











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.2This 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Normal Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Archer |
| Level / Exp | 23 / 80% |
| Size | big |
| Lifes / Deaths | Killed by brecklorn at level 14 on the 18th Dusk 122nd year of Ascendancy at 19:07 0 / 6Killed by skeleton magus at level 22 on the 64th Haze 122nd year of Ascendancy at 01:54 Killed by Aletta Soultorn at level 22 on the 64th Haze 122nd year of Ascendancy at 03:28 Killed by Porama the armoured skeleton warrior at level 23 on the 6th Decay 122nd year of Ascendancy at 19:50 Killed by faerlhing at level 23 on the 7th Decay 122nd year of Ascendancy at 06:30 Killed by faerlhing at level 23 on the 7th Decay 122nd year of Ascendancy at 14:03 |
Primary Stats
| Strength | 35 (base 21) |
| Dexterity | 67 (base 40) |
| Constitution | 33 (base 15) |
| Magic | 10 (base 10) |
| Willpower | 23 (base 10) |
| Cunning | 60 (base 38) |
Resources
| Life | -147/543 |
| Stamina | 126/198 |
| Healing Factor | 1.2789294477288 |
| Regeneration | 4.1565207051185 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 7 |
| See Stealth | 56.100507968842 |
| See Invisible | 71.100507968842 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 75 |
| Accuracy | 61 |
| Crit Chance | 19% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +5% |
| Light | +12% |
| Physical | +8% |
| Lightning | +14% |
| All | +2% |
Offense: Damage Penetration
| Lightning | +37% |
| Arcane | +27% |
| All | +12% |
Defense: Base
| Armour (hardiness) | 21 (63.914983985962%) |
| Defense | 57 |
| Ranged Defense | 57 |
| Fatigue | 0 |
| Physical Save | 40 |
| Spell Save | 33 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Blight | + 17%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 7%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 47%( 70%) |
| Light | + 38%( 70%) |
| Temporal | + 19%( 70%) |
| Mind | + 10%( 70%) |
| Fire | + 13%( 70%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 27% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 357 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 174 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Archery training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
Quests
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved mental save by +12. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved mental save by +12. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Heart of the Gloom. Escort: lost sun paladin (level 2 of Heart of the Gloom)As a reward you improved spell save by +12. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Heart of the Gloom. Escort: repented thief (level 1 of Heart of the Gloom)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved talent Disarm (+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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed bear paw. * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed snow giant kidney. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' 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 xorn fragment. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed ice ant stinger. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Kheloldir (9 def, 3 armour)2.0 T3 feet armor [Random Unique] Master/Psionic While equipped: Stats +5 Str +3 Dex +3 Wil +2 Cun +5 Con dps ---------- Dmg.mod +6% physical On Hit (Melee): * 20 arcane resource burn * 20% chance to reduce armor by 15% ----- def ----- Armour +3 Defense +9 (+3 eff.) Resists +5% arcane +6% temporal Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +7 (+2 eff.) ---------- misc Size +1 A pair of boots made of leather. |
| Quiver | high-capacity quiver of ash arrows of wind (48/48, 21-29 power, 7 apr)3.0 T2 arrow ammo [Ego] Nature/Master Power 21.0 - 29.4 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 48 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 130 physical damage While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(73 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Strikewarden the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +6 Cun +2 Con dps ---------- Res.pen +15% lightning +15% arcane ----- def ----- Armour +4 Fatigue +4% Resists +8% lightning +10% temporal ---------- misc See.Invis +15 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Balancefear the dragonbone wand of lightning storm [power 428] (2/13 cooldown)2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +3% acid On Hit (Melee): * 20% chance to slow global speed by 48% * 10% chance to reduce armor by 15% ----- def ----- Resists +3% nature Create a radius 3 storm for 5 turns. Each turn, creatures within take 97 lightning damage and will be dazed for 1 turn (487 total damage) Puts all charms on 13 cooldown 100% to gain a 32% chance to evade weapon attacks for 2 turns. 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gladiator's steel ring of lightning (+24%)0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +12% lightning ----- def ----- Resists +24% lightning Rings make your fingers look great! |
| On fingers | solipsist's voratun ring0.1 T5 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +7 Wil dps ---------- Mind.pwr +5 (+3 eff.) Rings make your fingers look great! |
| Around waist | Belodur the Boltwolf1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Res.pen +10% lightning ----- def ----- Armour +8 Defense +8 (+3 eff.) Resists +12% acid +6% blight +3% fire +6% nature +3% cold Phys.save +16 (+5 eff.) Spell.save +15 (+7 eff.) A belt that goes around your waist. |
| In main hand | yew longbow of piercing4.0 T3 longbow 2H weapon [Ego+] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: dps ---------- Res.pen +12% all Acc +8 (+2 eff.) Apr +8 Longbows are used to shoot arrows at your foes. |
| On hands | Festergrinder (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +2 Str +6 Dex +2 Mag +2 Wil +3 Cun dps ---------- On Hit (Melee): * 20% chance to slow global speed by 48% * 10% chance to reduce all saves and defense by 22 ----- def ----- Armour +2 Resists +6% mind Phys.save +7 (+2 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | cured leather armour of Toknor (6 def, 4 armour)9.0 T2 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +11.00% Phys.pwr +6 (+2 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% A suit of armour made of leather. |
