










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.5.0Official 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:
QuickTome: Arena Skip 1.3.1 Showing Items Tier in Inventory 1.5.10This 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 Items Vault 1.5.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Improved Auto-explore and Rest 1.5.5Quality 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. Better Item Description 1.5.10This 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 Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Forbidden Cults 1.5.9Official 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 Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Berserker |
| Level / Exp | 23 / 48% |
| Size | big |
| Lifes / Deaths | Killed by Isleda the cold drake hatchling at level 20 on the 18th Regrowth 123rd year of Ascendancy at 15:41 4 / 1 |
Primary Stats
| Strength | 56 (base 49) |
| Dexterity | 25 (base 18) |
| Constitution | 56 (base 42) |
| Magic | 18 (base 12) |
| Willpower | 18 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | 854/919 |
| Positive | 0/96 |
| Stamina | 153/166 |
| Healing Factor | 2.0653097345133 |
| Regeneration | 7.5746204723198 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 3 |
| See Stealth | 9 |
| See Invisible | 20 |
Offense: Mainhand
| Damage | 92 |
| Accuracy | 21 |
| Crit Chance | 8% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 22 |
| Accuracy | 21 |
| Crit Chance | 13% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 14 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +16% |
| Light | +15% |
| Blight | +4% |
| Physical | +3% |
| All | 0% |
Offense: Damage Penetration
| Blight | +10% |
| Physical | +15% |
Defense: Base
| Armour (hardiness) | 58.723073231957 (93.924050632911%) |
| Defense | 29 |
| Ranged Defense | 38 |
| Fatigue | 17 |
| Physical Save | 39 |
| Spell Save | 26 |
| Mental Save | 39 |
Defense: Resistances
| Lightning | + 44%( 75%) |
| Nature | + 46%( 70%) |
| Darkness | + 46%( 70%) |
| Blight | + 42%( 70%) |
| Physical | + 17%( 70%) |
| Cold | + 55%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Bleed Resistance | 50% |
| Confusion Resistance | 34% |
| Pinning Resistance | 0% |
| Stun Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 63% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 213 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 12% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 523% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 8 turns. While Heroism is active, you will only die when reaching -254 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Bloodthirst | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 3/5 |
| 1/5 |
Effects
| talent | Daunting Presence |
| talent | Chant of Fortitude |
| detrimental effect | The target is poisoned, taking 21.47 nature damage per turn. Damage dealt is reduced by 20%. 20% chance to fail talents. Deadly Poison |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You 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 lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You failed to protect the lost anorithil from death by Belorin the great wolf. Escort: lost anorithil (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed vial of elder vampire blood. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. 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 electric eel tail. * You've found the needed orc heart. * '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.' Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | wanderer's pair of iron boots of evasion (10 def, 3 armour)3.0 T1 feet armor [Ego++] Master While equipped: Stats +1 Cun +1 Con ----- def ----- Armour +3 Defense +10 (+5 eff.) Fatigue +2% Phys.save +10 (+4 eff.) Mind.save +12 (+4 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 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 27% chance to evade melee and ranged attacks and 16 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Nimbusshaper1.0 T5 lite [Random Unique] Arcane/Master While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+3 eff.) Dmg.mod +15% light +6% lightning Res.pen +10% blight Melee Ret 8 blight On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +14% blight +20% darkness +3% lightning Affinity +5% light Blind- +43% Confus- +19% ---------- misc Light +11 Infravis +3 See.Stealth +9 See.Invis +20 The wearer is treated as an undead. The wearer no longer has to breathe. Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 13.12 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Gedor (0 def, 7 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Str +4 Wil dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +7 Fatigue +1% Resists +5% physical Phys.save +6 (+2 eff.) Mind.save +30 (+10 eff.) Blind- +10% Confus- +15% Def/telep +10 Res/telep +10% Dur/telep +10% A cap made of leather. |
