










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! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.7.4Official Expansion!Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! 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 Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Necromancer |
| Level / Exp | 23 / 3% |
| Size | medium |
| Lifes / Deaths | Killed by Elgo the Bringer of Doom at level 23 on the 10th Decay 122nd year of Ascendancy at 03:46 / 1 |
Primary Stats
| Strength | 26 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 21 (base 10) |
| Magic | 75 (base 51) |
| Willpower | 29 (base 16) |
| Cunning | 46 (base 38) |
Resources
| Life | -759/275 |
| Mana | 293/426 |
| Soul | 10/12 |
| Healing Factor | 1.474804467222 |
| Regeneration | 6.2679189856934 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 32.365053558023 |
| See Invisible | 34.365053558023 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 16 |
| Crit Chance | 20% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 54 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Blight | +16% |
| Cold | +12% |
| All | 0% |
| Darkness | +10% |
| Light | +48% |
| Temporal | +6% |
| Mind | +6% |
| Fire | +10% |
| Nature | +13% |
Offense: Damage Penetration
| Blight | +5% |
Defense: Base
| Armour (hardiness) | 9 (30%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 28 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Arcane | + 18%( 70%) |
| Cold | + 19%( 70%) |
| All | + 14%( 70%) |
| Lightning | + 19%( 70%) |
| Light | + 70%( 70%) |
| Darkness | + 28%( 70%) |
| Fire | + 17%( 70%) |
| Nature | + 30%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Bleed Resistance | 40% |
| Silence Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 44% |
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 182 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: 12 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 63 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 122.32 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Master of bones | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Necrosis | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * 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 Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | 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 skeleton mage skull. * You've found the needed bear paw. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Marus of Elvala needs your help making an elixir of mysticism. 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 green worm. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed snow giant kidney. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed orc heart. * You've found the needed bloated horror heart. | 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 within | active |
Equipment
| On feet | Shiverborn the pair of hardened leather boots (11 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Mind.crit +2% Dmg.mod +12% cold ----- def ----- Armour +3 Defense +11 (+5 eff.) Mind.save +9 (+5 eff.) Die.at -80.00 life Evasion: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 19% chance to evade melee and ranged attacks and 8 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | Elemina2.0 T1 lite [Rare] Master While equipped: ----- def ----- Armour +2 Resists +3% acid +6% cold Max.HP +60.00 Heal.mod +10% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +5 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 | Kadelach the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +13% nature ----- def ----- Defense +2 (+1 eff.) Resists +19% nature +5% arcane Phys.save +3 (+2 eff.) Die.at -60.00 life Blind- +20% Silence- +10% Stun/Frz- +20% A pointy cloth hat, very wizardly... |
| Tool | Aeretha [power 182] (13 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Acc +10 (+6 eff.) ----- def ----- Defense +10 (+5 eff.) Die.at -80.00 life Sting an enemy dealing 206 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to increase the duration of 1 beneficial effects by 2. 100% to heal for 43. 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Poluba the copper ring0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +4 Mag +6 Wil dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +6% blight +6% temporal Res.pen +5% blight ---------- misc Mana/turn +0.20 Rings make your fingers look great! |
| On fingers | Eleriatha0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Str +2 Cun +5 Con dps ---------- Phys.crit +1.0% Phys.pwr +7 (+3 eff.) Dmg.mod +12% light ----- def ----- Armour +2 Defense +4 (+2 eff.) Resists +24% light Die.at -60.00 life Rings make your fingers look great! |
| Around waist | spiritwalker's rough leather belt of magery1.0 T1 belt armor [Ego++] Arcane While equipped: Stats +4 Wil +8 Mag dps ---------- Spell.crit +4% ---------- misc Mana/turn +0.12 Max.mana +20.00 A belt that goes around your waist. |
| In main hand | Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.3 Pwr.cost 6 out of 3/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 155.61 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (311). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
