








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! 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:
Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! 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:
Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! 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 | Ghoul |
Class | Necromancer |
Level / Exp | 31 / 97% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 27 (base 10) |
Dexterity | 31 (base 12) |
Constitution | 20 (base 10) |
Magic | 82 (base 60) |
Willpower | 35 (base 13) |
Cunning | 72 (base 60) |
Resources
Life | 431/431 |
Mana | 395/395 |
Soul | 0/11 |
Healing Factor | 1.0870588855781 |
Regeneration | 3.5329413781288 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 5 |
See Stealth | 54.286009934143 |
See Invisible | 52.286009934143 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 36 |
Accuracy | 36 |
Crit Chance | 28% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 54 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Blight | +9% |
Arcane | +6% |
Mind | +3% |
All | 0% |
Darkness | +20% |
Physical | +28% |
Fire | +17% |
Cold | +7% |
Offense: Damage Penetration
Mind | +45% |
Darkness | +30% |
Light | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 33 (45%) |
Defense | 57 |
Ranged Defense | 57 |
Fatigue | 5 |
Physical Save | 56 |
Spell Save | 55 |
Mental Save | 59 |
Defense: Resistances
Acid | + 40%( 70%) |
Physical | + 55%( 70%) |
Cold | + 46%( 70%) |
All | + 25%( 70%) |
Darkness | + 45%( 70%) |
Temporal | + 37%( 70%) |
Lightning | + 31%( 70%) |
Fire | + 49%( 70%) |
Mind | + 52%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 80% |
Blind Resistance | 32% |
Silence Resistance | 22% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Teleport Resistance | 39% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 453 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 116 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 50 up to 6 times. Its effects scale with your Magic stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Undead / Ghoul | 1.10 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Spikes of Decrepitude |
talent | Golden Age of Necromancy |
talent | Erupting Shadows |
talent | Reaping |
talent | Chant of Fortress |
talent | Hiemal Shield |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
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 lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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: 135. | 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: * You've found the needed storm wyrm claw. * You've found the needed minotaur nose. * You've found the needed hummerhorn wing. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed chunk of ghoul flesh. * You've found the needed giant spider spinneret. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed length of troll intestine. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 within6 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T1 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Str +2 Con defense ------ Armor +3 Fatigue +2% Silence Resist +22% Confus Resist +22% Stun Resist +23% Rush: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Mindpower +30 (+10 eff.) Ignore resists +10% light On-Hit (Melee): * 20% chance to reduce all saves and defense by 29 defense ------ Resistance +6% mind Blind Resist +32% Confus Resist +18% other ------- EQ when Hit +0.04 Max psi +10.00 Light +9 See Stealth +15 See Invisibility +10 Track: Puts all charms on 26 turn cooldown Effective talent level: 4.0 Power cost 26 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 26 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +8 Str +8 Wil offense ------ Physical Power +8 (+4 eff.) Damage +3% mind +9% blight Ignore resists +20% mind defense ------ Armor +4 Fatigue +4% Resistance +6% acid +10% physical +8% lightning +8% cold +6% mind +6% fire Physical save +11 (+4 eff.) Mind save +8 (+2 eff.) other ------- Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T2 totem charm [Ego] Nature Sting an enemy dealing 194 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 10 turn cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag +6 Wil offense ------ Spellpower +8 (+3 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Dex +4 Wil +6 Cun offense ------ Damage +6% arcane +12% physical Accuracy +6 (+2 eff.) defense ------ Resistance +12% physical Crit Resistance 15.00% Mind save +8 (+2 eff.) Confus Resist +22% other ------- See Invisibility +3 Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Dex offense ------ Physical Crit +6.0% Mind Crit +13% Ignore resists +5% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 24% defense ------ Resistance +12% mind other ------- Hate-on-crit +1.