| On hands | Storm Bringer's Gauntlets (0 def, 3 armour)1.5 T3 hands armor [Unique] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Dmg.mod +10% lightning ----- def ----- Armour +3 Resists +15% lightning Res.Cap +5% lightning Chain Lightning: Level 3.0 Pwr.cost 16 out of 16/16. Range 10 Travel.spd instantaneous Is a spell Description: Invokes a forking beam of lightning doing 17.68 to 53.04 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | Nerariathra0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.crit +2.0% Dmg.mod +3% physical ----- def ----- Defense +9 (+4 eff.) Rng.Def +9 (+3 eff.) Phys.save +4 (+2 eff.) Max.HP +40.00 Rings can have magical properties. |
| On fingers | Abyssmarrow0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex +5 Con dps ---------- Crit.mult +6.00% Res.pen +10% physical Acc +6 (+3 eff.) Melee Ret 16 fire ----- def ----- Heal.mod +10% ---------- misc Stam/turn +0.40 Rings can have magical properties. |
| Around neck | copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +11% Cut- +50% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 107 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | dwarven-steel greatmaul of erosion (39.5-59.25 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Nature Power 39.5 - 59.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +16 nature +10 temporal Massive two-handed mauls. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | warbringer's dwarven-steel dagger (21-27.3 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 21.0 - 27.3 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +5% physical ----- def ----- Disarm- +10% Sharp, short and deadly. |
| Cloak | linen cloak 'Glorulaith' (10 def, 16 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +16 Defense +10 (+5 eff.) Rng.Def +9 (+3 eff.) Resists +18% lightning +11% cold Blind- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Thalore-Wood Cuirass (4 def, 12 armour)12.0 T2 massive armor [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+2 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Inventory
movement infusion of the sneak (399% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 399% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Elixir of Mastery0.0 potion [Plot Item] Nature Grant you four additional stat points. A vial of thick maroon fluid. |
manasurge rune (667% regen over 10 turns; 33 instant mana)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 667% for 10 turns and instantly restoring 33 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the warrior (range 11; power 31; dur 3)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 20)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 46)0.1 T2 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 Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 46 with a minimum range of 15. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 93)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 93 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+4 eff.) ----- def ----- Affinity +15% nature HP.reg +0.20 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 134 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Neryrathra the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +3% physical ----- def ----- Armour +6 Defense +6 (+3 eff.) Rng.Def +6 (+2 eff.) Resists +3% mind +11% physical Phys.save +20 (+7 eff.) ---------- misc Stam/turn +0.70 Max.stam +25.00 Amulets can have magical properties. |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Velyra the Starking0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +3 Wil dps ---------- Dmg.mod +9% light Res.pen +20% physical Acc +10 (+4 eff.) ----- def ----- HP.reg +1.00 Amulets can have magical properties. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+4 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Loryyon the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +15% physical Acc +10 (+4 eff.) Apr +3 ----- def ----- Armour +6 ---------- misc Max.stam +20.00 Rings can have magical properties. |
Neryba0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Mag +1 Wil +3 Cun dps ---------- Melee+ 9 bleed Ranged+ 10 bleed Dmg.mod +3% arcane Melee Ret 16 arcane On Hit (Melee): * 12% chance to cause random gloom On Hit (Ranged): * 12% chance to cause random gloom ----- def ----- Spell.save +20 (+10 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
copper ring 'Durelathahir'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +2 Dex +5 Con dps ---------- Phys.crit +1.0% Phys.pwr +8 (+2 eff.) Res.pen +25% physical ----- def ----- Armour +6 Resists +2% physical Rings can have magical properties. |
gold ring of frost (+20%)0.1 T3 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Rings can have magical properties. |
mule's copper ring of lightning (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Fatigue -5% Resists +20% lightning ---------- misc Max.enc +20 Rings can have magical properties. |
psionicist's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Mind.save +6 (+2 eff.) Rings can have magical properties. |
