










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! OldRPG - Music Mod v2 - Part 3 1.7.6OldRPG Music Mod v2:
As of 2.0.5, the base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: due to changes in the codebase that implemented the ability to map levels for zones which were previously one track, OldRPG - Music Mod v2 - Part 2 1.7.6OldRPG Music Mod v2:
As of 2.0.5, the base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: due to changes in the codebase that implemented the ability to map levels for zones which were previously one track, 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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. 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:
OldRPG - Music Mod v2 - Part 4 1.7.6OldRPG Music Mod v2:
As of 2.0.5, the base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: due to changes in the codebase that implemented the ability to map levels for zones which were previously one track, OldRPG - Music Mod v2 - Part 1 1.7.6OldRPG Music Mod v2:
As of 2.0.5, the base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: due to changes in the codebase that implemented the ability to map levels for zones which were previously one track, Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Skeleton |
Class | Archer |
Level / Exp | 33 / 32% |
Size | huge |
Lifes / Deaths | Killed by skeleton warrior at level 3 on the 75th Pyre 122nd year of Ascendancy at 23:27 / 4Killed by orc necromancer at level 27 on the 54th Pyre 123rd year of Ascendancy at 18:13 Killed by Urkis, the High Tempest at level 28 on the 32nd Haze 123rd year of Ascendancy at 13:03 Killed by elven corruptor at level 29 on the 57th Haze 123rd year of Ascendancy at 05:04 |
Primary Stats
Strength | 82 (base 36) |
Dexterity | 97 (base 60) |
Constitution | 32 (base 10) |
Magic | 49 (base 40) |
Willpower | 16 (base 10) |
Cunning | 38 (base 19) |
Resources
Life | 833/833 |
Stamina | 151/151 |
Healing Factor | 1.2724420161894 |
Regeneration | 0.31811050404736 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 5 |
Infravision | 7 |
See Stealth | 29.641450861482 |
See Invisible | 29.641450861482 |
Offense: Mainhand
Damage | 213 |
Accuracy | 85 |
Crit Chance | 85% |
APR | 25 |
Speed | 1.11 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Acid | +18% |
Light | +16% |
Temporal | +18% |
Cold | +36% |
Physical | +55% |
Mind | +15% |
All | +6% |
Offense: Damage Penetration
Physical | +9% |
Nature | +5% |
Temporal | +12% |
Mind | +10% |
Arcane | +25% |
Cold | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 15 (69.687909656376%) |
Defense | 66 |
Ranged Defense | 66 |
Fatigue | 0 |
Physical Save | 45 |
Spell Save | 29 |
Mental Save | 41 |
Defense: Resistances
Darkness | + 7%( 70%) |
Light | + 33%( 70%) |
Fire | + 24%( 70%) |
Cold | + 10%( 70%) |
Physical | + 7%( 70%) |
Mind | + 18%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 31% |
Bleed Resistance | 100% |
Confusion Resistance | 55% |
Fear Resistance | 100% |
Stun Resistance | 0% |
Poison Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 458 damage for 4 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 171 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Sniper | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Archery training | 1.40 |
| 4/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Archery prowess | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 4/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Undead / Skeleton | 1.10 |
| 5/5 |
| 4/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
talent | Aim |
talent | Trained Reactions |
talent | Precise Strikes |
talent | Concealment |
beneficial effect | The target is concealed, increasing sight and attack range by 2 and chance to avoid damage by 36%. Concealment |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Constitution by +5. | done |
You failed to protect the lost warrior from death by Siledanne. Escort: lost warrior (level 6 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the worried loremaster from death by Siledanne. Escort: worried loremaster (level 2 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * 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: 194. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You 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 |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +5 Str +6 Con offense ------ Damage +15% cold +7% physical Ignore resists +15% cold When Hit 2 cold On-Hit (Melee): * 20% chance to reduce damage dealt by 15% defense ------ Armor +3 Resistance +6% cold other ------- Size +1 A pair of boots made of leather. |
Quiver | ![]() 3.0 Encumbrance T4 arrow ammo [Ego+] Master Weapon Damage 170% Range: 1.0x-1.4x Uses 70% Dex, 50% Mag, 50% Str Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +16.5% Capacity 22 On Critical: * Wound the target dealing 312 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: Stats +4 Mag offense ------ Physical Crit +3.0% Damage +12% acid +27% physical Accuracy +10 (+2 eff.) Ignore Armor +2 defense ------ Defense +2 (+1 eff.) Resistance +3% physical Spell save +9 (+4 eff.) A pointy cloth hat, very wizardly... |