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T3 staff 2H weapon [Rare] Nature Weapon Damage 120% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Critical power +10.00% Spellpower +9 (+3 eff.) Damage +20% darkness On-Hit (Melee): * 20% chance to reduce all saves and defense by 29 defense ------ Defense +24 (+7 eff.) Unlife -80.00 life other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 4 turn cooldown Effective talent level: 2.0 Power cost 4 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 107.82 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Random Unique] Nature/Master While equipped: Stats +4 Cun +9 Dex offense ------ On-Hit 6 physical Damage +5% physical Accuracy +22 (+7 eff.) Ignore Armor +8 When Hit 4 physical defense ------ Armor +17 Defense +15 (+5 eff.) Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 13 turn cooldown Effective talent level: 3.0 Power cost 13 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 Encumbrance T4 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Damage +11% acid +11% physical +17% fire +7% cold defense ------ Resistance +14% acid +10% physical +10% darkness +13% fire +11% cold +12% mind +13% all Physical save +14 (+4 eff.) Spell save +14 (+5 eff.) Mind save +21 (+6 eff.) other ------- Cooldown Refit Golem -4 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Wil defense ------ Defense +2 (+1 eff.) Resistance +17% darkness +16% temporal Spell save +7 (+2 eff.) Out-of-Phase Defense +14 Out-of-Phase Resistance +10% Out-of-Phase Resilience +16% other ------- Max mana +50.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 7 turn cooldown 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 Encumbrance T3 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Wil +4 Mag offense ------ Spellpower +5 (+2 eff.) Spellpower/crit +8 defense ------ Fatigue -4% Resistance +13% fire +10% cold Life Regen +3.00 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 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 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil offense ------ Ignore resists +5% light +20% physical defense ------ Resistance +3% mind +3% light Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str offense ------ Damage +15% nature +15% fire Ignore resists +25% fire defense ------ Resistance +12% nature +6% fire Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Psionic While equipped: Stats +4 Wil offense ------ Mindpower +7 (+3 eff.) defense ------ Mind save +7 (+2 eff.) Confus Resist +16% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Cun offense ------ Ignore resists +20% light When Hit 2 light defense ------ Resistance +3% mind Physical save +15 (+5 eff.) Spell save +13 (+4 eff.) Mind save +14 (+4 eff.) Blind Resist +14% other ------- Infravision +3 Sight +2 See Invisibility +6 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +4 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -6% Life Regen +2.00 other ------- Stamina/turn +0.60 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Dex +7 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.30 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +4 Cun +4 Con offense ------ Move Speed +10% On-Hit 5 light 8 darkness Damage +7% light +7% darkness When Hit: * 7% chance to reduce damage dealt by 24% * 8% chance to blind defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.30 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego] Nature While equipped: Stats +5 Cun defense ------ Resistance +8% physical other ------- Stamina/turn +0.60 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +5 Dex offense ------ Physical Power +20 (+10 eff.) Damage +13% fire defense ------ Resistance +2% physical +26% fire Unlife -60.00 life Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Max stamina +20.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil defense ------ Resistance +6% acid +6% fire +4% physical Mind save +11 (+3 eff.) Disarm Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Dex +5 Mag +5 Wil +6 Cun offense ------ Critical power +10.00% Physical Power +7 (+4 eff.) Spellpower +13 (+5 eff.) Mindpower +6 (+2 eff.) Damage +6% mind Accuracy +7 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +5 Mag +4 Wil offense ------ Spellpower +6 (+2 eff.) Ignore resists +20% fire On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +3% fire +3% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% cold defense ------ Resistance +20% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Str +3 Cun +6 Con offense ------ Physical Power +6 (+3 eff.) On-Hit 7 physical On-Ranged-Hit 14 physical On-Hit (Melee): * 11% chance to reduce all saves and defense by 29 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 29 other ------- Hate-on-crit +1.00 Max hate +6.00 Bleeding Edge: Puts all charms on 13 turn cooldown Effective talent level: 3.0 Power cost 13 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +7 (+2 eff.) Ignore Armor +7 defense ------ Defense +10 (+3 eff.) Disengage: Puts all charms on 7 turn cooldown Effective talent level: 2.0 Power cost 7 out of 10/10. Range 7 Cooldown: 10 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 130% 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! