











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Items Vault 1.6.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Prodigious Progress 1.6.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Better Item Description 1.6.6This 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 Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 28 / 17% |
| Size | medium |
| Lifes / Deaths | Killed by Dozing Mayitta at level 28 on the 7th Steel 123rd year of Ascendancy at 14:39 / 1 |
Primary Stats
| Strength | 89 (base 60) |
| Dexterity | 51 (base 48) |
| Constitution | 47 (base 18) |
| Magic | 10 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 29 (base 10) |
Resources
| Life | -24/1210 |
| Stamina | 62/224 |
| Healing Factor | 1.3557603686635 |
| Regeneration | 48.040101681488 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 26.003878189685 |
| See Invisible | 26.003878189685 |
Offense: Mainhand
| Damage | 155 |
| Accuracy | 61 |
| Crit Chance | 34% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +15% |
| Light | +10% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 48.723073231957 (93.924050632911%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 16 |
| Physical Save | 46 |
| Spell Save | 18 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 18%( 70%) |
| Arcane | + 17%( 70%) |
| Cold | + 42%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 24%( 70%) |
| Light | + 39%( 70%) |
| Physical | + 21%( 70%) |
| Fire | + 23%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
| Poison Resistance | 10% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 363 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 317 damage for 3 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -407 life. The duration and life will increase by 1% for every 1% life you have lost (currently 823 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 4/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 189.54 nature damage per turn. Poison |
| beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 29.18, and stamina regeneration by 5.84. Bloodbath |
| beneficial effect | The target's skin reacts to damage, granting 6 armour. Stoneskin |
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 grave | active |
You failed to protect the injured seer from death by giant acid ant. Escort: injured seer (level 3 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Layylema the gelatinous cube. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Strength by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed hummerhorn wing. * You've found the needed giant spider spinneret. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed vial of fire wyrm saliva. * You've found the needed storm wyrm claw. 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 vial of greater demon bile. * You've found the needed red crystal shard. * You've found the needed snow giant kidney. 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 xorn fragment. * You've found the needed pouch of luminous horror dust. * You've found the needed naga tongue. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | wanderer's pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor [Ego+] Master While equipped: Stats +2 Cun +3 Con ----- def ----- Armour +4 Fatigue +3% Phys.save +14 (+4 eff.) Mind.save +12 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(68 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Ebonygore (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +7 Con dps ---------- Mind.crit +1% Mind.pwr +30 (+10 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +6% darkness ---------- misc Psi/ret +0.08 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Delehek (dig speed 28 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +2 Cun +5 Con dps ---------- Mind.crit +4% Mind.pwr +25 (+8 eff.) ----- def ----- Fatigue -6% ---------- misc Equi/ret +0.08 Light +3 Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | stralite ring of misery0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun dps ---------- Melee+ 13 physical Ranged+ 13 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 29 On Hit (Ranged): * 16% chance to reduce all saves and defense by 29 ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 11.14 cold and 9.69 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 54 power out of 60/60 This azure ring seems to be always moist to the touch. |
| Around waist | Mighty Girdle1.0 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 | truestriking dwarven-steel greatmaul of crippling (154% power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego++] Master Power 154% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Res.pen +10% physical Acc +16 (+4 eff.) Apr +10 Massive two-handed mauls. |
| On hands | dwarven-steel gauntlets of the nighthunter (0 def, 2 armour)1.5 T2 hands armor [Ego+] Psionic While equipped: Stats +4 Cun dps ---------- Acc +8 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +7% darkness ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 14 cooldown Level 2.0 Pwr.cost 14 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | searing dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor [Ego+] Arcane While equipped: dps ---------- Melee+ 8 acid 11 fire Melee Ret 10 acid 10 fire ----- def ----- Armour +11 Fatigue +22% Resists +13% acid +12% fire A suit of armour made of metal plates. |
| Cloak | linen cloak 'Ce'Nulaith' (11 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +11 (+6 eff.) Resists +6% blight +9% cold +5% arcane Max.HP +60.00 Disease- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | voratun amulet 'Olyroddadig'0.1 T5 amulet jewelry [Random Unique] Nature While equipped: Stats +10 Str +5 Con ----- def ----- Resists +10% physical Phys.save +9 (+3 eff.) Max.HP +32.00 HP.reg +6.00 Poison- +10% Silence- +20% ---------- misc Stam/turn +0.90 Amulets can have magical properties. |
Inventory
