











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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:
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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Nightmare Roguelike |
Sex | Male |
Race | Halfling |
Class | Adventurer |
Level / Exp | 38 / 45% |
Size | small |
Lifes / Deaths | Killed by Neregawe the worm that walks at level 38 on the 7th Dusk 123rd year of Ascendancy at 23:27 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 42 (base 21) |
Dexterity | 50 (base 12) |
Constitution | 74 (base 24) |
Magic | 31 (base 12) |
Willpower | 97 (base 60) |
Cunning | 95 (base 60) |
Resources
Life | -332/1445 |
Psi | 216/237 |
Stamina | 401/428 |
Equilibrium | 80 |
Healing Factor | 1.595168050532 |
Regeneration | 32.961473726778 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 92 |
Accuracy | 68 |
Crit Chance | 42% |
APR | 47 |
Speed | 1.00 |
Offense: Offhand
Damage | 78 |
Accuracy | 68 |
Crit Chance | 40% |
APR | 31 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12.5 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 60 |
Crit Chance | 40% |
Speed | 1 |
Offense: Damage Bonus
Physical | +14% |
Acid | +24% |
Light | +33% |
Nature | +35% |
Lightning | +12% |
Arcane | +9% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Acid | +34% |
Lightning | +17% |
Nature | +65% |
Physical | +25% |
Mind | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 16 (48.304188961773%) |
Defense | 83 |
Ranged Defense | 84 |
Fatigue | 0 |
Physical Save | 52 |
Spell Save | 59 |
Mental Save | 48 |
Defense: Resistances
Acid | + 38%( 70%) |
Arcane | + 41%( 70%) |
Mind | + 18%( 70%) |
All | + 15%( 70%) |
Lightning | + 37%( 70%) |
Temporal | + 28%( 70%) |
Physical | + 18%( 70%) |
Darkness | + 23%( 70%) |
Fire | + 30%( 70%) |
Nature | + 60%( 70%) |
Defense: Immunities
Stun Resistance | 25% |
Bleed Resistance | 20% |
Instadeath Resistance | 100% |
Poison Resistance | 50% |
Disarm Resistance | 43% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 663 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 25% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 257 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 20% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 856% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Oozing blades | 1.00 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Wild-gift / Corrosive blades | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Wild-gift / Moss | 1.00 |
| 3/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Poisons | 1.50 |
| 5/5 |
| 2/5 |
| 5/5 |
| 2/5 |
Psionic / Psi-fighting | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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. * 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: 11. | 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. You have been shown a secret entrance to his stronghold. * 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 precision. 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 giant spider spinneret. * You've found the needed wretchling eyeball. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed pouch of luminous horror dust. * You've found the needed pouch of faeros ash. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed ice wyrm tooth. * You've found the needed vampire lord fang. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed storm wyrm claw. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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
Psionic focus | ![]() 1.0 T4 dagger 1H weapon [Rare] Nature Power 26.5 - 34.5 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +8.0% Atk.spd 100% While equipped: Stats +8 Str +11 Dex +11 Mag +11 Wil +11 Cun +11 Con dps ---------- Crit.mult +20.00% Dmg.mod +15% nature Res.pen +15% mind +25% nature ----- def ----- Die.at -60.00 life Sharp, short and deadly. |
Quiver | ![]() 3.0 T2 shot ammo [Rare] Master Power 19.0 - 22.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +13.5% Capacity 22 Phasing +30% Ranged+ +20 blight +12 arcane On Crit.r2 +20 arcane On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +3 Dex +6 Con dps ---------- Phys.crit +8.0% Res.pen +20% nature ----- def ----- Armour +3 Defense +30 (+6 eff.) Fatigue +5% Phys.save +27 (+8 eff.) Spell.save +9 (+2 eff.) Mind.save +7 (+2 eff.) Disarm- +43% ---------- misc Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 33% and provides a 19% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | ![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +9% physical Res.pen +20% physical ----- def ----- Defense +33 (+7 eff.) Resists +15% temporal Phys.save +16 (+5 eff.) Spell.save +16 (+4 eff.) Mind.save +16 (+5 eff.) ---------- misc Max.hate +10.00 Max.psi +50.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +5 Dex +2 Mag +10 Con dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +6% lightning +18% fire +9% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Melee Ret 10 cold ----- def ----- Armour +3 Defense +20 (+4 eff.) Resists +5% arcane +3% mind Spell.save +9 (+2 eff.) Die.at -60.00 life Disease- +20% Cut- +20% Rush: Puts all charms on 25 cooldown Level 4.5 Pwr.cost 25 out of 25/25. Range 9 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. A pair of boots made of leather. |