| On hands | Emelegaba the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +7 Str +1 Con dps ---------- Crit.mult +15.00% Phys.pwr +26 (+9 eff.) Dmg.mod +6% mind ----- def ----- Armour +2 Die.at -80.00 life Unarmed combat: Power 21.5 - 23.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | cashmere robe 'Cyratira' (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Arcane While equipped: dps ---------- Spell.crit +7% Spell.pwr +15 (+5 eff.) Dmg.mod +36% light ----- def ----- Resists +6% lightning +3% fire +54% light +11% all HP.reg +4.00 Heal.mod +15% ---------- misc Mana/turn +0.20 Max.mana +57.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Halondur (6 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Dex +3 Con dps ---------- Crit.mult +15.00% Apr +2 ----- def ----- Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Die.at -70.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starlit gold amulet of healing0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% light +16% darkness Heal.mod +13% Blind- +24% Cut- +40% Heal: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 219 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
movement infusion of the wizard (speed 652%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 652% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune of the duelist (damage 71; 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 unleash a cone dealing 70.84 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity 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 |
blink rune (range 5; phase 13; cd 20)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 20 Travel.spd 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 13%, your defense is increased by 13 and all your resistances by 13%. 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 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 |
shielding rune of the sneak (absorb 229; dur 4; 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 create a protective shield absorbing at most 229 damage for 4 turns. Its effects scale with your Cunning 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 |
Gurin the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex ----- def ----- Crit.chn- 15.00% Heal.mod +12% Cut- +50% ---------- misc Hate/m.crit +2.00 Light +2 Heal: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 190 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
clarifying copper amulet of mastery (0.14 Spell / Master of bones)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% mind Confus- +21% ---------- misc Masteries +0.14 Spell/Master of bones Amulets make your neck look great! |
grounding gold amulet of mastery (0.26 Spell / Death)0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +16% lightning Stun/Frz- +24% ---------- misc Masteries +0.26 Spell/Death Amulets make your neck look great! |
Splendourclamor the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% light Res.pen +10% light ----- def ----- Resists +9% light +12% mind HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
copper ring 'Pyrewrack' =+2 con=0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str +3 Dex +1 Mag +3 Cun +2 Con dps ---------- Dmg.mod +6% fire Acc +6 (+4 eff.) Melee Ret 2 fire Rings make your fingers look great! |
marksman's gold ring0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+5 eff.) Rings make your fingers look great! |
pixie's steel ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +2 Cun +3 Mag dps ---------- Spell.pwr +5 (+1 eff.) Rings make your fingers look great! |
wizard's copper ring of tenacity0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Max.HP +21.00 Disarm- +20% Pinning- +21% Knockbk- +20% Rings make your fingers look great! |
truestriking dwarven-steel battleaxe (34-51 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Master Power 34.0 - 51.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Res.pen +14% physical Acc +14 (+8 eff.) Apr +10 Massive two-handed battleaxes. |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 17 [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
flaming dwarven-steel dagger of massacre (26-34 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane/Master Power 26.5 - 34.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +9 fire Sharp, short and deadly. |
ranger's cured leather sling of enduring4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego+] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +2 Dex +7 Wil +7 Con ----- def ----- Max.HP +30.00 Slings are used to hurl stones or metal shots at your foes. |
Gravitational Staff (30-36 power, 8 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane Power 30.0 - 36.0 Gravity pin Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +8 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +25 (+7 eff.) Dmg.mod +20% physical +10% temporal ----- def ----- Resists +15% physical ---------- misc Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Level 3.0 Pwr.cost 12 out of 14/14. Range 6 Travel.spd instantaneous Is a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 90.72 physical (gravity) damage. Each target moved beyond the first increases the damage by 11.34 (up to a maximum of 45.36 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Nerorata the ash vilestaff (15-18 power, 3 apr, blight element)5.0 T2 staff 1H weapon [Random Unique] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +9% Crit.mult +10.00% Phys.pwr +6 (+2 eff.) Spell.pwr +12 (+4 eff.) Dmg.mod +15% blight Res.pen +5% blight Acc +6 (+4 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 20 ----- def ----- Defense +6 (+3 eff.) Resists +6% blight ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 118.49 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Xeryrilranor the Vipergore (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Crit.mult +14.