movement infusion (speed 520%; cd 9)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 520% 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 duelist (speed 553%; cd 14)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 553% 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 Dexterity stat. 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 titan (speed 562%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 562% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. 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 duelist (heal 266; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 266 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 373; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 373 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. Press to compare to your current inscriptions |
biting gale rune (damage 79; dur 4; cd 20)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 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 79.35 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 194; 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 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 194 damage for 4 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 |
shielding rune of the warrior (absorb 354; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 354 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
cleansing copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Con ----- def ----- Resists +11% nature +13% blight Poison- +20% Disease- +20% Amulets can have magical properties. |
savior's steel amulet of strength (+5)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Str ----- def ----- Phys.save +12 (+4 eff.) Spell.save +11 (+6 eff.) Mind.save +15 (+7 eff.) Amulets can have magical properties. |
starlit steel amulet of constitution (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +13% light +14% darkness Blind- +20% Amulets can have magical properties. |
warrior's copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
gold ring0.1 T3 ring jewelry [Normal] Rings can have magical properties. |
marksman's steel ring of light (+20%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% light Acc +6 (+2 eff.) ----- def ----- Resists +20% light Rings can have magical properties. |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +21 Rings can have magical properties. |
savage's copper ring of pilfering0.1 T1 ring jewelry [Ego++] Master While equipped: Stats +2 Con dps ---------- Acc +7 (+2 eff.) Apr +7 ----- def ----- Defense +8 (+4 eff.) Spell.save +11 (+6 eff.) ---------- misc Max.stam +13.00 Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 108% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
solipsist's gold ring of power0.1 T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +6 (+6 eff.) Mind.pwr +16 (+5 eff.) Rings can have magical properties. |
titan's steel ring of clarity0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Confus- +26% Rings can have magical properties. |
warrior's steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +2 Str dps ---------- Acc +7 (+2 eff.) Apr +9 ----- def ----- Armour +4 Defense +11 (+6 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 108% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
balanced iron battleaxe of phasing (114% power, 10 apr)3.0 T1 battleaxe 2H weapon [Ego] Arcane/Master Power 114% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +4.5% Atk.spd 100% Phasing +14% While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +9 (+5 eff.) Disarm- +29% Massive two-handed battleaxes. |
balanced stralite battleaxe of enduring (151% power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Nature/Master Power 152% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% While equipped: Stats +7 Con +12 Wil dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +9 (+5 eff.) Max.HP +26.00 Disarm- +42% Massive two-handed battleaxes. |
balanced stralite battleaxe of persecution (154% power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego] Disrupt/Master Power 155% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Against +7% Unnatural While equipped: Stats +5 Wil dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +19 (+10 eff.) Disarm- +39% Massive two-handed battleaxes. |
dwarven-steel battleaxe (136% power, 2 apr)3.0 T3 battleaxe 2H weapon [Normal] Power 137% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Massive two-handed battleaxes. |
dwarven-steel battleaxe 'Quenchquencher' (138% power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Disrupt Power 139% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit: * Deals 79 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Dmg.mod +3% cold Res.pen +15% mind Melee Ret 6 mind ----- def ----- Resists +9% mind ---------- misc Light +1 Massive two-handed battleaxes. |
dwarven-steel battleaxe of enduring (139% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Nature Power 139% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +7 Con +14 Wil ----- def ----- Max.HP +80.00 Massive two-handed battleaxes. |
stormbringer's stralite battleaxe (150% power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Nature Power 151% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Crit.r2 +17 lightning +17 cold While equipped: dps ---------- Mov.spd +41% Res.pen +16% lightning +14% cold Massive two-handed battleaxes. |
caustic dwarven-steel dagger of crippling (118% power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Nature/Master Power 118% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +14 acid +5 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Res.pen +9% acid +9% nature Apr +8 Sharp, short and deadly. |
Bill's Tree Trunk (136% power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.6 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by a temporary damage shield there is 70% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
caustic dwarven-steel greatmaul (151% power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Nature Power 151% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit.r2 +7 acid +14 nature While equipped: dps ---------- Res.pen +14% acid +10% nature Apr +7 Massive two-handed mauls. |
steel greatmaul 'Arofang' (131% power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Arcane/Nature/Psionic Power 131% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +9 darkness +13 nature Against +10% Living On Hit.r1 +8 arcane +9 fire While equipped: dps ---------- Phys.crit +1.0% Apr +2 Melee Ret 2 arcane ----- def ----- Phys.save +6 (+2 eff.) Massive two-handed mauls. |
