










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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 Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Necromancer |
| Level / Exp | 25 / 36% |
| Size | medium |
| Lifes / Deaths | Killed by Shasshhiy'Kaish at level 19 on the 69th Haze 122nd year of Ascendancy at 16:49 / 2Killed by Nerilaith the elven guard at level 25 on the 20th Regrowth 123rd year of Ascendancy at 23:51 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 19 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 95 (base 55) |
| Willpower | 42 (base 13) |
| Cunning | 72 (base 49) |
Resources
| Life | -362/316 |
| Mana | 306/483 |
| Soul | 2/14 |
| Healing Factor | 1.2045771506546 |
| Regeneration | 0.30114428766365 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 3 |
| Infravision | 3 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 18 |
| Crit Chance | 24% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 60 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Blight | +9% |
| Arcane | +36% |
| Cold | +14% |
| All | +5% |
| Lightning | +8% |
| Physical | +12% |
| Darkness | +31% |
| Fire | +42% |
| Nature | +17% |
Offense: Damage Penetration
| Blight | +10% |
| Acid | +10% |
| Fire | +20% |
Defense: Base
| Armour (hardiness) | 5 (35.65183292883%) |
| Defense | 35 |
| Ranged Defense | 35 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 52 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Blight | + 34%( 70%) |
| Arcane | + 32%( 70%) |
| Cold | + 45%( 70%) |
| All | + 9%( 70%) |
| Temporal | + 20%( 70%) |
| Physical | + 19%( 70%) |
| Fire | + 64%( 70%) |
| Nature | + 49%( 70%) |
Defense: Immunities
| Knockback Resistance | 23% |
| Pinning Resistance | 24% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (3/3)
| 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 116 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 351 damage for 3 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (238 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
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 injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by fire drake. Escort: lost defiler (level 2 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic 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 Constitution by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Marus of Elvala needs your help making an elixir of mysticism. 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 hummerhorn wing. * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed skeleton mage skull. * You've found the needed green worm. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within9 lumberjacks have died. | done |
Equipment
| On feet | pair of hardened leather boots 'Chillwrecker' (15 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Phys.crit +2.0% Dmg.mod +3% cold Apr +7 ----- def ----- Armour +3 Defense +15 (+6 eff.) Resists +9% cold Phys.save +14 (+7 eff.) Spell.save +8 (+2 eff.) Mind.save +9 (+4 eff.) A pair of boots made of leather. |
| Light source | brass lantern 'Xomina'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Spell.crit +3% Dmg.mod +3% arcane Res.pen +10% blight Phasing +10% ----- def ----- Resists +6% acid Max.HP +43.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Crown of Burning Pain (11 def, 0 armour)4.0 T3 head armor [Unique] Arcane While equipped: Stats +5 Cun +5 Wil dps ---------- Dmg.mod +30% fire ----- def ----- Defense +11 (+5 eff.) Fatigue +4% Resists +30% fire Meteor Rain: Level 2.0 Pwr.cost 30 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 93.49 fire and 73.74 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
| Tool | extending iron torque of gale force [power 105] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 118 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
| On fingers | conjurer's steel ring of misery0.1 T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Spell.pwr +7 (+2 eff.) Melee+ 6 physical Ranged+ 5 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 25 On Hit (Ranged): * 11% chance to reduce all saves and defense by 25 ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| On fingers | sneakthief's steel ring of nature (+24%)0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Cun +6 Dex dps ---------- Dmg.mod +12% nature Acc +5 (+3 eff.) ----- def ----- Resists +24% nature Rings make your fingers look great! |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | yew bonestaff of the prodigy (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +7 Mag +11 Wil +8 Cun dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) S.pwr/crit +5 Dmg.mod +20% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | blighted hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 8 blight Dmg.mod +4% blight +3% arcane ----- def ----- Armour +2 Resists +8% blight 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. |
| Main armor | Shadowripper (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +7% acid +7% physical +6% darkness +7% fire +6% cold +13% arcane +5% all Res.pen +10% acid ----- def ----- Resists +15% acid +11% physical +11% cold +12% fire +9% all ---------- misc Max.mana +15.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak 'Pyrevengeance' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Dmg.mod +3% lightning Res.pen +20% fire Melee Ret 2 lightning ----- def ----- Defense +1 (+0 eff.) Resists +18% fire Spell.save +6 (+2 eff.) ---------- misc Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Gloriwen0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +2 Dex +2 Mag +1 Con dps ---------- Dmg.mod +12% arcane ----- def ----- Resists +12% temporal Pinning- +24% Knockbk- +23% ---------- misc Infravis +2 Amulets make your neck look great! |