Tool | ![]() 2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +15% acid +9% arcane +24% light Res.pen +25% acid Melee Ret 8 arcane Sting an enemy dealing 586 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.crit +2.0% Crit.mult +5.00% Phys.pwr +5 (+2 eff.) Acc +27 (+8 eff.) ----- def ----- Die.at -60.00 life ---------- misc Stam/turn +2.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 464.53 You won the Ring of Blood trial, and this is your reward. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+3 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
In main hand | ![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 15.5 - 17.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str +3 Dex +6 Mag +4 Wil +4 Cun +4 Con dps ---------- Mind.crit +9% Mind.pwr +12 (+3 eff.) Melee+ 15 lightning Dmg.mod +9% mind +12% lightning Res.pen +17% lightning ----- def ----- Resists +11% lightning ---------- misc Psi/m.crit +3.00 Talents +1 Attune Mindstar 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. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +5 Wil +6 Cun +6 Con dps ---------- Phys.pwr +30 (+8 eff.) Dmg.mod +9% light Against +27% Summoned Melee Ret 6 light ----- def ----- Resists +9% lightning D.Red.from +27% Summoned Phys.save +12 (+4 eff.) A belt that goes around your waist. |
In off hand | ![]() 3.0 T3 mindstar 1H weapon [Ego++] Nature/Psionic Power 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 9 acid Dmg.mod +9% acid +5% physical Res.pen +9% acid +5% physical ----- def ----- Resists +9% acid +4% physical HP.reg +2.00 ---------- misc Talents +1 Attune Mindstar 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. |
Cloak | ![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Cun +4 Wil dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+4 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
Main armor | ![]() 9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +38 (+9 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 36% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 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 direct a cone of chilling stormwind doing 30.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 20 Travel.spd 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 19%, your defense is increased by 19 and all your resistances by 19%. 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 [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 204 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex dps ---------- Dmg.mod +15% acid +12% mind Res.pen +10% mind +25% acid Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 7 ----- def ----- Resists +12% blight Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Disrupt While equipped: Stats +14 Lck +5 Con dps ---------- Dmg.mod +3% light Acc +14 (+5 eff.) Melee Ret 8 light ----- def ----- Defense +18 (+4 eff.) Resists +36% blight +3% lightning +27% nature +9% acid Phys.save +11 (+3 eff.) Unseen.red 15% Max.HP +65.00 HP.reg +8.00 Poison- +39% Disease- +44% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +4 Str +8 Con dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Max.HP +46.00 HP.reg +13.00 Heal.mod +14% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +6 (+2 eff.) Rings make your fingers look great! |
![]() 3.0 T1 battleaxe 2H weapon [Rare] Disrupt Power 17.0 - 25.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Crit.r2 +4 lightning While equipped: dps ---------- Dmg.mod +6% cold Res.pen +10% cold On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Resists +12% acid +12% lightning +12% fire +21% cold +5% all Spell.save +9 (+2 eff.) Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon Reqs Str 48 [Rare] Nature Power 58.5 - 87.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +16 mind On Hit.r1 +20 blight On Crit.r2 +12 blight While equipped: Stats +14 Str +14 Dex +17 Mag +19 Wil +25 Cun +12 Con dps ---------- Crit.mult +15.00% Dmg.mod +6% mind Melee Ret 10 cold ----- def ----- Mind.save +6 (+2 eff.) Massive two-handed battleaxes. |
![]() 3.0 T4 battleaxe 2H weapon [Ego++] Nature Power 43.5 - 65.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% While equipped: Stats +9 Str +10 Dex +10 Mag +17 Wil +10 Cun +27 Con ----- def ----- Max.HP +65.00 Massive two-handed battleaxes. |
![]() 5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 32.0 - 48.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+4 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