iron greatsword (114% power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 114% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
steel greatsword of crippling (126% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Master Power 127% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Massive two-handed swords. |
enhanced stralite longsword of massacre (153% power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Nature/Master Power 153% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +7 Str +7 Dex +6 Mag +3 Wil +11 Cun +6 Con Sharp, long, and deadly. |
chilling dwarven-steel mace of massacre (142% power, 4 apr)3.0 T3 mace 1H weapon [Ego] Arcane/Master Power 142% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +11 cold Blunt and deadly. |
dreamer's thorny mindstar of nightfall (97% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Psionic Power 97% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +4% darkness Res.pen +8% darkness ----- def ----- Resists +6% darkness +8% mind Mind.save +4 (+2 eff.) Blind- +13% ---------- misc Psi/turn +0.50 Max.psi +10.00 Talents +1 Attune Mindstar Masteries +0.20 Cursed/Darkness 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. |
hardened leather sling4.0 T3 sling 1H weapon Reqs Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Slings are used to hurl stones or metal shots at your foes. |
cruel ash magestaff of wizardry (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +9% Crit.mult +12.00% Spell.pwr +9 (+9 eff.) Dmg.mod +15% lightning ---------- misc Max.mana +37.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal yew vilestaff of fate (120% power, 4 apr, blight element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +17.00% Spell.pwr +14 (+12 eff.) Melee+ 22 fire Dmg.mod +20% blight ----- def ----- Phys.save +7 (+2 eff.) Spell.save +7 (+4 eff.) Mind.save +8 (+4 eff.) ---------- misc See.Invis +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff (120% power, 4 apr, temporal element)5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+9 eff.) Dmg.mod +20% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Falizilabar the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Defense +1 (+1 eff.) Mind.save +3 (+1 eff.) Max.HP +32.00 ---------- misc Equi/ret +0.04 Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of battle (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +1 (+0 eff.) ----- def ----- Armour +5 Defense +1 (+1 eff.) Fatigue -2% Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven silk robe of fire (+21%) (0 def, 0 armour)2.0 T4 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +14% fire ----- def ----- Resists +13% all +21% fire Mind.save +21 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering silk robe of power (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +12 (+11 eff.) Dmg.mod +10% arcane +5% all ----- def ----- Resists +13% all ---------- misc Max.mana +31.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven cashmere robe of fire (+9%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +5 Str +5 Mag +6 Wil dps ---------- Dmg.mod +9% lightning +12% physical +18% fire +9% cold ----- def ----- Resists +9% lightning +8% cold +27% fire +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Unreldir the Venomspar (0 def, 5 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Apr +2 On Hit (Melee): * 10% chance to slow global speed by 56% ----- def ----- Armour +5 Fatigue +2% Resists +6% nature ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)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 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
heroic drakeskin leather gloves of war-making (0 def, 6 armour)1.0 T4 hands armor [Ego++] Master While equipped: dps ---------- Phys.crit +15.0% Spell.crit +8% Mind.crit +5% Crit.mult +9.00% ----- def ----- Armour +6 Mind.save +5 (+2 eff.) Max.HP +57.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 T1 hands armor [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets of war-making (0 def, 3 armour)1.5 T4 hands armor [Ego+] Master While equipped: dps ---------- Phys.crit +10.0% Spell.crit +18% Mind.crit +9% Crit.mult +5.00% ----- def ----- Armour +3 Fatigue +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Charhue the iron helm (5 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Dmg.mod +15% fire Res.pen +5% fire Acc +5 (+2 eff.) On Melee Ret: * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +5 (+3 eff.) Fatigue +5% Resists +3% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed hardened leather cap of strength (+9) (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +9 Str ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 193.7 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
insulating dwarven-steel helm of strength (+4) (0 def, 4 armour)3.0 T3 head armor [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +4 Fatigue +4% Resists +7% fire +8% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of constitution (+2) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
stabilizing cashmere wizard hat of corrosion (+15%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% acid ----- def ----- Defense +2 (+1 eff.) Resists +15% acid Phys.save +8 (+2 eff.) A pointy cloth hat, very wizardly... |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
hardened leather armour of natural resilience (9 def, 6 armour)9.0 T3 light armor [Ego+] Disrupt While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +11% nature +13% blight D.Red.from +7% Unnatural A suit of armour made of leather. |
cleansing dwarven-steel plate armour of the dragon (0 def, 11 armour)17.0 T3 massive armor [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +7% acid +7% physical +7% lightning +13% blight +7% cold +10% nature +7% fire Disarm- +20% Stun/Frz- +22% Knockbk- +20% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
prismatic iron plate armour (0 def, 7 armour)17.0 T1 massive armor [Ego] Arcane While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +11% light +11% darkness A suit of armour made of metal plates. |
