










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Enhanced Wield Replace 1.3.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 22 / 18% |
| Size | big |
| Lifes / Deaths | Killed by orc archer at level 1 on the 17th Voratun 122nd year of Ascendancy at 04:41 0 / 7Killed by Ben Cruthdar, the Cursed at level 4 on the 22nd Voratun 122nd year of Ascendancy at 10:23 Killed by Xulaith the dragon turtle at level 5 on the 31st Voratun 122nd year of Ascendancy at 12:05 Killed by Nerana the wolf at level 13 on the 27th Wealth 122nd year of Ascendancy at 12:19 Killed by Borfast the Broken at level 17 on the 36th Dearth 122nd year of Ascendancy at 20:59 Killed by Kra'Tor the Gluttonous at level 22 on the 20th Steel 123rd year of Ascendancy at 03:14 Killed by skeleton warrior at level 22 on the 20th Steel 123rd year of Ascendancy at 05:05 |
| Antimagic | Follower |
Primary Stats
| Strength | 68 (base 47) |
| Dexterity | 16 (base 10) |
| Constitution | 38 (base 22) |
| Magic | 11 (base 10) |
| Willpower | 60 (base 39) |
| Cunning | 19 (base 10) |
Resources
| Life | -34/830 |
| Equilibrium | 61 |
| Healing Factor | 1.917923076923 |
| Regeneration | 54.811659581801 |
Speed
| Mental | +12.02863780959% |
| Attack | +12.02863780959% |
| Movement | +32.44168646096% |
| Spell | 0% |
| Global | +86.95652173913% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 3.350532258242 |
Offense: Mainhand
| Damage | 96 |
| Accuracy | 26 |
| Crit Chance | 19% |
| APR | 10 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 10% |
| Speed | 0.89262890235232 |
Offense: Damage Bonus
| Acid | +7% |
| Blight | +6% |
| Physical | +10% |
| Cold | +3% |
| Lightning | +3% |
| Light | +10% |
| Arcane | +12% |
| Fire | +3% |
| Nature | +4% |
Offense: Damage Penetration
| Lightning | +6% |
| Acid | +6% |
| Physical | +6% |
| Cold | +6% |
| Fire | +6% |
Defense: Base
| Armour (hardiness) | 49.068873580454 (74.117647058824%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 24 |
| Physical Save | 50 |
| Spell Save | 51 |
| Mental Save | 45 |
Defense: Resistances
| Acid | 0%( 70%) |
| Blight | + 32%( 70%) |
| Physical | + 23%( 70%) |
| Cold | + 45%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 11%( 70%) |
| Light | + 50%( 70%) |
| Temporal | + 7%( 70%) |
| Mind | + 13%( 70%) |
| Darkness | + 16%( 70%) |
| Fire | + 14%( 70%) |
| Nature | + 35%( 70%) |
Defense: Immunities
| Stun Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 64% |
| Pinning Resistance | 12% |
| Poison Resistance | 18% |
| Blind Resistance | 35% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 166 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 168 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 12% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Harmony | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Fungus | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Wild Growth |
| talent | Icy Skin |
| detrimental effect | The target is on fire, taking 31.10 fire damage per turn. Burning |
| detrimental effect | Reduces global action speed by 15%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 19.62 life per turn. Regeneration |
| beneficial effect | You gain 14% resistance against cold. Resolve |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +1. | done |
You failed to protect the lone alchemist from death by grave wight. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 8 of Dreadfell. Escort: lost anorithil (level 8 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by ghoul. Escort: repented thief (level 4 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved Dexterity by +2. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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's current energy level is: 38. | 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. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vial of elder vampire blood. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed sandworm tooth. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one 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 skeleton mage skull. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within4 lumberjacks have died. | 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 | Hegakor the Glowspitter (13 def, 9 armour)3.0 T3 feet armor [Random Unique] Master While equipped: Stats +6 Str +1 Mag +6 Con dps ---------- Spell.crit +4% Spell.pwr +6 (+4 eff.) Dmg.mod +7% physical ----- def ----- Armour +9 Defense +13 (+7 eff.) Fatigue +3% Resists +6% light Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Infravis +3 Size +1 Heave: Puts all charms on 10 cooldown Level 3.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (117 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | iron helm of might (0 def, 3 armour)3.0 T1 head armor [Ego+] Master While equipped: Stats +3 Str +2 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | dwarven-steel pickaxe of wreckage (dig speed 22 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +5 Str dps ---------- Apr +5 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | mule's gold ring of life0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Fatigue -6% Max.HP +49.00 HP.reg +0.80 Heal.mod +16% ---------- misc Max.enc +26 Rings can have magical properties. |
| On fingers | treant's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +7% nature +7% blight Max.HP +55.00 HP.reg +0.80 Heal.mod +14% Poison- +18% Disease- +14% Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | stralite longsword of crippling (35.5-49.7 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Master Power 35.5 - 49.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +6.0% Sharp, long, and deadly. |
