.spd +28% Res.pen +21% lightning +14% cold Massive two-handed swords. |
![]() 4.0 T1 longbow 2H weapon [Ego++] Nature/Master Power 0.0 - 0.0 Physical Uses 0% Wil, 0% Dex Mastery Guided Hand Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Crit.r2 +8 lightning +8 cold While equipped: dps ---------- Phys.crit +8.0% Mov.spd +30% Res.pen +9% lightning +8% cold Acc +9 (+2 eff.) Longbows are used to shoot arrows at your foes. |
![]() 3.0 T4 longsword 1H weapon Reqs Str 35 [Ego+] Nature/Master Power 41.5 - 58.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Crit.r2 +22 lightning +8 cold While equipped: dps ---------- Mov.spd +32% Res.pen +12% lightning +9% cold Sharp, long, and deadly. |
![]() 4.0 T4 sling 1H weapon [Random Unique] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 On Crit.r2 +16 lightning +22 cold While equipped: Stats +6 Cun dps ---------- Mov.spd +30% Res.pen +9% lightning +7% physical +10% cold +9% all Acc +10 (+3 eff.) Apr +9 ----- def ----- Resists +6% lightning +6% acid Crit.chn- 15.00% Def/telep +15 Res/telep +15% Dur/telep +15% Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T4 steamgun 1H weapon Reqs Steam Pool [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +16 lightning Uses 2.0 Steam While equipped: dps ---------- Phys.crit +5.0% Dmg.mod +11% lightning Acc +7 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T3 steamgun 1H weapon Reqs Steam Pool [Ego+] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Crit.r2 +7 lightning +13 cold Uses 2.0 Steam While equipped: dps ---------- Mov.spd +25% Res.pen +8% lightning +7% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +6% blight +6% cold +7% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +7 Wil +3 Cun dps ---------- Mind.crit +5% ----- def ----- Defense +2 (+1 eff.) Spell.save +8 (+4 eff.) ---------- misc Max.mana +49.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +9% acid +7% physical +13% cold +10% fire ----- def ----- Resists +10% acid +12% physical +12% cold +13% fire +11% all Mind.save +18 (+7 eff.) ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Nature While equipped: dps ---------- Dmg.mod +3% blight Res.pen +10% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 32 ----- def ----- Armour +4 Fatigue +3% Resists +5% lightning +5% temporal +6% blight Silence- +48% Confus- +53% Stun/Frz- +40% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Ego+] Nature/Master While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +3 Fatigue -5% Max.HP +36.00 ---------- misc Stam/turn +1.00 Max.stam +15.00 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex ----- def ----- Armour +3 Spell.save +12 (+6 eff.) Stealth +6 HP.reg +4.00 Disarm- +10% Pinning- +10% A pair of boots made of leather. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.crit +12% Mind.pwr +10 (+3 eff.) Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Armour +5 Defense +4 (+2 eff.) Spell.save +10 (+5 eff.) Max.HP +80.00 Unarmed combat: Power 28.0 - 39.2 Physical Uses 60% Wil, 60% Dex Apr +15 Crit +10.0% Atk.spd 100% Melee+ +17 silence On Hit: 10% Mana Clash 2 On Hit: * 35 arcane resource burn Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() 2.0 T1 head armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% darkness ----- def ----- Defense +1 (+1 eff.) Resists +16% darkness Spell.save +7 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +19% acid Max.HP +62.00 A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Master While equipped: Stats +5 Str ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +14% darkness +11% physical ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 9.0 T4 light armor [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +5.0% Apr +7 ----- def ----- Armour +7 Defense +22 (+7 eff.) Fatigue +8% Resists +14% light +10% darkness ---------- misc Stam/turn +0.70 Second Wind: (Instant) Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 107 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+4 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.dmg- 20% Phys.save +15 (+6 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
![]() 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 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 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 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 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 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 [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. |
