











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Necromancer |
Level / Exp | 30 / 73% |
Size | medium |
Lifes / Deaths | Killed by Neretira the orc grand master assassin at level 30 on the 26th Regrowth 123rd year of Ascendancy at 17:52 / 1 |
Primary Stats
Strength | 32 (base 10) |
Dexterity | 34 (base 11) |
Constitution | 63 (base 52) |
Magic | 85 (base 60) |
Willpower | 35 (base 13) |
Cunning | 36 (base 16) |
Resources
Life | -737/792 |
Mana | 189/428 |
Soul | 11/14 |
Healing Factor | 1.8246192134511 |
Regeneration | 21.621737679396 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +52% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 3 |
See Stealth | 8 |
See Invisible | 9 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 39 |
Accuracy | 33 |
Crit Chance | 23% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | 13 |
Accuracy | 33 |
Crit Chance | 25% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 61 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Blight | +14% |
Arcane | +6% |
Mind | +3% |
All | 0% |
Lightning | +21% |
Light | +12% |
Physical | +15% |
Fire | +6% |
Cold | +40% |
Offense: Damage Penetration
Mind | +5% |
Defense: Base
Armour (hardiness) | 23 (35.65183292883%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 0 |
Physical Save | 37 |
Spell Save | 31 |
Mental Save | 25 |
Defense: Resistances
Blight | + 47%( 70%) |
Cold | + 52%( 70%) |
All | + 33%( 70%) |
Darkness | + 57%( 70%) |
Light | + 44%( 70%) |
Lightning | + 39%( 70%) |
Mind | + 35%( 70%) |
Fire | + 47%( 70%) |
Nature | + 46%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Teleport Resistance | 10% |
Disarm Resistance | 20% |
Stun Resistance | 10% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 26% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 100 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 335 damage for 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Eradication | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master necromancer | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Spell / Necrosis | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved Magic by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * 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: 83. | 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. | active |
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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * '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. * You've found the needed hummerhorn wing. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed red crystal shard. * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed electric eel tail. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Melee Ret 2 temporal ----- def ----- Resists +3% blight +12% fire Mind.save +5 (+3 eff.) Die.at -20.00 life Max.HP +80.00 Stun/Frz- +10% ---------- misc Light +3 See.Stealth +8 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex +5 Wil dps ---------- Res.pen +5% mind ----- def ----- Armour +5 Fatigue +5% Resists +11% darkness Die.at -40.00 life Max.HP +100.00 Disarm- +20% Pinning- +10% ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Str +3 Dex +5 Mag +2 Wil +2 Cun dps ---------- Melee+ 9 blight Dmg.mod +5% blight +6% fire +12% light ----- def ----- Armour +2 Fatigue +3% Resists +7% blight +6% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex dps ---------- Phys.pwr +4 (+2 eff.) Mov.spd +10% ----- def ----- Defense +10 (+4 eff.) Resists +9% nature +3% fire Die.at -20.00 life Max.HP +40.00 Teleport- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: Stats +2 Str ----- def ----- Armour +4 Max.HP +45.00 HP.reg +6.00 Heal.mod +11% Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: dps ---------- Mov.spd +12% Acc +8 (+4 eff.) ----- def ----- Defense +8 (+3 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +7 Cun +5 Con +11 Lck dps ---------- Mov.spd +10% Dmg.mod +9% blight Acc +7 (+3 eff.) ----- def ----- Defense +11 (+4 eff.) Fatigue -6% Resists +16% light +12% darkness Unseen.red 10% HP.reg +3.00 Blind- +26% ---------- misc Stam/turn +0.50 Psi/ret +0.16 Max.psi +20.00 Amulets make your neck look great! |
In main hand | ![]() 5.0 T3 staff 1H weapon [Rare] Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% cold ----- def ----- Resists +12% darkness Phys.save +6 (+3 eff.) Heal.mod +20% Silence- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 T3 belt armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +8 Defense +5 (+2 eff.) Phys.save +13 (+5 eff.) Max.HP +40.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Random Unique] Nature/Master/Psionic Power 115% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +8 arcane On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Wound the target dealing 123 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +6 Str +7 Dex +9 Mag +6 Wil +5 Cun +6 Con dps ---------- Phys.crit +8.0% Phys.pwr +6 (+3 eff.) Dmg.mod +6% arcane +3% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Resists +3% mind Sharp, short and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +1 (+1 eff.) Resists +3% blight Crit.chn- 5.00% Die.at -80.00 life ---------- misc See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +5 Str +6 Mag +5 Wil dps ---------- Dmg.mod +21% lightning +15% physical +5% cold ----- def ----- Resists +9% lightning +8% cold +7% blight +13% all Max.HP +59.00 HP.reg +2.60 Heal.mod +17% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 92 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 115 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Ego+] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +7 (+3 eff.) ----- def ----- Mind.save +6 (+3 eff.) Confus- +10% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Acc +5 (+2 eff.) ----- def ----- Resists +2% physical Die.at -40.00 life HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