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% darkness On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Defense +30 (+12 eff.) Resists +6% cold +9% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding yew magestaff of greater warding (20-24 power, 4 apr, arcane element) =+4 con=5.0 T3 staff 2H weapon [Ego++] Arcane/Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +3% Spell.pwr +12 (+4 eff.) Dmg.mod +20% arcane ----- def ----- Armour +8 Defense +8 (+4 eff.) HP.reg +0.50 Heal.mod +13% ---------- misc Wards +3 arcane Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging elven-wood starstaff of might (25-30 power, 5 apr, temporal element)5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Spell.pwr +12 (+4 eff.) S.pwr/crit +5 Dmg.mod +25% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
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. |
Malechik1.0 T3 belt armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Resists +3% light +9% lightning Mind.save +24 (+11 eff.) Max.HP +115.00 Confus- +20% A belt that goes around your waist. |
balancing hardened leather belt of the vagrant1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +3 Dex +4 Cun +1 Con dps ---------- Phys.crit +7.0% Mind.crit +8% Mind.pwr +3 (+1 eff.) ----- def ----- Mind.save +5 (+3 eff.) A belt that goes around your waist. |
linen cloak 'Velamina' (6 def, 0 armour) =+5 con=2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Dex +5 Con ----- def ----- Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Xeruldassra' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +8 Mag +2 Wil +6 Cun ----- def ----- Defense +1 (+0 eff.) Crit.chn- 10.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 32.00 to 40.00 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +7% blight +11% all Max.HP +65.00 HP.reg +2.20 Heal.mod +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of fire (+25%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +9% nature +17% fire ----- def ----- Resists +11% all +25% fire Poison- +25% Disease- +31% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +12% ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Thunderblur the pair of rough leather boots (0 def, 1 armour) =lightning res=2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +6 Lck +2 Con dps ---------- Res.pen +5% lightning ----- def ----- Armour +1 Resists +6% darkness +21% lightning Stealth +6 A pair of boots made of leather. |
pair of rough leather boots 'Glowzephyr' (0 def, 1 armour) =+3 con=2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +3 Mag +3 Con ----- def ----- Armour +1 Fatigue -4% Crit.chn- 10.00% Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 Light +1 A pair of boots made of leather. |
undeterred pair of dwarven-steel boots of phasing (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil ----- def ----- Armour +4 Fatigue +3% Silence- +31% Confus- +20% Stun/Frz- +31% Blink to a nearby random location (rad 8) Puts all charms on 22 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scouring hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +2 Spell.save +8 (+4 eff.) Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 15 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Plaguebraze the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Phys.crit +2.0% Dmg.mod +12% nature Res.pen +5% nature Apr +6 ----- def ----- Armour +4 Fatigue +4% Resists +6% light Phys.save +12 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cashmere wizard hat 'Sulfurknight' (2 def, 0 armour) =+7 con=2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Mag +7 Con dps ---------- Dmg.mod +13% nature +12% lightning ----- def ----- Defense +2 (+1 eff.) Resists +25% nature A pointy cloth hat, very wizardly... |
hardened leather armour of the deep (9 def, 8 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +9 (+4 eff.) Fatigue +8% Resists +7% acid +8% cold ---------- misc Breathe water A suit of armour made of leather. |
radiant steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego+] Nature While equipped: Stats +1 Wil ----- def ----- Armour +9 Fatigue +22% Resists +13% blight +15% darkness ---------- misc Light +1 A suit of armour made of metal plates. |
steel plate armour 'Morningminister' (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Rare] Master While equipped: dps ---------- Melee Ret 8 light ----- def ----- Armour +9 Fatigue +22% Resists +28% lightning +6% cold Heal.mod +20% Blind- +10% Silence- +10% A suit of armour made of metal plates. |
reinforced dwarven-steel shield of the stars (0 def, 7 armour, 26-32 power, 105.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 26.5 - 31.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +106 Melee+ +11 light +12 darkness While equipped: Stats +1 Cun +2 Mag dps ---------- Dmg.mod +13% light +10% darkness ----- def ----- Armour +7 Fatigue +8% Resists +12% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
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. |