| Cloak | enveloping linen cloak of Eldoral (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Defense +7 (+3 eff.) Phys.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Urodan0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +4 Cun +5 Con dps ---------- Mov.spd +10% On Hit (Melee): * 10 arcane resource burn ----- def ----- Fatigue -10% Resists +13% lightning +6% fire +6% light +3% acid HP.reg +3.00 Stun/Frz- +27% ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
Inventory
healing infusion of the psychic (heal 86; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 86 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the psychic (heal 94; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 94 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower 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 wizard (die at -290; dur 7; cd 35)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 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 7 turns. While Heroism is active, you will only die when reaching -290 life. The duration and life will increase by 1% for every 1% life you have lost (currently 658 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 264; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 264 life over 5 turns. 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 nature talent. |
regeneration infusion of the wizard (heal 232; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 232 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 237; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 237 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 23%; physical; dur 2; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 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 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution 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 22%; magical; dur 3; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 22% 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. |
biting gale rune of the duelist (damage 254; dur 4; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 254.39 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the duelist (regen 1002% over 10 turns; mana 50; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1002% for 10 turns (0 total) and instantly restoring 50 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 76; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 76 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 Constitution stat. 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 warrior (absorb 246; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 246 damage for 4 turns. 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 spell talent. |
copper amulet of mastery (0.11 Cunning / Survival)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.11 Cunning/Survival Amulets make your neck look great! |
copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets make your neck look great! |
gold amulet of cunning (+3)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
restful steel amulet0.1 T2 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +20% Amulets make your neck look great! |
starlit gold amulet of magic (+3)0.1 T3 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag ----- def ----- Resists +12% light +16% darkness Blind- +24% Amulets make your neck look great! |
steel amulet of dexterity (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Rings make your fingers look great! |
copper ring of light (+20%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Rings make your fingers look great! |
psionicist's steel ring of fire (+22%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Mind.save +6 (+2 eff.) Rings make your fingers look great! |
savage's steel ring of tenacity0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +12 (+6 eff.) Max.HP +29.00 Disarm- +23% Pinning- +21% Knockbk- +20% ---------- misc Max.stam +18.00 Rings make your fingers look great! |
steel ring 'Adariamina'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Crit.mult +10.00% Dmg.mod +6% physical Acc +21 (+5 eff.) ---------- misc Equi/ret +0.12 Max.psi +40.00 Rings make your fingers look great! |
steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +28% Rings make your fingers look great! |
titan's steel ring of lightning (+24%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +24% lightning Phys.save +6 (+2 eff.) Rings make your fingers look great! |
treant's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Acc +9 (+2 eff.) Apr +13 ----- def ----- Defense +7 (+3 eff.) Resists +7% nature +7% blight Poison- +10% Disease- +12% Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
warbringer's dwarven-steel dagger of enduring (16-20 power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Nature/Master Power 16.0 - 20.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +5 Wil +13 Con dps ---------- Phys.pwr +7 (+3 eff.) Res.pen +6% physical ----- def ----- Max.HP +37.00 Disarm- +15% Sharp, short and deadly. |
dwarven-steel greatmaul of enduring (39-59 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Nature Power 39.5 - 59.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +10 Con +10 Wil ----- def ----- Max.HP +34.00 Massive two-handed mauls. |
Genocide (42-67 power, 4 apr)3.0 T3 greatsword 2H weapon Reqs Str 40 [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
infernal yew magestaff of greater warding (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Crit.mult +23.00% Spell.pwr +14 (+12 eff.) Melee+ 19 fire Dmg.mod +20% cold ----- def ----- Armour +8 Defense +7 (+3 eff.) ---------- misc See.Invis +5 Wards +3 cold Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of channeling (20-24 power, 4 apr, temporal element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +19 (+14 eff.) Dmg.mod +20% temporal ---------- misc Mana/turn +0.25 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 cooldown Staves designed for wielders of magic, by the greats of the art. |
