Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Marauder |
| Level / Exp | 26 / 55% |
| Size | medium |
| Lifes / Deaths | Killed by Aramira the luminous horror at level 19 on the 40th Haze 122nd year of Ascendancy at 11:16 4 / 2Killed by vampire lord at level 26 on the 22nd Regrowth 123rd year of Ascendancy at 14:43 |
| Antimagic | Follower |
Primary Stats
| Strength | 42 (base 35) |
| Dexterity | 44 (base 36) |
| Constitution | 64 (base 48) |
| Magic | 10 (base 10) |
| Willpower | 23 (base 10) |
| Cunning | 28 (base 11) |
Resources
| Life | 678/678 |
| Equilibrium | 0 |
| Stamina | 227/227 |
| Psi | 133/133 |
| Healing Factor | 1.2 |
| Regeneration | 1.5 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Stealth | 9 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 79 |
| Accuracy | 49 |
| Crit Chance | 23% |
| APR | 29 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 37 |
| Accuracy | 49 |
| Crit Chance | 26% |
| APR | 32 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30.15 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +6% |
Offense: Damage Penetration
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 22 (30%) |
| Defense | 32.05 |
| Ranged Defense | 34.05 |
| Fatigue | 15 |
| Physical Save | 38.55 |
| Spell Save | 24.775 |
| Mental Save | 35.425 |
Defense: Resistances
| Nature | + 39%( 70%) |
| Arcane | + 31%( 70%) |
| Cold | + 31%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Stun Resistance | 55% |
| Confusion Resistance | 40% |
| Disarm Resistance | 24% |
| Pinning Resistance | 19% |
| Knockback Resistance | 20% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 401 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 400 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 803% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 10% for 5 turns. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Dual techniques | 1.20 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.20 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Field control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | The target is protected by the Eidolon, no creature may harm it (except self-harm). Protected by the Eidolon |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You failed to protect the injured seer from death by Vorosevea the giant blue ant. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Cunning by +1. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+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 Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the Dragon. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 39. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed red crystal shard. * You've found the needed xorn fragment. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed giant spider spinneret. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed wretchling eyeball. * You've found the needed green worm. | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots of rushing (0 def, 3 armour) pair of hardened leather boots of rushing (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Str / +3 Con It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.9 Power cost: 25 out of 25/25. Range: 8.00 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | piercing alchemist's lamp piercing alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +7 Changes resistances penetration: +5% physical Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | bladed dwarven-steel helm of trickery (0 def, 4 armour) bladed dwarven-steel helm of trickery (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +4 Fatigue: +4% Changes stats: +3 Str / +2 Dex / +3 Cun Damage when the wearer is hit: 6 physical Skullcracker multiplicator: +1 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 129.28 physical damage. If the attack hits, the target is confused for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | brawler's iron gauntlets of war-making (0 def, 1 armour) brawler's iron gauntlets of war-making (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Armour: +1 Changes stats: +2 Str / +3 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Critical mult.: +8.00% Physical save: +6 Spell crit. chance: +6% Mental crit. chance: +6% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | warded dwarven-steel torque of psychoportation [power 35] (30 cooldown) warded dwarven-steel torque of psychoportation [power 35] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Maximum wards: +2 physical / +2 mind / +1 darkness Talent granted: +1 Ward It can be used to teleport randomly (rad 35), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | titan's steel ring of tenacity titan's steel ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 Disarm immunity: +24% Pinning immunity: +20% Knockback immunity: +20% Rings can have magical properties. |
| Around neck | protective steel amulet of cunning (+3) protective steel amulet of cunning (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +2 Defense: +5 Changes stats: +3 Cun Physical save: +8 Amulets can have magical properties. |
| In main hand | Blindkarma (33.5-46.9 power, 5 apr) Blindkarma (33.5-46.9 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +17 insidious poison When wielded/worn: Armour penetration: +9 Physical crit. chance: +9.0% Changes stats: +4 Cun / +4 Wil Damage when the wearer hits(melee): 6 darkness Changes damage: +6% light Critical mult.: +16.00% Mindpower: +13 Blunt and deadly. |