![]() 3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 7.5 - 8.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Cun +2 Dex dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 5 mind 6 darkness Dmg.mod +4% mind +4% darkness Res.pen +25% acid ----- def ----- Disease- +20% ---------- misc Talents +1 Attune Mindstar 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. |
![]() 3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +16 acid +8 fire On Hit: * 20% chance to reduce armor by 17% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +9% lightning +6% fire +5% cold Melee Ret 6 blight ----- def ----- Resists +3% acid +9% fire ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.20 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. |
![]() 3.0 T3 mindstar 1H weapon [Rare] Nature Power 7.0 - 7.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit.r1 +20 fire While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +21% fire +7% nature +30% temporal Melee Ret 10 temporal ----- def ----- Resists +7% blight Disease- +19% ---------- misc Talents +1 Attune Mindstar 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. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature Power 17.5 - 19.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex +3 Mag +5 Wil +6 Cun +4 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 11 lightning Dmg.mod +10% lightning Res.pen +12% lightning ----- def ----- Resists +15% lightning Heal.mod +18% Heal/summ +19 ---------- misc Talents +1 Attune Mindstar 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. |
![]() 3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +6% physical Res.pen +5% physical ----- def ----- Resists +4% physical Max.HP +25.00 HP.reg +0.50 ---------- misc Talents +1 Attune Mindstar 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. |
![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 17.5 - 19.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 10 physical Dmg.mod +18% physical Res.pen +10% physical ----- def ----- Resists +9% physical ---------- misc Hate/kill +3.00 Psi/kill +3.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 140.61 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown 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. |
![]() 3.0 T4 mindstar 1H weapon [Ego++] Nature/Disrupt Power 12.0 - 13.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Crit: * Deals 100 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) All.spd +6% Melee+ 9 fire Dmg.mod +12% fire Res.pen +12% fire ----- def ----- Resists +16% fire ---------- misc Talents +1 Attune Mindstar 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. |
![]() 3.0 T4 waraxe 1H weapon [Rare] Arcane Power 32.5 - 45.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +13 temporal On Hit: * 20% chance to reduce strength, dexterity, and constitution by 7 While equipped: Stats +2 Str +5 Dex +4 Wil dps ---------- Res.pen +25% nature Melee Ret 10 blight ----- def ----- Armour +8 Defense +20 (+4 eff.) Resists +17% temporal One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Ego++] Nature/Master Power 18.0 - 25.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit.r2 +19 fire While equipped: Stats +6 Str dps ---------- All.spd +4% Dmg.mod +7% physical Res.pen +11% fire Acc +11 (+4 eff.) 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. |
![]() 2.0 T3 feet armor [Rare] Nature While equipped: Stats +3 Dex +3 Mag +15 Wil +4 Cun +3 Con ----- def ----- Armour +3 HP.reg +7.00 Heal.mod +16% ---------- misc Infravis +3 A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc 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. |
![]() 1.0 T4 hands armor [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +21 (+7 eff.) ----- def ----- Armour +3 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. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +10% acid +8% fire +5% lightning +10% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego++] Nature/Master While equipped: Stats +5 Str +4 Con ----- def ----- Armour +13 Defense +5 (+1 eff.) Fatigue +12% Resists +12% acid +9% cold Max.HP +59.00 ---------- misc Breathe water A suit of armour made of mail. |
![]() 9.0 T3 light armor [Rare] Nature While equipped: Stats +2 Str +4 Cun +2 Con dps ---------- Dmg.mod +21% lightning ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Max.HP +42.00 HP.reg +4.10 Heal.mod +11% A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +7 Defense +12 (+2 eff.) Fatigue +8% Resists +13% blight +23% cold +16% nature A suit of armour made of leather. |