| On hands | Cyrotira the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Rare] Nature While equipped: Stats +5 Dex +2 Mag +2 Wil +3 Cun dps ---------- Melee+ 5 acid Dmg.mod +4% acid ----- def ----- Armour +1 Fatigue -2% Resists +6% acid +6% mind Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Borfast's Cage (10 def, 20 armour)17.0 T3 massive armor [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+5 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +15 (+5 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
| Cloak | cashmere cloak 'Belarith' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +11 Wil dps ---------- Dmg.mod +12% arcane +6% blight ----- def ----- Defense +2 (+1 eff.) Spell.save +30 (+10 eff.) Mind.save +7 (+2 eff.) ---------- misc Max.mana +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starlit steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +10% light +10% darkness Blind- +20% Amulets can have magical properties. |
Inventory
healing infusion of the wizard (heal 71)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 71 and cleanse 1 wound and 1 poison effect. 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 ability. |
regeneration infusion (heal 214 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 214 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 304 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 304 life over 5 turns. 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 ability. |
wild infusion (resist 10%; cure mental)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 10% for 5 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Elixir of Focus0.0 potion [Plot Item] Nature Grant you two additional class talent points. A vial of clear, steaming fluid. |
acid wave rune (106 acid damage; disarm 5 turns with power 20)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 106.28 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 20 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune (76 cold damage; freeze 3 turns with power 21)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 76.48 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 21 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune (79 lightning damage)0.1 T3 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 26.18 to 78.55 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
mindweaver's stralite amulet0.1 T4 amulet jewelry [Ego+] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +8 (+4 eff.) ----- def ----- Mind.save +9 (+3 eff.) Confus- +12% Amulets can have magical properties. |
restful gold amulet of magic (+2)0.1 T3 amulet jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Fatigue -5% HP.reg +1.20 Amulets can have magical properties. |
restful steel amulet0.1 T2 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +1.10 Amulets can have magical properties. |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. This item has been sent to the Item's Vault. |
conjurer's stralite ring of nature (+28%)0.1 T4 ring jewelry [Ego+] Arcane/Nature While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.pwr +10 (+6 eff.) Dmg.mod +14% nature ----- def ----- Resists +28% nature Rings can have magical properties. |
copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Rings can have magical properties. |
copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+4 eff.) Mind.pwr +6 (+3 eff.) Rings can have magical properties. |
gold ring of power0.1 T3 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +7 (+1 eff.) Spell.pwr +10 (+6 eff.) Mind.pwr +7 (+4 eff.) Rings can have magical properties. |
psionicist's steel ring0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+2 eff.) Rings can have magical properties. |
Stormfront (20-30 power, 2 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 20.0 - 30.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +10% lightning +10% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
thought-forged stralite battleaxe of crippling (46-69 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Master/Psionic Power 46.0 - 69.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +13 mind On Hit: * 26% chance to cause random gloom On Crit: * cripple the target While equipped: Stats +3 Cun +6 Wil dps ---------- Phys.crit +9.0% Massive two-handed battleaxes. |
balanced stralite dagger of amnesia (29-37.7 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Master/Psionic Power 29.0 - 37.7 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 25% chance to put talents on cooldown While equipped: dps ---------- Acc +9 (+5 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +17% Sharp, short and deadly. |
hateful stralite greatsword of the leech (47.5-76 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Disrupt/Psionic Power 47.5 - 76.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +14 darkness Against +17% Living On Hit: * Slows global speed by 14% * leeches stamina from the target While equipped: dps ---------- Melee Ret 12 nature slow Massive two-handed swords. |
caustic yew longbow of power4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Nature/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +8 On Hit: * 15% chance to corrode armour by 30% While equipped: dps ---------- Dmg.mod +17% physical Res.pen +11% acid +17% physical ----- def ----- HP.reg +1.05 Longbows are used to shoot arrows at your foes. |