| Around waist | hardened leather belt 'Churath' hardened leather belt 'Churath'Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +9 Armour: +6 Changes resistances: +3% nature Mental save: +8 A belt that goes around your waist. |
| In off hand | Scorpion's Tail (28-30.8 power, 8 apr) Scorpion's Tail (28-30.8 power, 8 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. Type: weapon / whip ; tier 3 Base power: 28.0 - 30.8 Uses stat: 100% Dex Damage type: Physical Armour Penetration: +8 Physical crit. chance: +5.0% When this weapon hits: Disarm (10% chance level 3). Damage when this weapon hits: +22 poison / +22 bleed When wielded/worn: Accuracy: +10 See stealth: +9 See invisible: +9 A long whip of linked metal joints finished with a viciously sharp barb leaking venomous poison. |
| Cloak | regal cashmere cloak of warlust (2 def, 0 armour) regal cashmere cloak of warlust (2 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 Defense: +2 Changes stats: +2 Wil Mental save: +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 Ranged Defense: +4 Fatigue: +8% Changes stats: +3 Wil / +4 Con Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Inventory
duelist's regeneration infusion (heal 227 over 5 turns) duelist's regeneration infusion (heal 227 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 227 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
psychic's wild infusion (resist 16%; cure magical, physical) psychic's wild infusion (resist 16%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 16% for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. sneak's movement infusion (688% speed; 6 turns)sneak's movement infusion (688% speed; 6 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 688% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. sun infusion (rad 7; power 22; turns 3; dispells darkness)sun infusion (rad 7; power 22; turns 3; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 3 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
titan's heroism infusion (+14 for 9 turns, die at -398) titan's heroism infusion (+14 for 9 turns, die at -398)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 9 turns. Also while Heroism is active, you will only die when reaching -398 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. warrior's healing infusion (heal 257)warrior's healing infusion (heal 257) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 257 life. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
warrior's regeneration infusion (heal 308 over 5 turns) warrior's regeneration infusion (heal 308 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 308 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. duelist's teleportation rune (range 115)duelist's teleportation rune (range 115) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 115 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 56 for 4 turns)shielding rune (absorb 56 for 4 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 56 damage for 4 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
titan's teleportation rune (range 101) titan's teleportation rune (range 101)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 101 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
copper ring of sensing copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +21% See stealth: +5 See invisible: +5 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. gold ringgold ring 0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. caustic dwarven-steel dagger of gravity (18-23.4 power, 7 apr)caustic dwarven-steel dagger of gravity (18-23.4 power, 7 apr) Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Special effect when this weapon hits: 25% chance to crush the target Damage when this weapon hits: +8 gravity Damage conversion: 23% acid blind When wielded/worn: Changes resistances penetration: +6% acid Changes damage: +5% physical Life regen: +0.48 Sharp, short and deadly. |
thunderous dwarven-steel dagger of rage (19.5-25.35 power, 7 apr) thunderous dwarven-steel dagger of rage (19.5-25.35 power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 19.5 - 25.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage conversion: 24% lightning daze When wielded/worn: Accuracy: +6 Changes stats: +5 Str / +2 Dex / +1 Mag / +2 Wil / +2 Cun / +1 Con Changes resistances penetration: +4% lightning Changes damage: +6% physical Stamina when hit: +0.40 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. mighty yew longbowmighty yew longbow Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Attack speed: 80% Firing range: +8 When wielded/worn: Physical power: +8 Changes stats: +3 Str Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel longsword of massacre (28.5-39.9 power, 4 apr)dwarven-steel longsword of massacre (28.5-39.9 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 28.5 - 39.9 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. quick stralite mace of gravity (34-47.6 power, 5 apr)quick stralite mace of gravity (34-47.6 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 90% Special effect when this weapon hits: 25% chance to crush the target Damage when this weapon hits: +5 gravity When wielded/worn: Accuracy: +10 Changes stats: +3 Dex Changes damage: +6% physical Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. thorny mindstar (8.5-9.35 power, 24 apr, mind damage)thorny mindstar (8.5-9.35 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Mindpower: +3 Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. mage-hunter's hardened leather sling of powermage-hunter's hardened leather sling of power Requires: - Dexterity 24 