
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Opt-in Adventurers Parties 1.7.0Presents 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. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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 Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Marauder |
| Level / Exp | 36 / 44% |
| Size | medium |
| Lifes / Deaths | Killed by Bethaleba the bee swarm at level 19 on the 80th Haze 122nd year of Ascendancy at 10:12 1 / 7Killed by Gloravea the gigantic gravity worm at level 22 on the 21st Regrowth 123rd year of Ascendancy at 14:25 Killed by Emelara the blue jelly at level 23 on the 23rd Regrowth 123rd year of Ascendancy at 23:03 Killed by Urkis, the High Tempest at level 29 on the 23rd Pyre 123rd year of Ascendancy at 08:25 Killed by Porenne the grave wight at level 36 on the 32nd Dusk 123rd year of Ascendancy at 10:20 Killed by skeleton master archer at level 36 on the 32nd Dusk 123rd year of Ascendancy at 16:14 Killed by marooder at level 36 on the 32nd Dusk 123rd year of Ascendancy at 16:31 |
Primary Stats
| Strength | 79 (base 60) |
| Dexterity | 83 (base 60) |
| Constitution | 39 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 39 (base 30) |
Resources
| Life | 923/923 |
| Stamina | 230/240 |
| Healing Factor | 1.366254336803 |
| Regeneration | 24.934141646655 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -60% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 33.80269634765 |
| See Invisible | 33.80269634765 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 142 |
| Accuracy | 66 |
| Crit Chance | 44% |
| APR | 47 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 87 |
| Accuracy | 66 |
| Crit Chance | 42% |
| APR | 45 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +8% |
| Arcane | +18% |
| Cold | +38% |
| All | 0% |
| Darkness | +24% |
| Light | +6% |
| Temporal | +3% |
| Physical | +20% |
| Lightning | +15% |
| Fire | +16% |
| Mind | +18% |
Offense: Damage Penetration
| Darkness | +30% |
| Fire | +45% |
| Mind | +35% |
| Physical | +50% |
| Cold | +50% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 21 (73.914983985962%) |
| Defense | 85 |
| Ranged Defense | 85 |
| Fatigue | 0 |
| Physical Save | 45 |
| Spell Save | 33 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Blight | + 36%( 70%) |
| Arcane | + 33%( 70%) |
| Cold | + 45%( 70%) |
| All | + 16%( 70%) |
| Physical | + 46%( 70%) |
| Lightning | + 29%( 70%) |
| Light | + 22%( 70%) |
| Temporal | + 25%( 70%) |
| Mind | + 29%( 70%) |
| Darkness | + 46%( 70%) |
| Fire | + 41%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Disarm Resistance | 64% |
| Confusion Resistance | 69% |
| Instadeath Resistance | 100% |
| Stun Resistance | 39% |
| Poison Resistance | 17% |
| Silence Resistance | 39% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 107 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| 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 449 damage for 3 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 637% 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 Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Bloodthirst | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Technique / Duelist | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Battle tactics | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Throwing knives | 1.00 |
| 4/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You failed to protect the lone alchemist from death by Emelotta the snow giant. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by orc high cryomancer. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the repented thief from death by Elariwe the giant carpenter ant. Escort: repented thief (level 3 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved talent Foresight (+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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 301. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 snow giant kidney. * You've found the needed minotaur nose. * You've found the needed pouch of bone giant dust. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed chunk of ghoul flesh. 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 honey tree root. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * You've found the needed warg claw. * You've found the needed naga tongue. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 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 | Hazewend (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Mov.spd +10% Dmg.mod +12% cold Res.pen +25% physical ----- def ----- Armour +1 Fatigue -4% Resists +3% physical Phys.save +18 (+6 eff.) Max.HP +33.00 ---------- misc Stam/turn +0.40 A pair of boots made of leather. |