Tool | ![]() 3.0 Encumbrance T3 digger tool [Ego+] Arcane While equipped: Stats +6 Str +4 Wil offense ------ Physical Crit +8.0% Mind Crit +7% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: offense ------ Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Accuracy +11 (+2 eff.) Ignore Armor +9 defense ------ Defense +11 (+3 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Stats +6 Str +7 Dex +5 Cun offense ------ Physical Power +7 (+1 eff.) Spellpower +6 (+2 eff.) Mindpower +7 (+4 eff.) Accuracy +8 (+2 eff.) When Hit 2 temporal defense ------ Mind save +6 (+2 eff.) Confus Resist +25% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Ego++] Nature/Master While equipped: Stats +4 Str +4 Dex +4 Cun +4 Con +7 Lck offense ------ Physical Power +5 (+1 eff.) defense ------ Physical save +8 (+3 eff.) Stealth +8 other ------- Disarm Traps +8 Infravision +4 Size +1 A belt that goes around your waist. |
In main hand | ![]() 4.0 Encumbrance T3 longbow 2H weapon [Ego+] Arcane Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +15 cold While equipped: offense ------ Damage +15% cold +12% temporal +15% physical Ignore resists +9% physical +12% temporal other ------- Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Random Unique] Master While equipped: Stats +2 Wil +3 Con offense ------ Physical Crit +11.0% Spell Crit +11% Mind Crit +11% Critical power +10.00% Spellpower +20 (+6 eff.) Ignore resists +25% arcane defense ------ Armor +6 Physical save +15 (+5 eff.) Spell save +6 (+3 eff.) Mind save +11 (+4 eff.) Life +45.00 Disarm Resist +31% other ------- Max vim +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 4.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 9.0 Encumbrance T3 light armor [Rare] Master While equipped: Stats +4 Con offense ------ Physical Crit +4.0% Physical Power +10 (+2 eff.) Damage +9% mind Accuracy +15 (+3 eff.) defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Resistance +21% fire Physical save +12 (+4 eff.) Mind save +12 (+4 eff.) other ------- Hate-on-crit +2.00 Max stamina +30.00 A suit of armour made of leather. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +1 (+0 eff.) Ignore resists +5% nature +10% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 18 defense ------ Defense +1 (+0 eff.) Fatigue -2% Resistance +3% mind +3% darkness 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 T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +12% mind Confus Resist +20% other ------- Masteries +0.10 Technique/Archery training Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 252.52 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +12% temporal Pinning Resist +23% Knockbk Resist +21% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Cun +2 Wil offense ------ Critical power +20.00% Physical Power +7 (+1 eff.) Spellpower +7 (+2 eff.) Mindpower +32 (+15 eff.) defense ------ Resistance +6% light other ------- Mana-on-crit +2.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +11 Cun +6 Wil offense ------ Mindpower +11 (+6 eff.) Damage +18% cold On-Hit (Melee): * 10% chance to slow global speed by 44% defense ------ Defense +10 (+3 eff.) Resistance +6% lightning +3% blight +3% darkness +5% arcane Life Regen +4.00 Stun Resist +35% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil offense ------ Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Spellpower +6 (+2 eff.) Damage +4% all Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Nature While equipped: offense ------ Damage +12% physical defense ------ Resistance +12% physical Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Cun +6 Dex offense ------ Damage +12% physical Accuracy +8 (+2 eff.) defense ------ Resistance +12% physical Rings make your fingers look great! |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Weapon Damage 100% Range: 1.0x-1.3x Uses 20% Dex, 50% Mag, 20% Str Damage Darkness Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Darkness damage. While equipped: offense ------ Damage +0% darkness Ignore resists +0% darkness other ------- Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() 4.0 Encumbrance T2 longbow 2H weapon [Unique] Arcane/Nature Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +0 draining blight On Hit: 25% Epidemic level 1 On Hit: 25% Cyst Burst level 1 While equipped: offense ------ Spellpower +10 (+3 eff.) On-Ranged-Hit 20 blight Damage +20% blight On-Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 23 defense ------ Disease Resist +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
![]() 4.0 Encumbrance T4 longbow 2H weapon [Random Unique] Arcane/Master Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On-ranged-hit +24 lightning On-Hit, radius 1 +4 darkness On-crit, radius 2 +8 darkness While equipped: Stats +5 Str offense ------ Physical Crit +5.0% Physical Power +14 (+2 eff.) Damage +18% lightning +3% cold +24% darkness Accuracy +9 (+2 eff.) Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T2 longbow 2H weapon [Ego+] Nature Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats +8 Str +8 Dex +6 Mag +6 Wil +5 Cun +8 Con Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T4 longbow 2H weapon [Ego++] Nature/Master Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 While equipped: Stats +9 Str +8 Dex +6 Mag +11 Wil +11 Cun +14 Con offense ------ Physical Crit +15.0% Accuracy +12 (+2 eff.) Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T1 longbow 2H weapon [Ego++] Arcane/Master Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: offense ------ Physical Crit +8.0% Damage +12% physical +12% temporal Ignore resists +8% physical +8% temporal Accuracy +8 (+2 eff.) other ------- Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T3 longbow 2H weapon [Ego++] Arcane/Nature Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 While equipped: Stats +5 Mag +11 Wil +9 Con offense ------ Damage +8% temporal +11% physical Ignore resists +8% temporal +12% physical defense ------ Life +20.00 other ------- Reload +2 Masteries +0.30 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T3 sling 1H weapon [Rare] Arcane Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +17 lightning +12 arcane On-Hit, radius 1 +8 acid On-crit, radius 2 +16 cold While equipped: offense ------ Damage +12% lightning Ignore resists +20% arcane +10% acid On-Hit (Ranged): * 20% chance to reduce armor by 33% defense ------ Resistance +9% acid Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T2 sling 1H weapon [Rare] Master Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: offense ------ Damage +14% physical When Hit 10 mind defense ------ Armor +6 Resistance +9% acid Physical save +6 (+2 eff.) other ------- Reload +4 Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +2 Con offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +12% light Crit Resistance 10.00% Life +47.00 Poison Resist +20% Confus Resist +20% Teleport Resist +20% A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +4 Str +2 Dex +5 Cun +5 Con offense ------ Physical Power +6 (+1 eff.) When Hit 6 darkness defense ------ Resistance +3% darkness Physical save +7 (+2 eff.) other ------- See Invisibility +3 Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) Mindpower +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun offense ------ Damage +20% nature Ignore resists +20% nature defense ------ Defense +20 (+5 eff.) Poison Resist +50% other ------- Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike level 1 Cunning and malice seem to emanate from this cloak. |
![]() 2.0 Encumbrance T1 cloak armor [Cosmetic Item] Arcane While equipped: Stats +1 Mag +2 Wil defense ------ Resistance +10% darkness +12% temporal Spell save +6 (+3 eff.) Out-of-Phase Defense +11 Out-of-Phase Resistance +11% Out-of-Phase Resilience +10% other ------- Max mana +43.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 turn cooldown A stylish kruk-style cloak, to look awesome. |
![]() 2.0 Encumbrance T3 feet armor [Ego+] Arcane/Master While equipped: offense ------ Physical Crit +4.0% Physical Power +4 (+0 eff.) Move Speed +25% Ignore Armor +9 defense ------ Armor +3 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Ego+] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +4 (+0 eff.) Ignore resists +5% physical defense ------ Armor +3 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Str +3 Con defense ------ Armor +1 Silence Resist +22% Confus Resist +22% Stun Resist +24% Rush: Puts all charms on 22 turn cooldown Effective talent level: 1.0 Power cost 22 out of 25/25. Range 6 Cooldown: 39 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. |
![]() 1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats +3 Con +10 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Armor +6 Defense +3 (+1 eff.) Fatigue +4% Resistance +8% physical other ------- Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Effective talent level: 1.0 Power cost 51 out of 60/60. Range melee/personal Cooldown: 45 Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Dex +5 Mag offense ------ Mind Crit +3% Damage +12% mind defense ------ Armor +4 Fatigue +4% Resistance +12% darkness Crit Resistance 10.00% other ------- Infravision +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +4 (+2 eff.) Damage +5% darkness +6% temporal +8% light +5% physical defense ------ Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T3 head armor [Ego+] Nature While equipped: Stats +4 Str +4 Wil offense ------ Physical Power +8 (+1 eff.) defense ------ Armor +4 Fatigue +4% Resistance +9% physical Physical save +10 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 Encumbrance T2 light armor [Rare] Psionic While equipped: offense ------ Critical power +10.00% Ignore resists +10% fire defense ------ Armor +14 Defense +6 (+2 eff.) Fatigue +7% Resistance +6% mind +12% light Mind save +13 (+4 eff.) Unlife -80.00 life A suit of armour made of leather. |
![]() 3.0 Encumbrance T4 arrow ammo [Random Unique] Nature/Master Weapon Damage 164% Range: 1.0x-1.4x Uses 50% Str, 50% Mag, 70% Dex Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +11.5% Capacity 21 On-ranged-hit +17 nature +20 cold On-crit, radius 2 +4 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 23 * 20% chance to create vines that bind the target to the ground dealing 99 nature damage and pinning them for 3 turns On Critical: * Wound the target dealing 312 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T2 arrow ammo [Random Unique] Master/Psionic Weapon Damage 148% Range: 1.0x-1.4x Uses 50% Str, 50% Mag, 70% Dex Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +13 Critical Rate +18.5% Capacity 17 Projectile Speed +200% On-ranged-hit +14 physical On-crit, radius 2 +20 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 23 * 20% chance to knock the target back 3 spaces and deal 99 physical damage On Critical: * Wound the target dealing 312 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 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 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 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 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 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 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: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Spell Crit +2% Damage +12% fire Ignore resists +15% arcane +16% physical When Hit 4 arcane defense ------ Resistance +3% darkness +2% physical Crit Resistance 10.00% Physical save +9 (+3 eff.) While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 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. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.0 Encumbrance 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 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
![]() 3.0 Encumbrance T4 shot ammo [Random Unique] Nature/Disrupt/Master Weapon Damage 164% Range: 1.0x-1.2x Uses 50% Cun, 50% Mag, 70% Dex Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +14.5% Capacity 21 On-ranged-hit +8 mind +8 nature On-Hit, radius 1 +8 nature On Hit: * 18 arcane resource burn * 20% chance to slow global speed by 44% * 20% chance to create vines that bind the target to the ground dealing 99 nature damage and pinning them for 3 turns On Critical: * Wound the target dealing 312 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T4 shot ammo [Ego++] Master Weapon Damage 161% Range: 1.0x-1.2x Uses 70% Dex, 50% Mag, 50% Cun Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +22.5% Capacity 20 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 312 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T3 torque charm [Ego+] Psionic Blast the opponent's mind dealing 242 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 14 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 527 physical damage Puts all charms on 13 turn cooldown 100% to heal for 56. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 13 turn cooldown 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 [Ego] Arcane Create a shield absorbing up to 266 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 21 turn cooldown 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 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 Siledanne the Skeleton Archer level 33
3rd Decay 123rd year of Ascendancy at 23:58 see stats
By Siledanne the Skeleton Archer level 33
2nd Decay 123rd year of Ascendancy at 05:42 see stats
By Siledanne the Skeleton Archer level 10
23rd Haze 122nd year of Ascendancy at 05:03 see stats
By Siledanne the Skeleton Archer level 17
17th Regrowth 123rd year of Ascendancy at 06:57 see stats
By Siledanne the Skeleton Archer level 29
33rd Haze 123rd year of Ascendancy at 21:39 see stats
By Siledanne the Skeleton Archer level 22
11st Pyre 123rd year of Ascendancy at 20:59 see stats
By Siledanne the Skeleton Archer level 20
42nd Regrowth 123rd year of Ascendancy at 03:05 see stats
By Siledanne the Skeleton Archer level 10
23rd Haze 122nd year of Ascendancy at 05:01 see stats
By Siledanne the Skeleton Archer level 20
41st Regrowth 123rd year of Ascendancy at 13:53 see stats
By Siledanne the Skeleton Archer level 30
68th Haze 123rd year of Ascendancy at 12:45 see stats
By Siledanne the Skeleton Archer level 28
32nd Dusk 123rd year of Ascendancy at 14:53 see stats
By Siledanne the Skeleton Archer level 19
40th Regrowth 123rd year of Ascendancy at 02:50 see stats
By Siledanne the Skeleton Archer level 7
3rd Haze 122nd year of Ascendancy at 17:46 see stats
By Siledanne the Skeleton Archer level 21
53rd Regrowth 123rd year of Ascendancy at 05:44 see stats
By Siledanne the Skeleton Archer level 22
33rd Pyre 123rd year of Ascendancy at 17:12 see stats
By Siledanne the Skeleton Archer level 10
33rd Haze 122nd year of Ascendancy at 21:48 see stats
By Siledanne the Skeleton Archer level 22
33rd Pyre 123rd year of Ascendancy at 00:44 see stats
By Siledanne the Skeleton Archer level 30
69th Haze 123rd year of Ascendancy at 13:25 see stats
By Siledanne the Skeleton Archer level 19
40th Regrowth 123rd year of Ascendancy at 08:29 see stats
By Siledanne the Skeleton Archer level 32
80th Haze 123rd year of Ascendancy at 21:29 see stats
Log
Today is the 3rd Decay of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:31.
Talent Concealment is ready to use.
There is a Last Hope (Town) here (press '' or right click to use).
[Music Mod] | Track: Remembrance.ogg (Inspired by: Breath of Fire III - Country Living)
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Saving game...
Saving done.
Siledanne activates Concealment.
Talent Aim is ready to use.
Siledanne activates Aim.
Siledanne deactivates Concealment.
Talent Concealment is ready to use.
Siledanne activates Concealment.
Ran for 4 turns (stop reason: didn't move).
Quest 'A mysterious staff' is done! (Press 'j' to see the quest log)
Personal New Achievement: A dangerous secret (Exploration mode)!
The elder points to Reknor on your map, to the north on the western side of the Iron Throne.
Accepted quest 'Let's hunt some Orc'! (Press 'j' to see the quest log)
Today is the 4th Decay of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Saving game...
Saving done.