Inventory
biting gale rune of the wizard (damage 312; dur 4; cd 15)0.1 rune scroll [Ego] 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 312.36 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. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 7; phase 23; cd 11)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 11 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 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 128; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 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 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 128 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 143; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 143 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
insulating copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +11% fire +11% cold Amulets make your neck look great! |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) Confus- +21% Rings make your fingers look great! |
Uliroddastir the steel dagger (104% power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 105% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 blight On Hit: * 20% chance to reduce armor by 38% * 10% chance to reduce strength, dexterity, and constitution by 28 * 25% chance for lightning to strike from the target to a second target dealing 100 damage On Crit: * Splash the target with acid dealing 167 damage over 5 turns and reducing armor and accuracy by 21 While equipped: dps ---------- Dmg.mod +6% blight Res.pen +7% physical Acc +11 (+6 eff.) Apr +8 On Hit (Melee): * 20% chance to reduce armor by 38% Sharp, short and deadly. |
quick dwarven-steel dagger of the mystic (116% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane/Master Power 116% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +3 Dex +3 Mag +2 Wil dps ---------- Spell.pwr +7 (+2 eff.) Phys.spd +10% Acc +13 (+7 eff.) Sharp, short and deadly. |
stralite dagger of corruption (139% power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Arcane Power 139% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: 20% Curse of Impotence 4 Sharp, short and deadly. |
elemental iron mace (108% power, 2 apr)3.0 T1 mace 1H weapon [Ego+] Arcane Power 108% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Hit: * Create an explosion dealing 100 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +9% fire Res.pen +6% fire Blunt and deadly. |
elemental stralite mace of daylight (146% power, 5 apr)3.0 T4 mace 1H weapon Reqs Str 35 [Ego+] Arcane Power 147% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +9 light Against +13% Undead On Hit: * Create an explosion dealing 100 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +10% fire Res.pen +12% fire Blunt and deadly. |
stralite mace 'Sootburst' (146% power, 5 apr)3.0 T4 mace 1H weapon Reqs Str 35 [Rare] Master Power 146% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Res.pen +15% darkness Acc +12 (+6 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Defense +20 (+8 eff.) Phys.save +6 (+3 eff.) Disarm- +34% ---------- misc Max.stam +30.00 Blunt and deadly. |
Writhing Essence of Nightmares (111% power, 20 apr, darkness damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 111% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Darkness Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +20 Crit +2.0% Atk.spd 100% While equipped: Stats +4 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +15 (+5 eff.) Dmg.mod +10% mind +10% darkness ---------- misc Masteries +0.20 Psionic/Nightmare +0.20 Cursed/Fears Waking Nightmare: Level 2.0 Pwr.cost 40 out of 40/40. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 20.42 darkness damage each turn for 6 turns, and has a 23% chance to randomly cause blindness, stun, or confusion (lasting 3 turns). If the target is sleeping, the chance of avoiding a negative effect will be halved and fear immunity will be ignored. The damage will scale with your Mindpower. Whispers seem to ceaselessly emanate from this writhing mass of black tentacles, murmuring unspeakable horrors into the ears of any unfortunate enough to hear them. |
Nerilemira the ash vilestaff (115% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 115% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +9 (+2 eff.) S.pwr/crit +6 Dmg.mod +17% darkness +12% arcane Res.pen +15% arcane ----- def ----- Resists +5% arcane +8% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
bloodlich's yew magestaff of fate (120% power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Mag +1 Cun +3 Con dps ---------- Spell.crit +7% Crit.mult +12.00% Spell.pwr +9 (+2 eff.) Dmg.mod +20% arcane ----- def ----- Phys.save +6 (+3 eff.) Spell.save +9 (+3 eff.) Mind.save +5 (+2 eff.) ---------- misc N.En/turn +0.20 Vim/s.crit +4.00 Max.vim +29.00 Max.N.En +23.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel elven-wood starstaff of warding (129% power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Ego] Arcane/Master Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Crit.mult +12.00% Spell.pwr +12 (+3 eff.) Dmg.mod +25% darkness ----- def ----- Armour +4 Defense +8 (+4 eff.) ---------- misc Wards +2 darkness Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm bonestaff (100% power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Normal] Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff of channeling (129% power, 5 apr, arcane element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +23 (+6 eff.) Dmg.mod +25% arcane ---------- misc Mana/turn +0.37 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