| Light source | Strikeimmortal the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: Stats +2 Dex +3 Con dps ---------- Crit.mult +5.00% Dmg.mod +15% lightning +9% physical ----- def ----- Die.at -40.00 life Max.HP +43.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Frozengash (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +7 Str +11 Dex +4 Cun dps ---------- Dmg.mod +12% cold Apr +7 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Fatigue +4% Resists +17% darkness +3% temporal Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Infravis +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Blackmistress (0 def, 12 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +11 Con dps ---------- Dmg.mod +12% mind Acc +15 (+3 eff.) Apr +5 ----- def ----- Armour +12 Hardiness +10% Fatigue +3% Resists +12% darkness +9% physical ---------- misc Stam/turn +3.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Gunastir the Shadowmonster [power 161] (21 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% arcane +15% darkness Res.pen +5% darkness +25% cold On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Resists +5% arcane +6% cold Setup a psionic shield, reducing all damage taken by 161 for 5 turns Puts all charms on 21 cooldown 100% to reduce fatigue by 46% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Giregomas the voratun ring =GE=0.1 T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: dps ---------- Dmg.mod +15% arcane +3% temporal Acc +5 (+1 eff.) Melee Ret 2 temporal ----- def ----- Resists +15% arcane +3% physical Mind.save +7 (+3 eff.) Silence- +39% Confus- +30% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
| On fingers | Wheel of Fate0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +6 Wil dps ---------- Dmg.mod +6% light +9% fire Res.pen +5% fire ----- def ----- Resists +9% nature +9% blight Mind.save +12 (+5 eff.) Max.HP +80.00 HP.reg +12.00 Heal.mod +15% Poison- +17% Disease- +24% ---------- misc Light +3 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | Kentir the gold amulet0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +5 Cun +11 Con dps ---------- Phys.pwr +10 (+2 eff.) Mov.spd +10% On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Armour +4 Defense +10 (+2 eff.) Fatigue -8% Resists +4% physical Die.at -80.00 life HP.reg +3.00 ---------- misc Stam/turn +1.10 Max.stam +20.00 Amulets make your neck look great! |
| In main hand | Hygas (44-58 power, 11 apr)1.0 T5 dagger 1H weapon [Rare] Master Power 44.5 - 57.9 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +10.0% Atk.spd 100% On Crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Con dps ---------- Phys.crit +13.0% Phys.pwr +9 (+2 eff.) Acc +10 (+2 eff.) ----- def ----- Resists +5% physical Die.at -80.00 life ---------- misc Stam/turn +3.00 Sharp, short and deadly. |
| Around waist | Torchwish the hardened leather belt =GE=1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +6% mind Res.pen +15% fire ----- def ----- Defense +30 (+6 eff.) Resists +8% lightning +8% temporal A belt that goes around your waist. |
| In off hand | Voidwend (28-37 power, 9 apr)1.0 T4 dagger 1H weapon [Random Unique] Arcane/Master Power 28.5 - 37.1 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 10% chance to reduce all saves and defense by 16 * 20% chance to reduce damage dealt by 14% * 25% chance for lightning to strike from the target to a second target dealing 15 damage On Crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +10 (+2 eff.) Dmg.mod +9% darkness Res.pen +10% mind Acc +6 (+1 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +9% mind Disarm- +44% Sharp, short and deadly. |
| Cloak | cashmere cloak 'Ce'Nuba' (15 def, 0 armour) =GE=2.0 T3 cloak armor [Rare] Master While equipped: ----- def ----- Defense +15 (+3 eff.) Resists +6% mind +9% blight Phys.save +7 (+2 eff.) Die.at -40.00 life Disarm- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Phoenixstrider (0 def, 0 armour) =GE=2.0 T2 cloth armor [Random Unique] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+3 eff.) Dmg.mod +8% acid +11% physical +7% fire +14% cold ----- def ----- Resists +7% lightning +7% darkness +29% fire +9% all +12% acid +12% physical +6% blight +28% cold +7% light Phys.save +10 (+3 eff.) Spell.save +38 (+15 eff.) Mind.save +14 (+6 eff.) ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the warrior (heal 198; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 198 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -652; dur 8; cd 26)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -652 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 652 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 35%; physical; dur 3; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 35% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 350; dur 5; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 350 damage for 5 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. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Malezor =GE=0.1 T3 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Dex +2 Wil +4 Cun +2 Con dps ---------- Mind.pwr +6 (+3 eff.) Melee Ret 4 arcane ----- def ----- Mind.save +7 (+3 eff.) Heal.mod +10% Cut- +60% Confus- +16% Heal: Puts all charms on 29 cooldown Level 3.0 Pwr.cost 29 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 191 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Glacierwilder0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Mag +13 Wil +6 Cun dps ---------- Spell.pwr +8 (+7 eff.) Mind.pwr +10 (+5 eff.) Dmg.mod +6% mind Res.pen +10% mind Melee Ret 6 cold ----- def ----- Max.HP +25.00 Disarm- +31% Pinning- +29% Knockbk- +24% Rings make your fingers look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 41 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
gold ring 'Shivertitan'0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +7 Con dps ---------- Dmg.mod +16% blight ----- def ----- Resists +16% blight +18% cold +9% darkness Crit.chn- 10.00% ---------- misc Light +2 See.Invis +9 Rings make your fingers look great! |