42 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 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 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 22 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 125.30 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 125.30 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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.(83 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Wretchenvy' =+3c0n=2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Str +1 Dex +5 Wil +3 Con dps ---------- Dmg.mod +6% mind +6% nature ----- def ----- Crit.chn- 10.00% ---------- 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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 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 (2/2)2.0 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. |
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. |
slimey pouch of dwarven-steel shots of crippling (17/17, 29-35 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego+] Disrupt/Master Power 29.0 - 34.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +12.0% Capacity 17 On Hit: * 8% chance to slow global speed by 46% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
dwarven-steel torque of psionic shield [power 69] (22 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 69 for 5 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind [power 1] (22 cooldown)2.0 T1 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 22 cooldown Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 105] (13 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 111 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
2 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. |
Brandvalor the yew wand of shielding [power 284] (17 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% fire Res.pen +5% acid ----- def ----- Resists +4% physical Pinning- +10% Def/telep +10 Res/telep +10% Dur/telep +10% Create a shield absorbing up to 284 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
2 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. |
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. |
4 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
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By _+_SKULL_+_MASTER_+_ the Shalore Necromancer level 22
8th Decay 122nd year of Ascendancy at 00:23 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By _+_SKULL_+_MASTER_+_ the Shalore Necromancer level 10
2nd Flare 122nd year of Ascendancy at 18:50 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By _+_SKULL_+_MASTER_+_ the Shalore Necromancer level 20
66th Haze 122nd year of Ascendancy at 00:02 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By _+_SKULL_+_MASTER_+_ the Shalore Necromancer level 19
9th Haze 122nd year of Ascendancy at 11:49 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By _+_SKULL_+_MASTER_+_ the Shalore Necromancer level 13
42nd Dusk 122nd year of Ascendancy at 13:13 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By _+_SKULL_+_MASTER_+_ the Shalore Necromancer level 9
7th Mirth 122nd year of Ascendancy at 04:21 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By _+_SKULL_+_MASTER_+_ the Shalore Necromancer level 9
8th Mirth 122nd year of Ascendancy at 18:54 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By _+_SKULL_+_MASTER_+_ the Shalore Necromancer level 22
9th Decay 122nd year of Ascendancy at 19:37 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By _+_SKULL_+_MASTER_+_ the Shalore Necromancer level 16
55th Dusk 122nd year of Ascendancy at 13:40 see stats
Log
_+_SKULL_+_MASTER_+_ casts Invoke Darkness.
Elgo the Bringer of Doom uses Flurry.
Elgo the Bringer of Doom performs a melee critical strike against _+_SKULL_+_MASTER_+_!
Your shield crumbles under the damage!
The shield around _+_SKULL_+_MASTER_+_ crumbles.
Elgo the Bringer of Doom's blood frenzy intensifies!
_+_SKULL_+_MASTER_+_ is dazed!
Elgo the Bringer of Doom performs a melee critical strike against _+_SKULL_+_MASTER_+_!
_+_SKULL_+_MASTER_+_ is not dazed anymore.
Elgo the Bringer of Doom's blood frenzy intensifies!
_+_SKULL_+_MASTER_+_ is dazed!
_+_SKULL_+_MASTER_+_ is crippled.
Elgo the Bringer of Doom performs a melee critical strike against _+_SKULL_+_MASTER_+_!
_+_SKULL_+_MASTER_+_ is not dazed anymore.
_+_SKULL_+_MASTER_+_ is dazed!
_+_SKULL_+_MASTER_+_ is not dazed anymore.
_+_SKULL_+_MASTER_+_ is dazed!
Elgo the Bringer of Doom performs a melee critical strike against _+_SKULL_+_MASTER_+_!
_+_SKULL_+_MASTER_+_ is not dazed anymore.
_+_SKULL_+_MASTER_+_ is dazed!
Elgo the Bringer of Doom performs a melee critical strike against _+_SKULL_+_MASTER_+_!
_+_SKULL_+_MASTER_+_ is not dazed anymore.
_+_SKULL_+_MASTER_+_ is dazed!
Elgo the Bringer of Doom hits _+_SKULL_+_MASTER_+_ for (4 absorbed), 160 physical, 5 fire, 149 physical, 5 fire, 138 physical, 5 fire, 12 lightning, 79 physical, 5 fire, 159 physical, 5 fire, 142 physical, 5 fire (868 total damage).
_+_SKULL_+_MASTER_+_ hits Elgo the Bringer of Doom for 93 darkness damage.
_+_SKULL_+_MASTER_+_ is not dazed anymore.
Talent Black Ice is ready to use.
_+_SKULL_+_MASTER_+_'s desolate waste area effect hits Elgo the Bringer of Doom for 14 cold damage.
Deep Wound from Elgo the Bringer of Doom hits _+_SKULL_+_MASTER_+_ for 59 physical damage.
_+_SKULL_+_MASTER_+_ the level 23 shalore necromancer was sliced to death by Elgo the Bringer of Doom on level 4 of Sandworm lair.

























































































