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Attack speed: 80% Firing range: +8 When this weapon hits: Mana Clash (10% chance level 1). When wielded/worn: Damage when the wearer hits(ranged): 9 manaburn Changes resistances penetration: +10% physical Changes damage: +8% physical Talent mastery: +0.10 Wild-gift / Antimagic Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. penetrating hardened leather sling of acidpenetrating hardened leather sling of acid Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 3 Attack speed: 80% Firing range: +8 Damage when this weapon hits(ranged): +10 acid When wielded/worn: Changes resistances penetration: +8% physical Changes damage: +11% acid Damage Shield penetration: +18% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. cruel yew vilestaff of fate (20-24 power, 4 apr, fire damage)cruel yew vilestaff of fate (20-24 power, 4 apr, fire damage) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Fire Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% fire Talent granted: +1 Command Staff Critical mult.: +13.00% Physical save: +4 Spell save: +4 Mental save: +2 Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew magestaff (20-24 power, 4 apr, arcane damage)yew magestaff (20-24 power, 4 apr, arcane damage) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Arcane Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. glacial hatchetglacial hatchet Requires: - Dexterity 24 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 |
This item will automatically be transmogrified when you leave the level. huntsman's dwarven-steel waraxe of banishment (21.5-30.1 power, 4 apr)huntsman's dwarven-steel waraxe of banishment (21.5-30.1 power, 4 apr) Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage when this weapon hits: +11 nature Damage against: +7% Animal / +13% Demon When wielded/worn: Changes stats: +3 Wil One-handed war axes. |
This item will automatically be transmogrified when you leave the level. silk robe of chaos (3 def, 0 armour)silk robe of chaos (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes resistances: +7% physical / -9% arcane / +6% fire / -11% cold / -7% nature / +6% blight Changes resistances penetration: +11% physical / +5% fire / +8% blight A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. verdant silk robe (3 def, 0 armour)verdant silk robe (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes stats: +1 Con Changes damage: +11% nature Life regen: +1.70 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Eilinewe (0 def, 4 armour)Eilinewe (0 def, 4 armour) Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when the wearer is hit: 20 temporal Changes damage: +30% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. pair of hardened leather boots (0 def, 3 armour)pair of hardened leather boots (0 def, 3 armour) 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. naturalist's hardened leather gloves of war-making (0 def, 2 armour)naturalist's hardened leather gloves of war-making (0 def, 2 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +2 Damage when the wearer hits(melee): 7 nature Changes resistances: +7% nature Changes damage: +5% nature Critical mult.: +9.00% Spell crit. chance: +11% Mental crit. chance: +9% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. steady dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)steady dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour) Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +17 Armour: +2 Changes stats: +2 Dex Physical save: +8 Mental save: +7 Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. shielding cashmere wizard hat of darkness (+18%) (2 def, 0 armour)shielding cashmere wizard hat of darkness (+18%) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +18% darkness Changes damage: +12% darkness Spell save: +8 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. stabilizing cashmere wizard hat of frost (+18%) (2 def, 0 armour)stabilizing cashmere wizard hat of frost (+18%) (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +18% cold Changes damage: +12% cold Physical save: +8 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. impenetrable stralite mail armour of clarity (4 def, 21 armour)impenetrable stralite mail armour of clarity (4 def, 21 armour) Requires: - Strength 38 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +21 Defense: +4 Fatigue: +16% Mental save: +11 A suit of armour made of mail. |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skin of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
This item will automatically be transmogrified when you leave the level. hardened leather armour of Toknor (3 def, 6 armour)hardened leather armour of Toknor (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 Armour: +6 Defense: +3 Fatigue: +8% Critical mult.: +11.00% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked dwarven-steel plate armour of clarity (5 def, 11 armour)spiked dwarven-steel plate armour of clarity (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 Fatigue: +24% Damage when the wearer is hit: 10 physical Mental save: +15 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. reinforced stralite shield of reflection (10 def, 6 armour, 197.5 block)reinforced stralite shield of reflection (10 def, 6 armour, 197.5 block) Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +6 Defense: +10 Ranged Defense: +10 Fatigue: +14% Changes resistances: +16% darkness / +12% light Talent granted: +4 Block Handheld deflection devices |