steel ring 'Dagudar' =GE=0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +12% darkness Acc +8 (+2 eff.) Apr +10 On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Defense +9 (+1 eff.) Resists +24% darkness +6% acid Phys.save +3 (+1 eff.) Max.HP +23.00 Disarm- +20% Pinning- +23% Knockbk- +23% Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Dagger of the Past (25-32 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Mag 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+2 eff.) Spell.save +10 (+5 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+3 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
steel dagger 'Polida' (20-26 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 20.0 - 26.0 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +15 (+3 eff.) Dmg.mod +9% arcane +9% mind Res.pen +10% mind Acc +30 (+7 eff.) Melee Ret 10 mind ----- def ----- Defense +25 (+5 eff.) Sharp, short and deadly. |
warbringer's dwarven-steel dagger of massacre (27-35 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 27.0 - 35.1 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +6 (+1 eff.) Res.pen +7% physical ----- def ----- Disarm- +13% Sharp, short and deadly. |
Elenavor the dwarven-steel waraxe (18-24 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Arcane Power 17.5 - 24.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: ----- def ----- Armour +4 Resists +4% physical +18% fire Crit.chn- 15.00% Mind.save +15 (+6 eff.) Max.HP +40.00 Blind- +20% Silence- +20% One-handed war axes. |
Bregyhir the Magmathorn1.0 T3 belt armor [Rare] Arcane While equipped: Stats +2 Str +4 Dex dps ---------- Spell.pwr +7 (+7 eff.) S.pwr/crit +4 Dmg.mod +18% fire Res.pen +15% physical Acc +20 (+5 eff.) ----- def ----- Mind.save +10 (+4 eff.) Die.at -80.00 life ---------- misc Mana/s.crit +2.00 A belt that goes around your waist. |
Silawen1.0 T3 belt armor [Rare] Nature While equipped: Stats +7 Str +4 Cun +12 Con ----- def ----- Resists +8% lightning +8% temporal ---------- misc Light +2 See.Invis +9 A belt that goes around your waist. |
Winterream the pair of iron boots (0 def, 3 armour) =GE=3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +20 (+5 eff.) Dmg.mod +3% cold ----- def ----- Armour +3 Fatigue +2% Resists +3% cold Phys.save +3 (+1 eff.) Silence- +20% Confus- +23% Stun/Frz- +22% ---------- misc Max.stam +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Duskbreak the dwarven-steel gauntlets (0 def, 7 armour) =GE=1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: dps ---------- Spell.crit +3% Melee+ 5 physical Dmg.mod +9% darkness +4% physical ----- def ----- Armour +7 Fatigue +3% HP.reg +4.00 ---------- misc Stam/turn +1.80 Vim/s.crit +1.00 Max.stam +29.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Phoenixnaught' (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +4 Mag +4 Wil +4 Con dps ---------- Melee+ 7 acid 15 blight 10 fire 7 lightning 5 cold Dmg.mod +5% blight +3% fire ----- def ----- Armour +3 Fatigue +5% Resists +8% blight +5% physical Phys.save +26 (+9 eff.) Spell.save +9 (+5 eff.) Mind.save +7 (+3 eff.) Die.at -20.00 life Max.HP +40.00 Heal.mod +5% Disarm- +33% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Arthodudil the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +2 Str +3 Mag +1 Wil +7 Con +8 Lck dps ---------- Phys.crit +2.0% Spell.crit +4% Mind.crit +5% ----- def ----- Armour +4 Fatigue +4% Phys.save +8 (+3 eff.) Mind.save +7 (+3 eff.) ---------- misc Mana/turn +0.04 Vim/s.crit +2.00 Max.vim +20.00 Battle Cry: Puts all charms on 23 cooldown Level 2.0 Pwr.cost 23 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of Command (3 def, 6 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+0 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 50 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Cyrabeth the Oozeoozer (5 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str dps ---------- On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Armour +3 Defense +5 (+1 eff.) Fatigue +3% Resists +6% blight +10% fire +1% physical +11% cold Crit.chn- 15.00% Die.at -80.00 life Heal.mod +10% A cap made of leather. |
Hanuchak (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +3 Dex +1 Mag dps ---------- Acc +20 (+5 eff.) On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Armour +3 Fatigue +5% Resists +2% physical ---------- misc Stam/turn +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Getuledil' (15 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +10% arcane On Hit (Melee): * 20% chance to reduce all saves and defense by 16 ----- def ----- Armour +5 Defense +15 (+3 eff.) Fatigue +5% Resists +15% mind +9% fire Heal.mod +10% Pinning- +20% Stun/Frz- +20% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 41 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
4 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. |
266 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 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. |
5 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+1 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. |