throat-seeking elven-wood longbow4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Ego+] Disrupt Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Ranged+ +8 nature On Crit: * silences the target While equipped: dps ---------- Res.pen +12% nature Longbows are used to shoot arrows at your foes. |
warbringer's dwarven-steel mace of massacre (35.5-49.7 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Master Power 35.5 - 49.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +7 (+1 eff.) Res.pen +9% physical ----- def ----- Disarm- +16% Blunt and deadly. |
halfling reinforced leather sling of nature4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Ego++] Nature/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +9 Ranged+ +16 nature While equipped: dps ---------- Dmg.mod +12% physical Res.pen +6% nature ----- def ----- Resists +4% all ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
throat-seeking hardened leather sling of true flight4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego++] Disrupt/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +9 Ranged+ +9 nature On Crit: * silences the target While equipped: dps ---------- Phys.crit +6.0% Res.pen +8% nature Acc +7 (+4 eff.) Slings are used to hurl stones or metal shots at your foes. |
earthen elven-wood starstaff of might (25-30 power, 5 apr, temporal element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +12 (+7 eff.) Dmg.mod +25% temporal ----- def ----- Armour +6 Hardiness +5% Phys.save +5 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal elven-wood vilestaff (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +15.00% Spell.pwr +19 (+11 eff.) Melee+ 20 fire Dmg.mod +25% darkness ---------- misc See.Invis +12 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
warbringer's dwarven-steel waraxe of projection (21-29.4 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego++] Master/Psionic Power 21.0 - 29.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +2 Con dps ---------- Phys.pwr +7 (+1 eff.) Res.pen +5% physical ----- def ----- Disarm- +18% One-handed war axes. |
cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Eremaldil' (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Crit.mult +10.00% ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +12% cold Heal/summ +30 ---------- misc Hate/m.crit +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven cashmere robe (2 def, 0 armour)2.0 T3 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +4 (+2 eff.) ----- def ----- Defense +2 (+1 eff.) Mind.save +20 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven cashmere robe of life (2 def, 0 armour)2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +5 Str +5 Mag +6 Wil dps ---------- Dmg.mod +7% lightning +7% physical +7% cold ----- def ----- Defense +2 (+1 eff.) Resists +5% blight +7% cold +7% lightning Max.HP +52.00 HP.reg +2.80 Heal.mod +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cinderfeet (3 def, 5 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+2 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 18 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
pair of iron boots of uncanny dodging (3 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +3 (+2 eff.) Rng.Def +3 (+2 eff.) Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots of uncanny dodging (2 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Defense +2 (+1 eff.) Rng.Def +2 (+1 eff.) Fatigue +1% A pair of boots made of leather. |
Cinderrebel (0 def, 7 armour)1.5 T1 hands armor [Rare] Nature While equipped: Stats +2 Dex +2 Mag dps ---------- Melee+ 5 physical Dmg.mod +3% physical ----- def ----- Armour +7 Resists +3% fire ---------- misc See.Invis +12 Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's dwarven-steel gauntlets (0 def, 2 armour)1.5 T3 hands armor [Ego+] Master While equipped: Stats +3 Str +3 Dex +3 Cun ----- def ----- Armour +2 Phys.save +8 (+3 eff.) ---------- misc Cooldown Double Strike -1 Metal gloves protecting the hands up to the middle of the lower arm. |
corrosive rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 acid Dmg.mod +3% acid ----- def ----- Armour +1 Resists +5% acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Belywe the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind ----- def ----- Armour +4 Fatigue +4% Resists +3% temporal +6% light +9% blight +7% cold +3% mind Disarm- +10% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
aegis cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Shield.pwr +7% HP.reg +1.50 A pointy cloth hat, very wizardly... |
hardened leather cap of trickery (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +4 Cun +3 Dex dps ---------- Apr +6 ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
troll-hide hardened leather armour (3 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +8% Max.HP +41.00 HP.reg +4.80 Heal.mod +13% A suit of armour made of leather. |
dwarven-steel plate armour (5 def, 11 armour)17.0 T3 massive armor [Normal] While equipped: ----- def ----- Armour +11 Defense +5 (+3 eff.) Fatigue +24% A suit of armour made of metal plates. |
cosmic stralite shield (10 def, 2 armour, 44-52.8 power, 138.5 block)7.0 T4 shield armor [Ego+] Arcane When used to Attack: Power 44.0 - 52.8 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +4.5% Block +138 On Crit.r2 +23 light +18 darkness While equipped: ----- def ----- Armour +2 Defense +10 (+5 eff.) Rng.Def +10 (+5 eff.) Fatigue +14% Resists +10% light +9% darkness ---------- misc Talents +4 Block On block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