![]() 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? |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 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. |
![]() 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 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T3 shot ammo [Ego++] Master/Psionic Power 39.0 - 46.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +15.0% Capacity 17 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Ego++] Master/Psionic Power 51.5 - 61.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +5 Crit +16.5% Capacity 23 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 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 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 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 Pax Alba the Cornac White Monk level 29
27th Regrowth 123rd year of Ascendancy at 18:14 see stats
By Pax Alba the Cornac White Monk level 7
3rd Dusk 122nd year of Ascendancy at 15:32 see stats
By Pax Alba the Cornac White Monk level 25
11st Regrowth 123rd year of Ascendancy at 04:48 see stats
By Pax Alba the Cornac White Monk level 25
9th Regrowth 123rd year of Ascendancy at 09:06 see stats
By Pax Alba the Cornac White Monk level 29
27th Regrowth 123rd year of Ascendancy at 12:25 see stats
By Pax Alba the Cornac White Monk level 10
22nd Dusk 122nd year of Ascendancy at 17:24 see stats
By Pax Alba the Cornac White Monk level 20
78th Haze 122nd year of Ascendancy at 15:57 see stats
By Pax Alba the Cornac White Monk level 30
57th Regrowth 123rd year of Ascendancy at 14:08 see stats
By Pax Alba the Cornac White Monk level 29
39th Regrowth 123rd year of Ascendancy at 12:36 see stats
By Pax Alba the Cornac White Monk level 29
27th Regrowth 123rd year of Ascendancy at 18:14 see stats
By Pax Alba the Cornac White Monk level 25
15th Regrowth 123rd year of Ascendancy at 06:01 see stats
By Pax Alba the Cornac White Monk level 6
78th Pyre 122nd year of Ascendancy at 15:05 see stats
By Pax Alba the Cornac White Monk level 29
27th Regrowth 123rd year of Ascendancy at 18:14 see stats
By Pax Alba the Cornac White Monk level 6
1st Mirth 122nd year of Ascendancy at 21:13 see stats
By Pax Alba the Cornac White Monk level 23
3rd Decay 122nd year of Ascendancy at 13:46 see stats
By Pax Alba the Cornac White Monk level 17
50th Haze 122nd year of Ascendancy at 10:15 see stats
Log
Pax Alba foucses their will and ignores 93 damage!
Impending Doom from Celia hits Pax Alba for (29 flat reduction), 0 cold, (29 flat reduction), 0 cold, (0 flat reduction), 0 darkness (0 total damage).
Ghoul's purging blight area effect hits Celia for 0 blight damage.
Pax Alba foucses their will and ignores 271 damage!
Celia hits Pax Alba for (29 flat reduction), 0 cold (0 total damage).
Celia casts Invoke Darkness.
Pax Alba foucses their will and ignores 290 damage!
Velodhelaith the skeleton warrior casts Bone Spear.
Velodhelaith the skeleton warrior's spell attains critical power!
Pax Alba foucses their will and ignores 626 damage!
Pax Alba foucses their will and ignores 13 damage!
Bone Spike hits Pax Alba for (29 flat reduction), 0 cold (0 total damage).
Velodhelaith the skeleton warrior hits Pax Alba for (29 flat reduction), 0 cold (0 total damage).
Celia hits Pax Alba for (29 flat reduction), 0 darkness (0 total damage).
Darkness pulsates around Celia!
A piece of the soul of Pax Alba is torn apart by Impending Doom!
Pax Alba has lost their guard.
Talent Infusion: Movement is ready to use.
Pax Alba receives 20 healing.
Impending Doom from Celia hits Pax Alba for (29 flat reduction), 60 cold, (29 flat reduction), 27 darkness, (29 flat reduction), 150 cold, (29 flat reduction), 84 darkness (321 total damage).
Pax Alba receives 20 healing.
Ghoul receives 83 healing from Ghoul's purging blight area effect.
Ghoul's purging blight area effect hits Celia for 0 blight damage.
Ghoul uses Ghoulish Leap.
Ghoul speeds up.
Celia casts Black Ice.
Darkness pulsates around Celia!
Celia hits Pax Alba for (29 flat reduction), 175 cold (175 total damage).
Pax Alba the level 30 cornac white monk was cooled to death by Celia on level 2 of Last Hope Graveyard.