potent ash bonestaff of might (115% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Arcane Power 115% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +8 (+2 eff.) Dmg.mod +17% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elm vilestaff of fate (104% power, 2 apr, blight element)5.0 T1 staff 2H weapon [Ego] Arcane Power 105% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Dmg.mod +12% blight ----- def ----- Phys.save +6 (+3 eff.) Spell.save +5 (+1 eff.) Mind.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood starstaff of fate (136% power, 5 apr, physical element)5.0 T4 staff 2H weapon [Ego] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +14 (+3 eff.) Dmg.mod +30% physical ----- def ----- Phys.save +8 (+4 eff.) Spell.save +9 (+3 eff.) Mind.save +8 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Blood-Letter (140% power, 4.5 apr)3.0 T3 waraxe 1H weapon Reqs Dex 24 Str 40 [Unique] Nature/Master Power 141% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
blurring rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +2 (+0 eff.) ----- def ----- Defense +9 (+4 eff.) Mind.save +6 (+3 eff.) Stealth +6 A belt that goes around your waist. |
Glintripper the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +5% ----- def ----- Defense +1 (+0 eff.) Resists +3% lightning +9% temporal +3% light Def/telep +5 Res/telep +5% Dur/telep +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of battle (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +1 (+1 eff.) ----- def ----- Armour +6 Defense +1 (+0 eff.) Fatigue -2% Resists +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +5% all ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing Robe of the Worm of power (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Arcane/Psionic While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +11 (+3 eff.) Dmg.mod +6% all ----- def ----- Resists +7% all ---------- misc Mana/turn +0.11 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of fire (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Resists +7% all +15% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane/Nature While equipped: dps ---------- Dmg.mod +16% arcane ----- def ----- Resists +11% blight +11% all Max.HP +70.00 HP.reg +1.50 Heal.mod +12% ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering silk robe of power (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +13 (+3 eff.) Dmg.mod +20% arcane +10% all ----- def ----- Resists +13% all ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
miner's pair of rough leather boots of tirelessness (0 def, 2 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +2 ---------- misc Stam/turn +0.30 Max.stam +10.00 Infravis +2 A pair of boots made of leather. |
pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
brawler's drakeskin leather gloves (0 def, 3 armour)1.0 T4 hands armor [Ego+] Master While equipped: Stats +3 Str +3 Dex +3 Cun ----- def ----- Armour +3 Phys.save +5 (+2 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
temporal hardened leather gloves of strength (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +8 (+6 eff.) Melee+ 8 temporal Ranged+ 8 temporal Dmg.mod +4% temporal ----- def ----- Armour +2 Resists +7% temporal 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. |
Bilestoker the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +4 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +12% lightning +6% fire +9% nature +12% acid ---------- misc Psi/turn +0.16 A pointy cloth hat, very wizardly... |
Tuladunaleg the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +1 Str dps ---------- Phys.pwr +10 (+7 eff.) Dmg.mod +11% light Apr +2 ----- def ----- Defense +1 (+0 eff.) Resists +16% light +2% physical A pointy cloth hat, very wizardly... |
grounding linen wizard hat of fire (+5%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Defense +1 (+0 eff.) Resists +5% lightning +16% fire +5% temporal A pointy cloth hat, very wizardly... |
miner's hardened leather cap of might (0 def, 6 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +3 Str +4 Con dps ---------- Phys.pwr +4 (+4 eff.) ----- def ----- Armour +6 Fatigue +3% ---------- misc Infravis +1 A cap made of leather. |
radiant stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Nature While equipped: Stats +1 Wil ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +19% blight +14% darkness ---------- misc Light +1 A suit of armour made of mail. |
stralite mail armour 'Xawen' (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Dmg.mod +6% acid On Hit (Melee): * 10% chance to reduce armor by 38% ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +9% acid +15% cold Mind.save +14 (+6 eff.) HP.reg +3.20 ---------- misc Stam/turn +1.00 A suit of armour made of mail. |