Xanaldagathra the Flarepall (12-16 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Arcane Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +12 arcane +16 lightning On Hit.r1 +6 fire On Crit.r2 +16 lightning While equipped: dps ---------- Dmg.mod +6% fire Res.pen +15% fire ----- def ----- Resists +3% fire One-handed war axes. |
monstrous rough leather belt of recklessness1.0 T1 belt armor [Ego++] Nature/Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.crit +4.0% Crit.mult +5.00% Phys.pwr +10 (+4 eff.) ----- def ----- Phys.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
linen cloak of the voidstalker (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +11% darkness +10% temporal Def/telep +11 Res/telep +11% Dur/telep +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Woepain the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% darkness +3% cold Res.pen +15% darkness Melee Ret 8 cold ----- def ----- Armour +3 Resists +7% lightning +8% temporal +3% mind A pair of boots made of leather. |
traveler's pair of hardened leather boots of disengagement (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: Stats +2 Cun +3 Dex ----- def ----- Armour +3 Fatigue -6% Phys.save +5 (+1 eff.) ---------- misc Max.enc +24 Disengage: Puts all charms on 13 cooldown Level 1.0 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 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 100% 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. A pair of boots made of leather. |
hardened leather gloves 'Runysin' (10 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str +2 Con dps ---------- Acc +30 (+8 eff.) ----- def ----- Armour +2 Defense +10 (+3 eff.) Phys.save +22 (+7 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+1 eff.) Disarm- +25% ---------- misc Mana/s.crit +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 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 21% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Magmaburst the iron helm (6 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Cun dps ---------- Dmg.mod +12% temporal Res.pen +25% fire Acc +5 (+1 eff.) Melee Ret 8 blight 4 fire On Melee Ret: * 11% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +6 (+2 eff.) Fatigue +5% Resists +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Polywe (10 def, 11 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +8 Str dps ---------- Acc +20 (+5 eff.) ----- def ----- Armour +11 Defense +10 (+3 eff.) Fatigue +3% Phys.save +9 (+3 eff.) A cap made of leather. |
Zandil the cashmere wizard hat (12 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +13% lightning +12% physical On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Defense +12 (+4 eff.) Resists +19% lightning Die.at -40.00 life A pointy cloth hat, very wizardly... |
stabilizing rough leather cap of the bounder (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +6 Str +6 Dex ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+3 eff.) Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 113.8 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Gyrath the dwarven-steel shield (0 def, 6 armour, 81.5 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Cun +5 Wil dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 22 ----- def ----- Armour +6 Fatigue +8% Resists +13% light +12% darkness +9% mind Mind.save +6 (+2 eff.) ---------- misc Hate/m.crit +1.00 Talents +1 Block Handheld deflection devices. |
manaburning quiver of ash arrows of crippling (17/17, 20-28 power, 7 apr)3.0 T2 arrow ammo [Ego+] Disrupt/Master Power 20.0 - 28.0 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.5% Capacity 17 On Hit: * 18 arcane resource burn On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
12 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. |
75 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 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 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Earafang the Hazebraid (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Spell.pwr +30 (+20 eff.) Dmg.mod +6% blight +12% cold ----- def ----- Armour +4 Defense +7 (+3 eff.) Resists +9% cold +7% physical ---------- misc Mana/turn +0.24 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Olychik' (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex ----- def ----- Resists +6% nature Crit.dmg- 15.00% Blind- +10% Disarm- +10% ---------- misc 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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 85 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
barbed pouch of dwarven-steel shots (18/18, 43-52 power, 3 apr)3.0 T3 shot ammo [Ego+] Master Power 43.5 - 52.2 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +3 Crit +12.0% Capacity 18 On Crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Zeregas the dwarven-steel torque of mindblast [power 220] (2/13 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +5% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Resists +12% mind +6% acid Blast the opponent's mind dealing 224 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
piercing dwarven-steel torque of mindblast [power 230] (2/13 cooldown)2.0 T3 torque charm [Ego+] Psionic Blast the opponent's mind dealing 234 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase all damage penetration by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
piercing steel torque of clear mind [power 2] (2/22 cooldown)2.0 T2 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
evasive ash totem of thorny skin [power 25] (2/17 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40% Puts all charms on 17 cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
soothing yew totem of stinging [power 260] (2/13 cooldown)2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 265 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to heal for 51. Natural totems are made by powerful wilders to store nature power. |
6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 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. |
8 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. |
9 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
Catch that Plumpkin!