This item will automatically be transmogrified when you leave the level. stralite shield of harmony (10 def, 2 armour, 143 block)stralite shield of harmony (10 def, 2 armour, 143 block) Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +4 Block It can be used to activate talent Waters of Life, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: The waters of life flow through you, purifying any poisons or diseases currently affecting you. For 9 turns, all poisons and diseases will heal you instead of damaging you. When activated, it also heals you for 15 life per diseases or poisons on you. The healing per disease/poison will increase with your Willpower. Handheld deflection devices |
This item will automatically be transmogrified when you leave the level. quiver of yew arrows of annihilation (13/13, 39-54.6 power, 15 apr)quiver of yew arrows of annihilation (13/13, 39-54.6 power, 15 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 39.0 - 54.6 Uses stats: 50% Str, 70% Dex Damage type: Physical Armour Penetration: +15 Physical crit. chance: +6.0% Capacity: 13 Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
16 aquamarine 16 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
9 opal 9 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
17 topaz 17 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 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 Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
Flamespawner [power 73] (20 cooldown) Flamespawner [power 73] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +5% arcane / +3% light It can be used to setup a psionic shield, reducing all physical and acid damage by 73 for 6 turns, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 10 hate. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. psionic dwarven-steel torque of psychoportation [power 34] (30 cooldown)psionic dwarven-steel torque of psychoportation [power 34] (30 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 34), placing all other charms into a 30 cooldown. When used: 100% chance to regenerate 4 psi. Torques are made by powerful psionics to store psionic powers. |
quiet steel torque of kinetic psionic shield [power 24] (20 cooldown) quiet steel torque of kinetic psionic shield [power 24] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence It can be used to setup a psionic shield, reducing all physical and acid damage by 24 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
9 amethyst 9 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all 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 Hrung the Cornac Marauder level 19
41st Haze 122nd year of Ascendancy at 08:14 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Hrung the Cornac Marauder level 21
75th Haze 122nd year of Ascendancy at 21:37 see stats
Bringer of Doom
Killed a Bringer of Doom.By Hrung the Cornac Marauder level 23
10th Allure 123rd year of Ascendancy at 10:18 see stats
Exterminator
Killed 1000 creatures.By Hrung the Cornac Marauder level 19
61st Haze 122nd year of Ascendancy at 16:59 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Hrung the Cornac Marauder level 21
3rd Decay 122nd year of Ascendancy at 22:10 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Hrung the Cornac Marauder level 19
41st Haze 122nd year of Ascendancy at 10:40 see stats
Level 10
Got a character to level 10.By Hrung the Cornac Marauder level 10
10th Mirth 122nd year of Ascendancy at 11:37 see stats
Level 20
Got a character to level 20.By Hrung the Cornac Marauder level 20
63rd Haze 122nd year of Ascendancy at 00:30 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Hrung the Cornac Marauder level 14
74th Dusk 122nd year of Ascendancy at 17:06 see stats
The Arena
Unlocked Arena mode.By Hrung the Cornac Marauder level 9
4th Mirth 122nd year of Ascendancy at 08:26 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Hrung the Cornac Marauder level 19
41st Haze 122nd year of Ascendancy at 08:14 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Hrung the Cornac Marauder level 22
10th Decay 122nd year of Ascendancy at 05:27 see stats
The secret city
Discovered the truth about mages.By Hrung the Cornac Marauder level 12
10th Dusk 122nd year of Ascendancy at 22:29 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Hrung the Cornac Marauder level 18
37th Haze 122nd year of Ascendancy at 17:26 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Hrung the Cornac Marauder level 21
67th Haze 122nd year of Ascendancy at 12:35 see stats
Log
Hrung hits vampire lord for 1 nature, 7 physical, 1 nature damage (total 7.82).
Orc necromancer leeches life from its victim!
Hrung is invigorated by the attack!
Hrung shrugs off the effect 'Slow'!
Hrung feels death coming!
Orc necromancer hits Hrung for 217 darkness damage.
Vampire lord leeches life from its victim!
Hrung is invigorated by the attack!
Hrung slows down.
Hrung deactivates Daunting Presence.
Vampire lord hits Hrung for 36 arcane damage.
Vampire lord casts Rune: Frozen Spear.
Hrung is invigorated by the attack!
Vampire lord hits Hrung for 139 cold damage.
Vampire lord killed Hrung!
Hrung hits vampire lord for 1 nature, 7 physical, 1 nature damage (total 7.82).
Hrung the level 26 cornac marauder was frozen to death by a vampire lord on level 3 of Dreadfell.
You have 4 life(s) left.
Hrung is no longer attuned.
Hrung deactivates Precision.
Hrung stops regenerating health quickly.
Hrung is freed from the impending doom.
Hrung has finished recovering.
Hrung is freed from the rigor mortis.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving done.
Saving done.
Saving game...