![]() 3.0 T3 battleaxe 2H weapon [Rare] Master Power 134% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +20 arcane While equipped: Stats +6 Dex dps ---------- Phasing +20% Acc +9 (+4 eff.) ----- def ----- Defense +14 (+5 eff.) Disarm- +34% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 Max.mana +60.00 Massive two-handed battleaxes. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+6 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Nature/Psionic Power 116% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +12 mind On Hit: * 14% chance to reduce all saves and defense by 20 While equipped: Stats +10 Wil +2 Cun +5 Con ----- def ----- Max.HP +29.00 Sharp, short and deadly. |
![]() 3.0 T3 greatsword 2H weapon [Rare] Master Power 161% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Mag dps ---------- Dmg.mod +6% nature Res.pen +25% nature Melee Ret 10 nature On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Crit.chn- 10.00% ---------- misc Infravis +3 Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego++] Master Power 160% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit: * Wound the target dealing 123 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Dex dps ---------- Phys.crit +9.0% Phys.pwr +13 (+6 eff.) Phys.spd +10% Acc +19 (+8 eff.) Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego++] Master Power 158% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Con dps ---------- Phys.crit +12.0% Phys.pwr +13 (+6 eff.) Res.pen +13% physical ----- def ----- Disarm- +20% Massive two-handed swords. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: * 10% chance to reduce all saves and defense by 20 While equipped: Stats +5 Str dps ---------- Phys.pwr +12 (+6 eff.) Dmg.mod +15% darkness ----- def ----- Armour +6 Defense +5 (+2 eff.) Resists +15% blight +2% physical +9% mind Longbows are used to shoot arrows at your foes. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Ego+] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +17 fire While equipped: dps ---------- Dmg.mod +14% fire Res.pen +11% physical Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 longsword 1H weapon [Rare] Arcane Power 128% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +10 temporal While equipped: Stats +2 Str +3 Dex +5 Con dps ---------- Res.pen +15% lightning ----- def ----- Resists +11% temporal Crit.chn- 15.00% ---------- misc Infravis +1 See.Invis +18 Sharp, long, and deadly. |
![]() 3.0 T4 mace 1H weapon Reqs Str 35 [Random Unique] Arcane/Master Power 157% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit.r1 +13 fire While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +5% lightning +9% physical +10% nature Acc +14 (+6 eff.) Apr +13 ----- def ----- Resists +9% nature Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego] Arcane Power 128% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +8 light Against +11% Undead On Crit: * Splash the target with acid dealing 170 damage over 5 turns and reducing armor and accuracy by 22 Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego+] Arcane/Master Power 129% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +5 light Against +5% Undead While equipped: dps ---------- Res.pen +8% physical Acc +5 (+2 eff.) Apr +7 Blunt and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Ego++] Nature/Psionic Power 100% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Str +2 Dex +2 Mag +4 Wil +2 Cun +3 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 11 lightning Dmg.mod +21% lightning +8% fire +8% cold Res.pen +4% lightning ----- def ----- Resists +13% lightning ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 T2 staff 2H weapon [Normal] 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 +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 1H weapon [Ego++] Arcane/Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Mag +2 Wil dps ---------- Phys.crit +5.0% Spell.crit +4% Phys.pwr +6 (+3 eff.) Spell.pwr +13 (+4 eff.) Dmg.mod +10% cold Acc +6 (+3 eff.) ---------- misc Max.mana +15.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 trident 2H weapon [Ego] Arcane/Master Power 135% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% Melee+ +14 light Against +9% Undead While equipped: dps ---------- Acc +10 (+5 eff.) ----- def ----- Defense +10 (+4 eff.) Disarm- +28% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Master Power 127% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Con dps ---------- Phys.crit +10.0% Res.pen +25% lightning Acc +15 (+7 eff.) ----- def ----- Die.at -80.00 life ---------- misc Max.stam +30.00 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Ego] Arcane Power 119% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +10 light Against +10% Undead One-handed war axes. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +4 Wil dps ---------- S.pwr/crit +10 Dmg.mod +21% arcane On Hit (Melee): * 20% chance to reduce armor by 39% ----- def ----- Armour +11 Def/telep +15 Res/telep +15% Dur/telep +15% Create a temporary shield that absorbs 287 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Ego+] Master While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Defense +2 (+1 eff.) Resists +11% darkness Stealth +6 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++] Nature/Psionic While equipped: ----- def ----- Resists +8% blight +12% darkness +12% mind +11% all Phys.save +12 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +23 (+12 eff.) Max.HP +42.00 HP.reg +1.80 Heal.mod +10% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego] Psionic While equipped: Stats +4 Mag +4 Wil ----- def ----- Resists +9% all ---------- misc Mana/turn +0.17 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +12% acid +12% physical +7% fire +11% cold ----- def ----- Resists +13% acid +10% physical +14% fire +12% cold +13% all Mind.save +22 (+11 eff.) ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Dmg.mod +6% lightning +7% physical +11% nature +12% cold ----- def ----- Resists +7% lightning +7% cold +16% nature +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +15% mind Res.pen +25% mind Melee Ret 4 mind 6 temporal ----- def ----- Armour +4 Fatigue +3% Resists +12% temporal ---------- misc Stam/turn +0.60 Max.stam +16.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Dex dps ---------- Spell.pwr +9 (+3 eff.) Dmg.mod +12% acid Res.pen +10% acid +25% temporal ----- def ----- Armour +4 Fatigue +3% Resists +6% temporal ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Lck +4 Dex dps ---------- Dmg.mod +3% cold ----- def ----- Armour +1 Resists +3% lightning +6% temporal Stealth +6 Die.at -80.00 life A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Ego+] Master While equipped: Stats +2 Str +3 Dex +2 Cun ----- def ----- Armour +2 Phys.save +6 (+3 eff.) ---------- misc Cooldown Double Strike -1 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.crit +4% Spell.pwr +13 (+4 eff.) Melee+ 9 arcane Dmg.mod +6% arcane ----- def ----- Armour +2 Fatigue +3% Resists +3% arcane ---------- misc Mana/turn +0.19 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +17 Defense +2 (+1 eff.) Fatigue +6% Phys.save +8 (+3 eff.) A suit of armour made of mail. |
![]() 9.0 T3 light armor [Rare] Arcane/Nature/Master While equipped: Stats +6 Str +6 Dex +6 Mag +7 Wil +6 Cun dps ---------- Phys.pwr +10 (+5 eff.) Dmg.mod +6% mind ----- def ----- Armour +20 Defense +9 (+3 eff.) Fatigue +8% Max.HP +43.00 ---------- misc Stam/turn +2.00 Max.stam +20.00 Infravis +3 A suit of armour made of leather. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 123 physical damage over 5 turns (1/turn) ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+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 T3 digger tool [Rare] Master While equipped: Stats +5 Str +5 Mag +12 Wil dps ---------- Res.pen +15% acid ----- def ----- Crit.chn- 15.00% Max.HP +28.00 ---------- misc Max.stam +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 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. |
![]() 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. |
![]() 1.0 T3 lite [Ego++] Arcane/Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +5 (+2 eff.) Dmg.mod +10% darkness ----- def ----- Resists +5% light Affinity +5% darkness Mind.save +6 (+3 eff.) ---------- misc Light +4 Infravis +3 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 166.73 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 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 7 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. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 [Rare] Nature Power 144% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 22 Ranged+ +20 light +22 cold On Hit.r1 +20 light +20 darkness On Crit.r2 +10 cold Shots are used with slings to pummel your foes to death. |
![]() 2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 230 Puts all charms on 15 cooldown 100% to heal for 47. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +3 acid +3 cold +4 lightning +3 blight Talents +1 Ward Fire a magical bolt dealing 301 cold damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 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 necroman the Cornac Necromancer level 14
2nd Dusk 122nd year of Ascendancy at 14:01 see stats
By necroman the Cornac Necromancer level 23
78th Haze 122nd year of Ascendancy at 22:25 see stats
By necroman the Cornac Necromancer level 29
4th Regrowth 123rd year of Ascendancy at 00:25 see stats
By necroman the Cornac Necromancer level 10
5th Mirth 122nd year of Ascendancy at 13:30 see stats
By necroman the Cornac Necromancer level 20
56th Haze 122nd year of Ascendancy at 01:32 see stats
By necroman the Cornac Necromancer level 30
24th Regrowth 123rd year of Ascendancy at 19:59 see stats
By necroman the Cornac Necromancer level 25
2nd Wintertide 123rd year of Ascendancy at 14:27 see stats
By necroman the Cornac Necromancer level 21
58th Haze 122nd year of Ascendancy at 00:38 see stats
By necroman the Cornac Necromancer level 6
77th Pyre 122nd year of Ascendancy at 23:02 see stats
By necroman the Cornac Necromancer level 25
6th Decay 122nd year of Ascendancy at 18:01 see stats
By necroman the Cornac Necromancer level 14
65th Dusk 122nd year of Ascendancy at 12:29 see stats
By necroman the Cornac Necromancer level 25
2nd Wintertide 123rd year of Ascendancy at 18:00 see stats
By necroman the Cornac Necromancer level 19
53rd Haze 122nd year of Ascendancy at 16:43 see stats
Log
Elder vampire casts Dire Plague.
