











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 19 / 14% |
| Size | big |
| Lifes / Deaths | Killed by skeleton magus at level 11 on the 4th Flare 122nd year of Ascendancy at 22:44 0 / 5Killed by teluvorta at level 16 on the 42nd Dusk 122nd year of Ascendancy at 21:51 Killed by Yvivea the greater teluvorta at level 16 on the 42nd Dusk 122nd year of Ascendancy at 23:29 Killed by Yvivea the greater teluvorta at level 16 on the 43rd Dusk 122nd year of Ascendancy at 00:32 Killed by Poltergeist Nature's Vengeance at level 18 on the 30th Haze 122nd year of Ascendancy at 05:10 |
Primary Stats
| Strength | 36 (base 14) |
| Dexterity | 38 (base 37) |
| Constitution | 45 (base 37) |
| Magic | 15 (base 12) |
| Willpower | 31 (base 13) |
| Cunning | 40 (base 13) |
Resources
| Life | 661/668 |
| Stamina | 252/252 |
| Equilibrium | 0 |
| Healing Factor | 1.2511689881048 |
| Regeneration | 7.819806175655 |
Speed
| Mental | +9% |
| Attack | 0% |
| Movement | +62% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 36.359939435378 |
| See Invisible | 47.359939435378 |
Offense: Mainhand
| Damage | 73 |
| Accuracy | 55 |
| Crit Chance | 14% |
| APR | 14 |
| Speed | 0.92 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +35% |
| Physical | +18% |
| Light | +9% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +10% |
| Lightning | +20% |
| Fire | +5% |
| Cold | +17% |
Defense: Base
| Armour (hardiness) | 30 (57.155997060385%) |
| Defense | 44 |
| Ranged Defense | 47 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 36 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Nature | + 14%( 70%) |
| Fire | + 9%( 70%) |
| Cold | + 23%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Disarm Resistance | 40% |
| Stun Resistance | 23% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 90% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 283 damage for 3 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 58 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: 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 131 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 43 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Chant of Fortitude |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | Soul absorbed upon death. Soul Leech |
| beneficial effect | Increases attack speed by 9%. Bullseye |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the lost defiler from death by degenerated skeleton archer. Escort: lost defiler (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved talent Spit Poison (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 avoidance. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their 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.' * '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.' * You've found the needed green worm. 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 ice ant stinger. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed length of troll intestine. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun 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. |
| Quiver | arcing quiver of elven-wood arrows of vileness (20/22, 41-57 power, 14 apr)3.0 T4 arrow ammo [Ego] Arcane Power 41.0 - 57.4 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 22 Ranged+ +14 blight On Hit: * 15% chance to reduce strength, dexterity, and constitution by 9 * 25% chance for lightning to strike from the target to a second target dealing 16 damage Arrows are used with bows to pierce your foes to death. |
| Light source | scorching brass lantern of clarity2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +5% fire Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+5 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | ash wand of lightning storm [power 194] (13 cooldown)2.0 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 38 lightning damage and will be dazed for 1 turn (194 total damage) Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | steel ring 'Blazeschism'0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +1 Dex +3 Mag +7 Wil +5 Cun dps ---------- Mind.pwr +7 (+4 eff.) Dmg.mod +9% light ---------- misc See.Invis +12 Rings make your fingers look great! |
| On fingers | savior's copper ring of perseverance =default=0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) HP.reg +1.00 Stun/Frz- +23% Rings make your fingers look great! |
| Around waist | Mighty Girdle =encumbrance=1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | stormbringer's elven-wood longbow4.0 T4 longbow 2H weapon [Ego+] Nature Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 On Crit.r2 +8 lightning +27 cold While equipped: dps ---------- Mov.spd +42% Res.pen +20% lightning +17% cold Longbows are used to shoot arrows at your foes. |
| On hands | Fists of the Desert Scorpion (8 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+3 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 25.0 - 35.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 87% On Hit: 20% Poisonous Bite 3 On Hit: 10% Quick as Thought 3 On Hit: 5% Implode 1 Mindhook: Level 4.0 Pwr.cost 14 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