![]() 9.0 T2 light armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% darkness Res.pen +25% acid +5% darkness +20% nature Melee Ret 4 nature On Hit (Melee): * 10% chance to reduce damage dealt by 28% ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Resists +12% darkness Max.HP +40.00 HP.reg +5.00 Heal.mod +14% A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Nature/Master While equipped: dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% HP.reg +4.50 ---------- misc Stam/turn +2.20 A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego++] Nature While equipped: dps ---------- Melee+ 6 fire Ranged+ 5 fire ----- def ----- Armour +16 Defense +9 (+2 eff.) Fatigue +8% Resists +15% fire +16% physical Max.HP +33.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of leather. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.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 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 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. |
![]() 2.0 T4 totem charm [Random Unique] Nature While equipped: Stats +2 Wil dps ---------- S.pwr/crit +2 Res.pen +15% nature Phasing +10% ----- def ----- Spell.save +12 (+3 eff.) Heal yourself and all friendly characters within 10 spaces for 368 Puts all charms on 15 cooldown 100% to gain a 29% chance to evade weapon attacks for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
![]() 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 T4 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% lightning Res.pen +25% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +18% light +12% acid Disease- +20% Create a shield absorbing up to 434 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce fatigue by 52% for 2 turns. 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 Keker the Halfling Adventurer level 27
70th Regrowth 123rd year of Ascendancy at 14:25 see stats
By Keker the Halfling Adventurer level 22
73rd Haze 122nd year of Ascendancy at 10:52 see stats
By Keker the Halfling Adventurer level 14
13rd Dusk 122nd year of Ascendancy at 09:32 see stats
By Keker the Halfling Adventurer level 36
4th Mirth 123rd year of Ascendancy at 11:13 see stats
By Keker the Halfling Adventurer level 23
17th Regrowth 123rd year of Ascendancy at 18:50 see stats
By Keker the Halfling Adventurer level 19
43rd Haze 122nd year of Ascendancy at 08:58 see stats
By Keker the Halfling Adventurer level 28
56th Pyre 123rd year of Ascendancy at 16:37 see stats
By Keker the Halfling Adventurer level 30
71st Pyre 123rd year of Ascendancy at 09:32 see stats
By Keker the Halfling Adventurer level 36
8th Flare 123rd year of Ascendancy at 10:07 see stats
By Keker the Halfling Adventurer level 36
7th Mirth 123rd year of Ascendancy at 04:20 see stats
By Keker the Halfling Adventurer level 10
6th Mirth 122nd year of Ascendancy at 02:36 see stats
By Keker the Halfling Adventurer level 20
70th Haze 122nd year of Ascendancy at 20:46 see stats
By Keker the Halfling Adventurer level 30
69th Pyre 123rd year of Ascendancy at 20:31 see stats
By Keker the Halfling Adventurer level 23
8th Allure 123rd year of Ascendancy at 09:04 see stats
By Keker the Halfling Adventurer level 34
1st Mirth 123rd year of Ascendancy at 13:49 see stats
By Keker the Halfling Adventurer level 38
7th Dusk 123rd year of Ascendancy at 23:27 see stats
By Keker the Halfling Adventurer level 11
8th Mirth 122nd year of Ascendancy at 15:46 see stats
By Keker the Halfling Adventurer level 13
7th Flare 122nd year of Ascendancy at 17:01 see stats
By Keker the Halfling Adventurer level 27
37th Pyre 123rd year of Ascendancy at 16:41 see stats
By Keker the Halfling Adventurer level 25
37th Regrowth 123rd year of Ascendancy at 02:03 see stats
By Keker the Halfling Adventurer level 16
38th Haze 122nd year of Ascendancy at 05:26 see stats
Log
Bloodcaller hits Keker for 3 healing, 3 healing, 2 healing, 2 healing, 2 healing, 2 healing (0 total damage) [14 healing].
Keker gains 1% of a turn from Ancestral Life.
Keker stops regenerating health quickly.
Bleeding from Neregawe the worm that walks hits Keker for 115 physical damage.
Worm Rot from Neregawe the worm that walks hits Keker for 45 blight, 65 acid (111 total damage).
Keker gains 0% of a turn from Ancestral Life.
Something misses Keker.
Something misses Keker.
Something misses Keker.
Something hits Keker for 505 darkness damage.
Bloodcaller hits Keker for 8 healing, 1 healing (0 total damage) [9 healing].
Keker gains 0% of a turn from Ancestral Life.
Something hits Keker for 2 blight damage.
Bloodcaller hits Keker for 2 healing, 2 healing, 2 healing (0 total damage) [6 healing].
Keker gains 0% of a turn from Ancestral Life.
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Keker activates Antimagic Shield.
Keker's nature damage is no longer so potent.
Keker stops bleeding.
Keker is not crippled anymore.
New Achievement: That was close (Nightmare (Roguelike) difficulty)!
Keker receives 2 healing from Bloodcaller.
Worm Rot from Neregawe the worm that walks hits Keker for (45 antimagic), 0 blight, (57 antimagic), 8 acid (8 total damage).
Keker gains 0% of a turn from Ancestral Life.
Something hits Keker for (57 antimagic), 227 darkness (227 total damage).
Keker the level 38 halfling adventurer was shadowed to death by Neregawe the worm that walks on level 3 of Armyrab.
A carrion worm mass bursts out of Keker!
Keker is free from the worm rot.