rogue's steel ring of lightning (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +12% lightning ----- def ----- Defense +4 (+2 eff.) Resists +24% lightning Rings can have magical properties. |
savior's steel ring of fire (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Phys.save +8 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+3 eff.) Rings can have magical properties. |
wizard's copper ring of perseverance0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) HP.reg +0.80 Stun/Frz- +20% Rings can have magical properties. |
wizard's gold ring of light (+26%)0.1 T3 ring jewelry [Ego] Arcane While equipped: Stats +5 Mag dps ---------- Dmg.mod +13% light ----- def ----- Resists +26% light Spell.save +10 (+5 eff.) Rings can have magical properties. |
Umbral Razor (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Dex, 10% Mag, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 2.0 Pwr.cost 8 out of 10/10. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 48.46 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
steel dagger 'Ivubregana' (13-16.9 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Nature Power 13.0 - 16.9 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 insidious poison While equipped: Stats +4 Str +2 Mag +3 Wil +4 Cun ---------- misc See.Invis +9 Telepathy Demon/Minor Demon/Major Sharp, short and deadly. |
Eye of Summer (8-8.8 power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+6 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
Poratira4.0 T2 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +7 On Hit: * 40 arcane resource burn While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +6% mind +12% physical Res.pen +10% physical ----- def ----- Resists +9% nature +5% arcane Slings are used to hurl stones or metal shots at your foes. |
yew magestaff (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+5 eff.) Dmg.mod +20% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Silunn1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Acc +12 (+5 eff.) ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+2 eff.) Spell.save +7 (+3 eff.) Silence- +15% Teleport- +10% ---------- misc Max.stam +30.00 Size +1 A belt that goes around your waist. |
Darkwild (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Dmg.mod +6% darkness Res.pen +10% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Defense +2 (+1 eff.) Resists +18% darkness +12% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Rotroar' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +3 Dex +3 Cun +6 Con dps ---------- Res.pen +10% nature ----- def ----- Defense +2 (+1 eff.) Max.HP +32.00 ---------- misc Light +2 See.Invis +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Normal] While equipped: ----- def ----- Armour +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Darkfiend (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Res.pen +20% darkness Melee Ret 12 darkness On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +2 (+1 eff.) Spell.save +39 (+17 eff.) ---------- misc Equi/ret +1.40 Psi/ret +1.70 Hate/ret +1.20 A pointy cloth hat, very wizardly... |
Porydherinn the Curemire (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+7 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +15% nature Spell.save +5 (+2 eff.) Max.HP +49.00 Heal.mod +16% ---------- misc Equi/ret +0.04 Hate/m.crit +2.00 Telepathy Humanoid/Orc A cap made of leather. |
hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
prismatic dwarven-steel helm of constitution (+4) (0 def, 4 armour)3.0 T3 head armor [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Armour +4 Fatigue +4% Resists +12% light +12% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +0.50 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Bloodcasting: (Instant) Level 2.0 Pwr.cost 60 out of 60/60. Range 10 Travel.spd instantaneous Is a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. This item has been sent to the Item's Vault. |
11 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. |
148 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. |
7 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 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
10 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. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
2 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. |
6 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. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (66 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Prismoracle'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Melee Ret 16 physical ----- def ----- Armour +8 Resists +3% light Max.HP +43.00 Heal.mod +20% ---------- misc Max.stam +20.00 Light +2 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. |
survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Max.HP +41.00 Heal.mod +10% ---------- misc Light +2 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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+4 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 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 4 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 50% 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 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 Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
supercharged iron torque of kinetic psionic shield [power 33] (23 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 33 for 7 turns Puts all charms on 23 cooldown Torques are made by powerful psionics to store psionic powers. |
forceful ash totem of thorny skin [power 29] (20 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
supercharged yew totem of thorny skin [power 51] (24 cooldown)2.0 T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 51 and armour hardiness by 50% Puts all charms on 24 cooldown Natural totems are made by powerful wilders to store nature power. |
yew totem of healing [power 140] (20 cooldown)2.0 T3 totem charm [Ego] Nature Heal a target within range 6 (based on Willpower) for 140 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
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. |
Xeriwyn the ash wand of conjuration [power 163] (10 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: ----- def ----- Defense +9 (+4 eff.) Rng.Def +9 (+3 eff.) Resists +12% lightning Crit.dmg- 15.00% Phys.save +15 (+5 eff.) Spell.save +30 (+14 eff.) Fire a bolt of a random element with (base) damage 82 to 163 Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
defiled ash wand of trap destruction [power 39] (15 cooldown)2.0 T2 wand charm [Ego] Arcane While equipped: ---------- misc Max.vim +5.00 Disarm traps (39 bonus disarm power, based on Magic) along a range 2 line Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Iskander the Ogre Berserker level 21
21st Regrowth 123rd year of Ascendancy at 15:21 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Iskander the Ogre Berserker level 11
58th Dusk 122nd year of Ascendancy at 12:24 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Iskander the Ogre Berserker level 17
2nd Regrowth 123rd year of Ascendancy at 12:02 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Iskander the Ogre Berserker level 21
25th Regrowth 123rd year of Ascendancy at 06:53 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Iskander the Ogre Berserker level 21
21st Regrowth 123rd year of Ascendancy at 16:08 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Iskander the Ogre Berserker level 10
8th Dusk 122nd year of Ascendancy at 01:02 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Iskander the Ogre Berserker level 20
18th Regrowth 123rd year of Ascendancy at 12:17 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Iskander the Ogre Berserker level 13
19th Haze 122nd year of Ascendancy at 01:23 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Iskander the Ogre Berserker level 21
25th Regrowth 123rd year of Ascendancy at 06:47 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Iskander the Ogre Berserker level 21
21st Regrowth 123rd year of Ascendancy at 15:21 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Iskander the Ogre Berserker level 16
5th Decay 122nd year of Ascendancy at 16:29 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Iskander the Ogre Berserker level 10
11st Dusk 122nd year of Ascendancy at 12:54 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Iskander the Ogre Berserker level 16
34th Haze 122nd year of Ascendancy at 14:15 see stats
Log
Iskander hits Orc master assassin for 21 blight, 13 fire (35 total damage).
Orc master assassin hits Iskander for 1 physical damage.
Iskander misses Orc master assassin.
Iskander misses Orc master assassin.
Iskander shrugs off the effect 'Deadly Poison'!
Iskander hits Orc master assassin for 17 blight, 11 fire, 17 blight, 11 fire (55 total damage).
Deadly Poison from Orc master assassin hits Iskander for 13 nature damage.
Orc master assassin hits Iskander for 2 physical, 1 physical (3 total damage).
Iskander misses Orc master assassin.
Iskander misses Orc master assassin.
Iskander shrugs off the effect 'Deadly Poison'!
Iskander hits Orc master assassin for 17 blight, 11 fire, 17 blight, 11 fire (55 total damage).
Deadly Poison from Orc master assassin hits Iskander for 13 nature damage.
Orc master assassin hits Iskander for 3 physical, 1 physical (4 total damage).
You collect a new ingredient: orc heart (1).
Iskander hits Orc master assassin for 89 physical, 6 nature, 4 temporal, 19 physical (118 total damage).
Iskander killed Orc master assassin!
Deadly Poison from Orc master assassin hits Iskander for 13 nature damage.
Deadly Poison from Orc master assassin hits Iskander for 13 nature damage.
White jelly appears out of the thin air!
Xorn appears out of the thin air!
Giant green ant appears out of the thin air!
Iskander deactivates Chant of Fortitude.
Iskander deactivates Daunting Presence.
Iskander is no longer poisoned.







































































