| Main armor | Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+3 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
| Cloak | Charrot the linen cloak (1 def, 6 armour) =default=2.0 T1 cloak armor [Rare] Arcane While equipped: dps ---------- Res.pen +10% arcane +5% fire ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +6% acid Phys.save +18 (+6 eff.) Spell.save +5 (+2 eff.) Mind.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 | serendipitous steel amulet0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +7 Lck dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Unseen.red 10% Amulets make your neck look great! |
Inventory
movement infusion (speed 458%; cd 15)0.1 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 458% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 445%; cd 13)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 445% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 518%; cd 17)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 518% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower 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 warrior (heal 182; 12 cd)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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 182 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 nature talent. |
wild infusion (res 15%; magical; dur 4; cd 15)0.1 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 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 15% for 4 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 nature talent. |
biting gale rune of the psychic (damage 133; dur 4; cd 17)0.1 rune scroll [Ego] 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 132.57 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 4; phase 10; cd 13) =lower cd and range=0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
manasurge rune of the sneak (regen 840% over 10 turns; mana 42; cd 14)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 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 840% for 10 turns (0 total) and instantly restoring 42 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the sneak (regen 840% over 10 turns; mana 42; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed 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 840% for 10 turns (0 total) and instantly restoring 42 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 51; cd 15) =cleanse everything=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 51 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the titan (absorb 191; dur 3; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 191 damage for 3 turns. 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. Press to compare to your current inscriptions |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 31 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (115). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
starlit steel amulet of strength (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +10% light +10% darkness Blind- +23% Amulets make your neck look great! |
warrior's steel amulet of healing =healing=0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical Heal.mod +14% Cut- +40% ---------- misc Stam/turn +0.40 Heal: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 239 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Scabrace the gold ring =acid, spell save=0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid +9% nature +3% mind ----- def ----- Resists +24% acid +3% cold +6% darkness Spell.save +15 (+6 eff.) Rings make your fingers look great! |
psionicist's steel ring of light (+20%)0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Mind.save +6 (+2 eff.) Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring of lightning (+24%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +24% lightning Rings make your fingers look great! |
treant's copper ring =poison res=0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +6% nature +5% blight Poison- +12% Disease- +11% Rings make your fingers look great! |
warrior's steel ring of fire (+22%) =fire=0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +11% fire ----- def ----- Armour +8 Resists +22% fire Rings make your fingers look great! |
wizard's copper ring of darkness (+22%) =darkness res=0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Spell.save +4 (+2 eff.) Rings make your fingers look great! |
thought-forged dwarven-steel greatsword of massacre (48-76 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Master/Psionic Power 47.5 - 76.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 mind On Hit: * 14% chance to reduce all saves and defense by 22 While equipped: Stats +3 Cun +3 Wil Massive two-handed swords. |
Chamelathagen the ash longbow4.0 T2 longbow 2H weapon [Rare] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Crit.r2 +8 mind While equipped: Stats +3 Cun dps ---------- Phys.crit +3.0% Res.pen +15% mind Acc +11 (+4 eff.) ----- def ----- Defense +15 (+5 eff.) Resists +3% blight Pinning- +10% Longbows are used to shoot arrows at your foes. |