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Nature/Master While equipped: defense ------ Fatigue -5% Life +40.00 Life Regen +6.00 Healmod +11% other ------- Encumbrance +22 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun offense ------ Damage +11% lightning defense ------ Defense +4 (+2 eff.) Resistance +22% lightning Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +2 Dex +1 Mag +2 Wil offense ------ Physical Power +7 (+4 eff.) Spellpower +6 (+2 eff.) Mindpower +6 (+2 eff.) defense ------ Mind save +12 (+3 eff.) Confus Resist +48% other ------- Light +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Master While equipped: offense ------ Damage +15% acid +6% darkness Ignore resists +10% darkness Accuracy +11 (+4 eff.) Ignore Armor +11 On-Hit (Melee): * 20% chance to reduce damage dealt by 24% defense ------ Defense +11 (+4 eff.) Fatigue -8% Resistance +30% acid +6% light Unlife -60.00 life other ------- Encumbrance +29 Disengage: Puts all charms on 7 turn cooldown Effective talent level: 2.0 Power cost 7 out of 10/10. Range 7 Cooldown: 10 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 130% 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! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Physical save +6 (+2 eff.) Life Regen +1.00 Stun Resist +21% Rings make your fingers look great! |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 111% Range: 1.0x-1.3x Uses 100% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 132% Range: 1.0x-1.3x Uses 35% Str, 20% Mag, 55% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Random Unique] Arcane Weapon Damage 120% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +19 (+6 eff.) Damage +20% light Ignore resists +15% nature On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +10% light +3% temporal Physical save +7 (+2 eff.) Spell save +7 (+2 eff.) Mind save +8 (+2 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.21 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 20 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Random Unique] Nature/Master Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +2 Wil +5 Con offense ------ Spell Crit +11% Critical power +14.00% Spellpower +18 (+6 eff.) Damage +25% physical When Hit 6 mind defense ------ Defense +9 (+3 eff.) Life Regen +1.10 Healmod +22% other ------- Max psi +20.00 Max positive +5.00 Max negative +5.00 Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 4 turn cooldown Effective talent level: 2.0 Power cost 4 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 107.82 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 1H weapon [Ego+] Master Weapon Damage 120% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +8.0% Spell Crit +5% Physical Power +5 (+3 eff.) Spellpower +15 (+5 eff.) Damage +20% darkness Accuracy +5 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Disrupt While equipped: offense ------ Damage +9% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 29 defense ------ Resistance +7% acid +3% fire +12% mind +6% blight A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Damage +6% blight +15% fire +9% darkness Ignore resists +20% darkness defense ------ Resistance +12% fire Life Regen +0.60 Healmod +18% A belt that goes around your waist. |
![]() 1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+3 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +4 Wil offense ------ Mindpower +5 (+2 eff.) Damage +6% darkness Ignore resists +5% mind defense ------ Defense +1 (+1 eff.) Physical save +12 (+4 eff.) Spell save +6 (+2 eff.) other ------- Max mana +43.00 Max stamina +20.00 Max hate +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Ego+] Nature/Master While equipped: defense ------ Armor +7 Defense +8 (+3 eff.) Resistance +13% fire +14% light +13% cold Stealth +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T2 cloth armor [Random Unique] Nature While equipped: offense ------ Damage +25% lightning +12% cold +9% nature +9% mind Ignore resists +5% nature defense ------ Resistance +37% lightning +18% cold +3% nature +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Damage +13% darkness defense ------ Resistance +19% darkness +9% all other ------- Mana/turn +0.16 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego++] Arcane While equipped: Stats +2 Mag +4 Wil offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) Damage +12% acid +9% temporal +5% fire +11% cold +10% arcane +9% physical defense ------ Resistance +10% acid +10% physical +14% fire +13% cold +11% all other ------- Max mana +27.00 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +5 Fatigue -3% Resistance +6% acid +5% arcane Crit Resistance 15.00% Physical save +6 (+2 eff.) Unlife -40.00 life Disarm Resist +10% other ------- Encumbrance +23 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +1 Resistance +9% acid +6% lightning +3% blight +6% cold +3% nature +5% fire other ------- Light +3 See Invisibility +3 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +7 Mag +5 Wil offense ------ When Hit 10 lightning defense ------ Armor +1 Blink to a nearby random location (rad 7) Puts all charms on 17 turn cooldown A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +3 Dex offense ------ When Hit 4 mind defense ------ Armor +1 Resistance +6% darkness other ------- Psi when Hit +0.08 Hate-on-crit +3.00 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 3.0 Power cost 10 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 152% 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. A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +2 Str offense ------ Physical Power +5 (+3 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 29 defense ------ Armor +7 Defense +20 (+6 eff.) Fatigue -6% Physical save +8 (+3 eff.) Unlife -40.00 life other ------- Encumbrance +34 A pair of boots made of leather. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +12% lightning +11% physical On-Hit (Melee): * 10% chance to reduce damage dealt by 24% defense ------ Defense +1 (+1 eff.) Resistance +21% lightning +11% physical A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: defense ------ Armor +3 Fatigue +3% Resistance +5% cold Physical save +10 (+3 eff.) other ------- Breathe water A cap made of leather. |