nimble reinforced leather armour (19 def, 7 armour)9.0 T4 light armor Reqs Str 18 [Ego+] Master While equipped: Stats +3 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +7 Defense +19 (+8 eff.) Fatigue +8% A suit of armour made of leather. |
windwalling stralite shield of shrapnel (0 def, 8 armour, 135.5 block)7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego++] Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 37 physical damage over 5 turns (1/turn) ----- def ----- Armour +8 Fatigue +8% Resists +13% physical Shield.near.proj +26 Proj.slow +21% ---------- misc Talents +1 Block Handheld deflection devices. |
quiver of elven-wood arrows of grasping (20/20, 155% power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Ego+] Nature Power 155% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 20 On Hit: * 20% chance to create vines that bind the target to the ground dealing 158 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
5 agate0.0 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. |
149 alchemist agate0.0 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. |
2 onyx0.0 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. |
6 aquamarine0.0 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Polesenor the Naturerot (dig speed 22 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +15% lightning Res.pen +10% nature +10% lightning On Hit (Melee): * 20% chance to slow global speed by 52% ----- def ----- Resists +6% fire ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(99 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 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. |
Rod of Recall (1/1)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. |
Transmogrification Chest2.0 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. |
8 amethyst0.0 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. |
quartz0.0 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. |
6 ametrine0.0 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. |
3 citrine0.0 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. |
7 zircon0.0 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
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Necromancer the Higher Necromancer level 15
17th Haze 122nd year of Ascendancy at 01:45 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Necromancer the Higher Necromancer level 24
2nd Regrowth 123rd year of Ascendancy at 02:06 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Necromancer the Higher Necromancer level 20
80th Haze 122nd year of Ascendancy at 08:53 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Necromancer the Higher Necromancer level 10
1st Dusk 122nd year of Ascendancy at 17:18 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Necromancer the Higher Necromancer level 20
69th Haze 122nd year of Ascendancy at 17:05 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Necromancer the Higher Necromancer level 1
74th Pyre 122nd year of Ascendancy at 14:55 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Necromancer the Higher Necromancer level 9
9th Mirth 122nd year of Ascendancy at 08:50 see stats
The Restless Dead (Nightmare (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Necromancer the Higher Necromancer level 21
80th Haze 122nd year of Ascendancy at 10:00 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Necromancer the Higher Necromancer level 17
39th Haze 122nd year of Ascendancy at 00:22 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Necromancer the Higher Necromancer level 19
69th Haze 122nd year of Ascendancy at 16:49 see stats
Log
Elven blood mage hits Necromancer for (69 absorbed), 35 acid (35 total damage).
Elven blood mage casts Blood Spray.
Elven blood mage's spell attains critical power!
Necromancer is afflicted by a weakness disease!
You carry too much--you are encumbered!
Drop some of your items.
Necromancer deactivates Hiemal Shield.
Elven blood mage hits Necromancer for (66 absorbed), 87 blight (87 total damage).
Necromancer's Hiemal Shield hits Elven blood mage for 69 cold damage.
Elven tempest vanishes from sight.
Elven tempest deactivates Secrets of the Eternals.
Necromancer's Hiemal Shield hits Elven tempest for 99 cold damage.
Elven blood mage vanishes from sight.
Elven blood mage deactivates Secrets of the Eternals.
Weakness Disease from Elven blood mage hits Necromancer for 19 blight damage.
Erupting Shadows hits Elven tempest for 45 darkness damage.
Erupting Shadows hits Elven cultist for 25 darkness damage.
Erupting Shadows hits Elven blood mage for 32 darkness damage.
Spikes of Decrepitude hits Elven tempest for 27 cold, 27 darkness (54 total damage).
Spikes of Decrepitude hits Elven cultist for 24 cold, 15 darkness (39 total damage).
Spikes of Decrepitude hits Elven blood mage for 21 cold, 19 darkness (40 total damage).
Necromancer's Hiemal Shield hits Elven blood mage for 76 cold damage.
Necromancer shrugs off Elven cultist's 'Decrepitude Disease'!
Elven cultist's Soul Rot hits Necromancer for 124 blight damage.
Elven cultist casts Drain.
Elven cultist hits Necromancer for 93 blight damage.
Bane of Blindness from Necromancer hits Elven cultist for 27 darkness damage.
Phantasmal Shield hits Necromancer for 185 light damage.
Necromancer the level 25 higher necromancer was tanned to death by Nerilaith the elven guard on level 1 of Dark crypt.
You are no longer encumbered.



























































































