crackling stralite shield (10 def, 2 armour, 43-51.6 power, 148.5 block)7.0 T4 shield armor [Ego+] Arcane When used to Attack: Power 43.0 - 51.6 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +4.5% Block +148 Melee+ +14 lightning While equipped: Stats +3 Dex dps ---------- On Melee Ret: * 13% chance to daze at end of turn ----- def ----- Armour +2 Defense +10 (+5 eff.) Rng.Def +10 (+5 eff.) Fatigue +14% Resists +12% lightning ---------- misc Talents +4 Block Handheld deflection devices. |
dwarven-steel shield (8 def, 2 armour, 30.5-36.6 power, 81 block)7.0 T3 shield armor [Normal] When used to Attack: Power 30.5 - 36.6 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.5% Block +81 While equipped: ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% ---------- misc Talents +3 Block Handheld deflection devices. |
dwarven-steel shield of cold resistance (+15%) (8 def, 2 armour, 28.5-34.2 power, 81 block)7.0 T3 shield armor [Ego] Master When used to Attack: Power 28.5 - 34.2 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.5% Block +81 While equipped: ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% Resists +15% cold ---------- misc Talents +3 Block Handheld deflection devices. |
quiver of yew arrows (17/17, 29-40.6 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Normal] Power 29.0 - 40.6 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 17 Arrows are used with bows to pierce your foes to death. |
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. |
3 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 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. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% 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 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+4 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
yew totem of cure ailments [power 2] (10 cooldown)2.0 T3 totem charm [Ego] Nature Remove up to 2 poisons or diseases from a target within range 8 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
5 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 +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Walt the Dwarf Wyrmic level 19
17th Loss 122nd year of Ascendancy at 06:46 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Walt the Dwarf Wyrmic level 14
4th Dearth 122nd year of Ascendancy at 09:08 see stats
Bringer of Doom
Killed a Bringer of Doom.By Walt the Dwarf Wyrmic level 18
42nd Dearth 122nd year of Ascendancy at 22:17 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Walt the Dwarf Wyrmic level 9
23rd Profit 122nd year of Ascendancy at 09:38 see stats
Exterminator
Killed 1000 creatures.By Walt the Dwarf Wyrmic level 19
8th Loss 122nd year of Ascendancy at 14:46 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Walt the Dwarf Wyrmic level 19
17th Loss 122nd year of Ascendancy at 06:16 see stats
Level 10
Got a character to level 10.By Walt the Dwarf Wyrmic level 10
33rd Profit 122nd year of Ascendancy at 21:08 see stats
Level 20
Got a character to level 20.By Walt the Dwarf Wyrmic level 20
11st Steel 123rd year of Ascendancy at 00:57 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Walt the Dwarf Wyrmic level 19
29th Iron 123rd year of Ascendancy at 08:20 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Walt the Dwarf Wyrmic level 4
17th Voratun 122nd year of Ascendancy at 20:15 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Walt the Dwarf Wyrmic level 19
17th Loss 122nd year of Ascendancy at 06:46 see stats
The Arena
Unlocked Arena mode.By Walt the Dwarf Wyrmic level 7
1st Acquisition 122nd year of Ascendancy at 17:18 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Walt the Dwarf Wyrmic level 19
17th Loss 122nd year of Ascendancy at 06:46 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Walt the Dwarf Wyrmic level 18
37th Dearth 122nd year of Ascendancy at 11:55 see stats
Unstoppable
Returned from the dead.By Walt the Dwarf Wyrmic level 22
20th Steel 123rd year of Ascendancy at 03:14 see stats
Log
Walt is invigorated by the attack!
Walt is invigorated by the attack!
Walt is invigorated by the attack!
Walt is invigorated by the attack!
Kra'Tor the Gluttonous is invigorated by the attack!
Walt is invigorated by the attack!
Mana Clash hits Walt for 0 arcane, 0 arcane, 0 arcane (0 total damage).
Kra'Tor the Gluttonous hits Walt for 107 physical, 50 acid, 37 nature (195 total damage).
Burning from Fiery orc wyrmic hits Walt for 28 fire damage.
Burning from Fiery orc wyrmic hits Kra'Tor the Gluttonous for 12 fire damage.
Walt hits Kra'Tor the Gluttonous for 6 cold damage.
Walt is invigorated by the attack!
Fiery orc wyrmic hits Walt for 83 physical, 12 cold (95 total damage).
Walt hits Fiery orc wyrmic for 20 cold damage.
Walt is confused and fails to use Sudden Growth.
Walt's devouring flames area effect drains life from Fiery orc wyrmic!
Walt's devouring flames area effect drains life from Skeleton warrior!
Kra'Tor the Gluttonous is invigorated by the attack!
Walt's devouring flames area effect drains life from Kra'Tor the Gluttonous!
Walt's devouring flames area effect drains life from Vampire lord!
Walt receives 2 healing from Kra'Tor the Gluttonous.
Walt receives 3 healing from Skeleton warrior.
Walt receives 3 healing from Fiery orc wyrmic.
Walt receives 2 healing from Vampire lord.
Walt's devouring flames area effect hits Kra'Tor the Gluttonous for 9 fire damage.
Walt's devouring flames area effect hits Skeleton warrior for 16 fire damage.
Walt's devouring flames area effect hits Fiery orc wyrmic for 14 fire damage.
Walt's devouring flames area effect hits Vampire lord for 12 fire damage.
Saving game...







































































































