![]() 0.0 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +3% fire +11% nature +3% darkness Knockbk Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Psi when Hit +0.04 Hate-on-crit +3.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance 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 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 26 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Cun +1 Wil offense ------ Ignore resists +10% acid When Hit 6 mind 2 acid defense ------ Mind save +12 (+3 eff.) other ------- Psi when Hit +0.04 Light +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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 130 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 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +15% darkness +3% arcane On-Hit (Melee): * 20% chance to reduce damage dealt by 24% Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 256 physical damage Puts all charms on 10 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Physical Crit +2.0% Mindpower +5 (+2 eff.) Damage +3% mind defense ------ Armor +2 Resistance +2% physical Physical save +9 (+3 eff.) Unlife -60.00 life Blast the opponent's mind dealing 108 mind damage and silencing them for 4 turns Puts all charms on 10 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +12% light Ignore resists +15% arcane When Hit 8 light defense ------ Resistance +5% arcane Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 17 turn cooldown 100% to reduce 2 talent cooldowns by 2. 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +5 Wil offense ------ Mind Crit +4% Critical power +20.00% Damage +3% blight Ignore resists +10% cold defense ------ Resistance +3% blight Heal yourself and all friendly characters within 10 spaces for 206 Puts all charms on 10 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: Stats +2 Str +4 Con offense ------ When Hit 4 nature Create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 13 turn cooldown 100% to heal for 35. 100% to increase the duration of 2 beneficial effects by 2. 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By ghoulmancer the Ghoul Necromancer level 31
66th Pyre 123rd year of Ascendancy at 09:11 see stats
By ghoulmancer the Ghoul Necromancer level 14
72nd Dusk 122nd year of Ascendancy at 23:37 see stats
By ghoulmancer the Ghoul Necromancer level 22
22nd Regrowth 123rd year of Ascendancy at 01:16 see stats
By ghoulmancer the Ghoul Necromancer level 26
64th Regrowth 123rd year of Ascendancy at 19:31 see stats
By ghoulmancer the Ghoul Necromancer level 30
76th Regrowth 123rd year of Ascendancy at 02:31 see stats
By ghoulmancer the Ghoul Necromancer level 10
2nd Summertide 122nd year of Ascendancy at 08:21 see stats
By ghoulmancer the Ghoul Necromancer level 20
77th Haze 122nd year of Ascendancy at 08:22 see stats
By ghoulmancer the Ghoul Necromancer level 30
75th Regrowth 123rd year of Ascendancy at 10:41 see stats
By ghoulmancer the Ghoul Necromancer level 18
25th Haze 122nd year of Ascendancy at 20:43 see stats
By ghoulmancer the Ghoul Necromancer level 31
66th Pyre 123rd year of Ascendancy at 09:11 see stats
By ghoulmancer the Ghoul Necromancer level 2
75th Pyre 122nd year of Ascendancy at 10:31 see stats
By ghoulmancer the Ghoul Necromancer level 10
2nd Flare 122nd year of Ascendancy at 23:20 see stats
By ghoulmancer the Ghoul Necromancer level 31
66th Pyre 123rd year of Ascendancy at 09:11 see stats
By ghoulmancer the Ghoul Necromancer level 25
59th Regrowth 123rd year of Ascendancy at 10:05 see stats
By ghoulmancer the Ghoul Necromancer level 10
4th Flare 122nd year of Ascendancy at 14:49 see stats
By ghoulmancer the Ghoul Necromancer level 23
23rd Regrowth 123rd year of Ascendancy at 11:08 see stats
By ghoulmancer the Ghoul Necromancer level 15
3rd Haze 122nd year of Ascendancy at 09:06 see stats
Log
Saving done.
Today is the 3rd Mirth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:03.
There is a Last Hope (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Saving game...
Saving done.
Ghoulmancer switches his weapons to: unarmed.
Ghoulmancer switches his weapons to: yew bonestaff 'Unradur'.
Talent Command Staff is ready to use.
Ghoulmancer switches his weapons to: unarmed.
Ghoulmancer switches his weapons to: yew bonestaff 'Unradur'.
Talent Command Staff is ready to use.
Ran for 6 turns (stop reason: didn't move).
You don't see how to get there...
You don't see how to get there...