Finish the Plumpkin event.By dirk pitt iv the Thalore Archer level 22
56th Haze 122nd year of Ascendancy at 13:12 see stats
Earth Master
Killed Harkor'Zun.By dirk pitt iv the Thalore Archer level 21
47th Haze 122nd year of Ascendancy at 01:53 see stats
Exterminator
Killed 1000 creatures.By dirk pitt iv the Thalore Archer level 19
78th Dusk 122nd year of Ascendancy at 00:07 see stats
I'm a cool hero
Saved Derth without a single inhabitant dying.By dirk pitt iv the Thalore Archer level 21
42nd Haze 122nd year of Ascendancy at 10:20 see stats
Level 10
Got a character to level 10.By dirk pitt iv the Thalore Archer level 10
5th Mirth 122nd year of Ascendancy at 18:28 see stats
Level 20
Got a character to level 20.By dirk pitt iv the Thalore Archer level 20
10th Haze 122nd year of Ascendancy at 18:03 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By dirk pitt iv the Thalore Archer level 18
71st Dusk 122nd year of Ascendancy at 12:22 see stats
The Arena
Unlocked Arena mode.By dirk pitt iv the Thalore Archer level 10
6th Mirth 122nd year of Ascendancy at 12:56 see stats
Log
Dirk pitt iv's dazing lightning area effect hits Faerlhing for (97 absorbed), (97 mana), 0 lightning (0 total damage).
Faerlhing seems to search the ground...
Faerlhing is not dazed anymore.
Dirk pitt iv uses Scatter Shot.
Dirk pitt iv's Scatter Shot performs a ranged critical strike against Faerlhing!
Faerlhing is stunned!
Dirk pitt iv's Scatter Shot hits Faerlhing for (132 absorbed), (132 mana), 0 physical (0 total damage).
Dirk pitt iv uses Pin Down.
Faerlhing deactivates Disruption Shield.
Faerlhing's disruption shield collapses and then explodes in a powerful manastorm!
Faerlhing is pinned to the ground.
Dirk pitt iv's Pin Down hits Faerlhing for (409 absorbed), (409 mana), 0 physical (0 total damage).
Faerlhing's arcane area effect hits Gaeramarth for 64 arcane damage.
Faerlhing's arcane area effect hits dirk pitt iv for 73 arcane damage.
Faerlhing's arcane area effect hits Gaeramarth for 64 arcane damage.
Faerlhing is no longer pinned.
Faerlhing is not stunned anymore.
Faerlhing casts Phase Door.
Faerlhing's arcane area effect hits dirk pitt iv for 147 arcane damage.
Faerlhing casts Manathrust.
Faerlhing hits dirk pitt iv for 155 arcane damage.
Faerlhing's arcane area effect hits dirk pitt iv for 173 arcane damage.
dirk pitt iv the level 23 thalore archer was dweomered to death by a faerlhing on level 1 of Dreadfell.












































































