Corpsebow =disease 50%=4.0 T2 longbow 2H weapon [Unique] Arcane/Nature Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 25% Epidemic 1 On Hit: 25% Cyst Burst 1 While equipped: dps ---------- Spell.pwr +10 (+7 eff.) Ranged+ 20 blight Dmg.mod +20% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 9 ----- def ----- Disease- +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
enhanced ash longbow =stats=4.0 T2 longbow 2H weapon [Ego+] Nature Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +9 Str +5 Dex +6 Mag +6 Wil +5 Cun +6 Con Longbows are used to shoot arrows at your foes. |
fungal elm longbow of cold4.0 T1 longbow 2H weapon [Ego] Arcane/Nature Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +9 cold While equipped: Stats +2 Con dps ---------- Dmg.mod +12% cold ---------- misc Masteries +0.15 Wild-gift/Fungus Regenerate 66 life over 5 turns Puts all charms on 17 cooldown Longbows are used to shoot arrows at your foes. |
ranger's elm longbow of fire4.0 T1 longbow 2H weapon [Ego] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +8 fire While equipped: Stats +3 Dex dps ---------- Dmg.mod +14% fire Longbows are used to shoot arrows at your foes. |
Phoenixlord the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.crit +2.0% Crit.mult +5.00% Phys.pwr +3 (+1 eff.) Dmg.mod +3% acid Melee Ret 4 fire ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Stam/turn +1.00 Size +1 A belt that goes around your waist. |
thick linen cloak of protection (1 def, 6 armour) =cold and other res=2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +11% cold Spell.save +5 (+2 eff.) Mind.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. |
linen robe of frost (+21%) (0 def, 0 armour) =cold buff and res=2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +14% cold ----- def ----- Resists +7% all +21% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of fire (+16%) (0 def, 0 armour) =mind save, fire res=2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +11% fire ----- def ----- Resists +7% all +16% fire Mind.save +17 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering woollen robe of the mind (+10%) (0 def, 0 armour) =mind res=2.0 T2 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Dmg.mod +12% arcane +10% mind ----- def ----- Resists +10% mind +9% all ---------- misc Max.mana +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe of darkness (+16%) (0 def, 0 armour) =spell save, darkness res=2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+2 eff.) Dmg.mod +11% darkness ----- def ----- Resists +16% darkness +7% all Spell.save +15 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Resists +5% fire +5% cold A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour) =poison=1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
cinder dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +9 (+3 eff.) Melee+ 7 fire Dmg.mod +5% fire ----- def ----- Armour +2 Fatigue +3% Resists +6% fire Unarmed combat: Power 23.0 - 32.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +7 fire On Hit: 10% Fire Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Boragas' (0 def, 2 armour) =fire and nature=1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 7 nature Dmg.mod +6% nature On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Armour +2 Fatigue +3% Resists +9% fire +7% nature +1% physical Spell.save +3 (+1 eff.) Blind- +20% Def/telep +5 Res/telep +5% Dur/telep +5% Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +10 nature On Hit: 10% Venomous Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
steady hardened leather gloves of dexterity (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +16 (+5 eff.) ----- def ----- Armour +2 Phys.save +5 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +20% Unarmed combat: Power 15.0 - 16.5 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +3 Crit +9.0% Atk.spd 100% On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Brightwaker (5 def, 14 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.crit +1.0% Melee Ret 6 fire ----- def ----- Armour +14 Defense +5 (+2 eff.) Fatigue +4% Resists +9% fire +7% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour) =darkness res=3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
shielding linen wizard hat of light (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% light ----- def ----- Defense +1 (+1 eff.) Resists +16% light Spell.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
cleansing rough leather armour (3 def, 2 armour) =nature res=9.0 T1 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +11% nature +10% blight A suit of armour made of leather. |
prismatic cured leather armour of cold resistance (6 def, 4 armour) =cold res=9.0 T2 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +15% cold +10% light +12% darkness A suit of armour made of leather. |
prismatic cured leather armour of fire resistance (6 def, 4 armour) =default=9.0 T2 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +16% fire +11% light +11% darkness A suit of armour made of leather. |