Elubrenor (dig speed 30 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +5 Cun ----- def ----- Fatigue -7% Resists +15% fire Phys.save +18 (+6 eff.) Die.at -60.00 life While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Silybrethra the Breezelord (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str +2 Dex +3 Mag +1 Wil dps ---------- Phys.pwr +3 (+0 eff.) Mov.spd +10% On Hit (Melee): * 20% chance to slow global speed by 41% ---------- misc See.Invis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Glitterguile' (dig speed 19 turns)3.0 T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +9 Str +6 Wil +3 Con dps ---------- Phys.crit +8.0% Mind.crit +8% Melee Ret 8 light ----- def ----- Resists +3% light +6% fire ---------- misc Light +4 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
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. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 8 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 80.59 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of 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 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
Boretar the Sootkiller [power 272] (13 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Melee Ret 10 acid On Hit (Melee): * 20% chance to slow global speed by 41% * 20% chance to reduce armor by 17% ----- def ----- Resists +6% darkness Sting an enemy dealing 272 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to reduce fatigue by 35% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
9 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. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By marooder the Cornac Marauder level 18
56th Haze 122nd year of Ascendancy at 21:37 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By marooder the Cornac Marauder level 33
1st Mirth 123rd year of Ascendancy at 09:24 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By marooder the Cornac Marauder level 35
31st Dusk 123rd year of Ascendancy at 11:31 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By marooder the Cornac Marauder level 24
29th Regrowth 123rd year of Ascendancy at 18:54 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By marooder the Cornac Marauder level 30
25th Pyre 123rd year of Ascendancy at 00:27 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By marooder the Cornac Marauder level 26
58th Regrowth 123rd year of Ascendancy at 08:51 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By marooder the Cornac Marauder level 32
73rd Pyre 123rd year of Ascendancy at 22:10 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By marooder the Cornac Marauder level 10
6th Dusk 122nd year of Ascendancy at 06:14 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By marooder the Cornac Marauder level 20
2nd Decay 122nd year of Ascendancy at 05:55 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By marooder the Cornac Marauder level 30
23rd Pyre 123rd year of Ascendancy at 21:26 see stats
Merry wintertide! (Insane (Adventure) difficulty)
Finish the Santascape event and free the little helper elves.By marooder the Cornac Marauder level 34
8th Dusk 123rd year of Ascendancy at 09:44 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By marooder the Cornac Marauder level 29
80th Regrowth 123rd year of Ascendancy at 15:00 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By marooder the Cornac Marauder level 27
58th Regrowth 123rd year of Ascendancy at 15:34 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By marooder the Cornac Marauder level 22
21st Regrowth 123rd year of Ascendancy at 14:25 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By marooder the Cornac Marauder level 10
6th Dusk 122nd year of Ascendancy at 21:37 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By marooder the Cornac Marauder level 30
39th Pyre 123rd year of Ascendancy at 18:56 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By marooder the Cornac Marauder level 21
6th Decay 122nd year of Ascendancy at 02:46 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By marooder the Cornac Marauder level 19
79th Haze 122nd year of Ascendancy at 20:16 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By marooder the Cornac Marauder level 24
25th Regrowth 123rd year of Ascendancy at 09:13 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By marooder the Cornac Marauder level 16
67th Dusk 122nd year of Ascendancy at 17:15 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By marooder the Cornac Marauder level 36
32nd Dusk 123rd year of Ascendancy at 16:31 see stats
Log
Marooder is not dazed anymore.
Marooder slows down.
Something hits marooder for (27 parried), 113 physical (113 total damage).
marooder the level 36 cornac marauder was decapitated to death by a skeleton master archer on level 9 of Dreadfell.
Marooder no longer revels in blood quite so much.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Something killed marooder!
Saving game...
Talent Dual Strike is ready to use.
Ran for 1 turns (stop reason: didn't move).
Ran for 1 turns (stop reason: didn't move).
Ran for 1 turns (stop reason: didn't move).
Talent Venomous Strike is ready to use.
Talent Whirlwind is ready to use.
Talent Evasion is ready to use.
Talent Venomous Throw is ready to use.
Talent Flurry is ready to use.
Talent Numbing Poison is ready to use.
Talent Trained Reactions is ready to use.
Talent Tumble is ready to use.
Talent Rune: Shielding is ready to use.
Marooder activates Numbing Poison.
Marooder activates Trained Reactions.
Saving done.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!
























































































