Armoured skeleton warrior is afflicted by a dire plague!
Necroman is afflicted by a dire plague!
Dire Plague from Elder vampire hits Armoured skeleton warrior for 34 darkness damage.
Neretira the orc grand master assassin uses Deadly Strikes.
Neretira the orc grand master assassin performs a melee critical strike against necroman!
Necroman deactivates Hiemal Shield.
Neretira the orc grand master assassin performs a melee critical strike against necroman!
Neretira the orc grand master assassin aims carefully.
Neretira the orc grand master assassin hits necroman for (22 absorbed), (76 to minion: armoured skeleton warrior), 294 physical, (3 to minion: armoured skeleton warrior), 13 acid, (2 to minion: bone giant), 10 fire, (9 to minion: bone giant), 34 darkness, (32 to minion: bone giant), 124 physical, (3 to minion: bone giant), 13 acid, (2 to minion: armoured skeleton warrior), 10 fire, (9 to minion: bone giant), 34 darkness (531 total damage).
Melee retaliation hits Neretira the orc grand master assassin for 1 temporal, 1 temporal (2 total damage).
Neretira the orc grand master assassin activates Insidious Poison.
Neretira the orc grand master assassin deactivates Numbing Poison.
Necroman casts Chill of the Tomb.
Neretira the orc grand master assassin uses Flurry.
Neretira the orc grand master assassin performs a melee critical strike against necroman!
Necroman is pinned to the ground.
Neretira the orc grand master assassin performs a melee critical strike against necroman!
Elder vampire starts to bleed.
Armoured skeleton warrior picks up the remains of its fallen comrade.
Neretira the orc grand master assassin starts to bleed.
Armoured skeleton warrior shatters!
Neretira the orc grand master assassin roars triumphantly.
Necroman is stunned!
Necroman is disarmed!
Neretira the orc grand master assassin performs a melee critical strike against necroman!
Neretira the orc grand master assassin hits necroman for (29 to minion: armoured skeleton warrior), 111 physical, (3 to minion: bone giant), 13 acid, (2 to minion: armoured skeleton warrior), 10 fire, (9 to minion: armoured skeleton warrior), 34 darkness, (28 to minion: bone giant), 109 physical, (3 to minion: armoured skeleton warrior), 13 acid, (2 to minion: bone giant), 10 fire, (9 to minion: bone giant), 34 darkness, (62 to minion: armoured skeleton warrior), 241 physical, (3 to minion: bone giant), 12 acid, (2 to minion: bone giant), 9 fire, (8 to minion: bone giant), 32 darkness, (11 to minion: bone giant), 43 physical, (3 to minion: bone giant), 12 acid, (2 to minion: bone giant), 9 fire, (8 to minion: bone giant), 32 darkness, (50 to minion: bone giant), 194 physical (916 total damage).
Melee retaliation hits Neretira the orc grand master assassin for 1 temporal, 1 temporal, 1 temporal, 1 temporal, 1 temporal, 1 temporal (6 total damage).
necroman the level 30 cornac necromancer was crushed to death by Neretira the orc grand master assassin on level 3 of Dreadfell.