steel shield (0 def, 4 armour, 18-22 power, 40 block)7.0 T2 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 18.0 - 21.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Lightningborn (51/51, 22-30 power, 7 apr) =lightning=3.0 T2 arrow ammo [Rare] Master Power 21.5 - 30.1 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 51 Ranged+ +4 lightning On Hit.r1 +4 lightning +4 nature On Crit.r2 +16 lightning On Hit: * 10% chance to slow global speed by 48% While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
deadly quiver of ash arrows of crippling (20/20, 30-42 power, 7 apr) =cripple=3.0 T2 arrow ammo [Ego+] Master Power 30.0 - 42.0 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.5% Capacity 20 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. |
high-capacity quiver of elven-wood arrows of paradox (51/51, 46-64 power, 14 apr) =dmg=3.0 T4 arrow ammo [Ego] Arcane/Master Power 46.0 - 64.4 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 51 Ranged+ +17 temporal On Hit: * 8% chance to gain 10% of a turn (3/turn limit) While equipped: ---------- misc Reload +2 Arrows are used with bows to pierce your foes to death. |
psychokinetic quiver of ash arrows (14/14, 23-32 power, 7 apr) =knockback 20%=3.0 T2 arrow ammo [Ego+] Psionic Power 23.0 - 32.2 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 14 Ranged+ +8 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 132 physical damage Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows of daylight (17/17, 16-22 power, 5 apr) =undead=3.0 T1 arrow ammo [Ego] Arcane Power 16.0 - 22.4 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 17 Ranged+ +9 light Against +8% Undead Arrows are used with bows to pierce your foes to death. |
5 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. |
74 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. |
5 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 (+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. |
7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+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. |
iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 39 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Layithra the brass lantern =acid=2.0 T1 lite [Rare] Disrupt While equipped: dps ---------- Dmg.mod +9% acid On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Resists +9% acid +3% temporal +3% all Spell.save +6 (+3 eff.) ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
extending dwarven-steel torque of clear mind [power 2] (22 cooldown)2.0 T3 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 the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
soothing ash totem of healing [power 188] (13 cooldown)2.0 T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 13 cooldown 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
3 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. |
3 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. |
9 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. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Kornelius the Cornac Archer level 16
8th Haze 122nd year of Ascendancy at 01:15 see stats
Earth Master
Killed Harkor'Zun.By Kornelius the Cornac Archer level 14
40th Dusk 122nd year of Ascendancy at 10:11 see stats
Level 10
Got a character to level 10.By Kornelius the Cornac Archer level 10
6th Mirth 122nd year of Ascendancy at 19:56 see stats
The Arena
Unlocked Arena mode.By Kornelius the Cornac Archer level 9
3rd Mirth 122nd year of Ascendancy at 04:56 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Kornelius the Cornac Archer level 11
4th Flare 122nd year of Ascendancy at 22:28 see stats
The secret city
Discovered the truth about mages.By Kornelius the Cornac Archer level 11
9th Mirth 122nd year of Ascendancy at 07:13 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Kornelius the Cornac Archer level 16
47th Dusk 122nd year of Ascendancy at 06:15 see stats
Log
Phantasmal Shield hits Kornelius for 61 light damage.
Master vampire casts Chill of the Tomb.
Kornelius casts Rune: Shatter Afflictions.
A shield forms around Kornelius.
Master vampire is no longer out of phase.
Your shield crumbles under the damage!
The shield around Kornelius crumbles.
Master vampire's Chill of the Tomb hits Kornelius for (58 absorbed), 0 cold (0 total damage).
Kornelius shoots!
Kornelius's Shoot performs a ranged critical strike against Master vampire!
Master vampire is afflicted by a crippling illness!
Kornelius's Shoot hits Master vampire for 253 physical, 12 blight, 8 lightning, 12 cold (285 total damage).
Master vampire is no longer pinned.
Kornelius uses Headshot.
Kornelius's Headshot performs a ranged critical strike against Master vampire!
Kornelius's Headshot hits Master vampire for 320 physical damage.
Kornelius's Headshot killed Master vampire!
Kornelius shoots!
Kornelius's Shoot hits Skeleton warrior for 184 physical, 14 blight (198 total damage).
Kornelius uses Headshot.
Kornelius's Headshot hits Skeleton warrior for 172 physical damage.
Kornelius's Headshot killed Skeleton warrior!
Saving game...
Saving done.































































