rejuvenating steel plate armour of lightning resistance (0 def, 9 armour)17.0 T2 massive armor [Ego] Nature/Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +19% lightning HP.reg +2.90 ---------- misc Stam/turn +0.90 A suit of armour made of metal plates. |
steel plate armour of the deep (0 def, 11 armour)17.0 T2 massive armor [Ego+] Nature While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +7% acid +7% cold ---------- misc Breathe water A suit of armour made of metal plates. |
stralite plate armour of delving (0 def, 13 armour)17.0 T4 massive armor [Ego+] Master While equipped: Stats +6 Str ----- def ----- Armour +13 Fatigue +22% Resists +12% darkness +6% physical ---------- misc Light +1 Track: Puts all charms on 27 cooldown Level 2.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
plaguebringer's quiver of elven-wood arrows (19/19, 153% power, 14 apr)3.0 T4 arrow ammo [Ego+] Arcane Power 153% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 19 Ranged+ +14 blight On Hit: 20% Epidemic 4 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 6 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. |
50 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+5 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+5 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
15 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +7 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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 18 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 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. |
deadly pouch of dwarven-steel shots of wind (18/18, 153% power, 3 apr)3.0 T3 shot ammo [Ego] Nature/Master Power 154% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 18 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 181 physical damage Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots of paradox (20/20, 139% power, 3 apr)3.0 T3 shot ammo [Ego] Arcane Power 139% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 20 Ranged+ +10 temporal On Hit: * 8% chance to gain 10% of a turn (3/turn limit) Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of stralite shots of crippling (19/19, 154% power, 5 apr)3.0 T4 shot ammo [Ego++] Master/Psionic Power 155% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +14.5% Capacity 19 Ranged+ +9 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 185 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
Iveritha [power 105] (8.5/14 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Con dps ---------- On Hit (Melee): * 10% chance to reduce armor by 15% ----- def ----- Defense +5 (+3 eff.) Mind.save +3 (+1 eff.) Project a gust of wind in a cone knocking enemies back 7 spaces and dealing 105 physical damage Puts all charms on 14 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
yew totem of stinging [power 266] (8.5/14 cooldown)2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 266 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 14 cooldown Natural totems are made by powerful wilders to store nature power. |
11 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. |
warded yew wand of shielding [power 302] (8.5/18 cooldown)2.0 T3 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +3 lightning +4 blight +3 darkness +4 mind Talents +1 Ward Create a shield absorbing up to 302 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 18 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 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. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 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. |
11 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
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Druzen the Dwarf Berserker level 15
38th Dearth 122nd year of Ascendancy at 03:09 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Druzen the Dwarf Berserker level 15
26th Wealth 122nd year of Ascendancy at 20:01 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Druzen the Dwarf Berserker level 18
11st Loss 122nd year of Ascendancy at 23:21 see stats
Level 10 (Roguelike)
Got a character to level 10.By Druzen the Dwarf Berserker level 10
13rd Profit 122nd year of Ascendancy at 02:43 see stats
Level 20 (Roguelike)
Got a character to level 20.By Druzen the Dwarf Berserker level 20
22nd Loss 122nd year of Ascendancy at 17:29 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Druzen the Dwarf Berserker level 15
26th Dearth 122nd year of Ascendancy at 11:40 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Druzen the Dwarf Berserker level 22
16th Shortage 122nd year of Ascendancy at 07:01 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By Druzen the Dwarf Berserker level 5
19th Voratun 122nd year of Ascendancy at 11:35 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Druzen the Dwarf Berserker level 10
13rd Profit 122nd year of Ascendancy at 21:57 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Druzen the Dwarf Berserker level 23
3rd Iron 123rd year of Ascendancy at 07:58 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Druzen the Dwarf Berserker level 7
7th Profit 122nd year of Ascendancy at 09:05 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By Druzen the Dwarf Berserker level 17
8th Loss 122nd year of Ascendancy at 01:41 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Druzen the Dwarf Berserker level 25
26th Iron 123rd year of Ascendancy at 18:20 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Druzen the Dwarf Berserker level 18
12nd Loss 122nd year of Ascendancy at 22:53 see stats
Log
Dozing Mayitta hits Druzen for 38 mind damage.
Melee retaliation hits Dozing Mayitta for 8 acid, 8 fire (16 total damage).
Dozing Mayytha resists the punch!
Druzen resists the punch!
Dozing Mayitta resists the punch!
Sleeping Bethatira's Tornado hits Dozing Mayytha for 45 lightning, 170 physical (215 total damage).
Sleeping Bethatira's Tornado hits Druzen for 90 lightning, 155 physical (245 total damage).
Sleeping Bethatira's Tornado hits Dozing Mayitta for 36 lightning, 152 physical (189 total damage).
Dozing Mayytha is not stunned anymore.
Dozing Mayitta is not stunned anymore.
Dozing Mayitta's nature damage is no longer so potent.
Dozing Mayitta stops burning.
Bleeding from Druzen hits Dozing Mayytha for 49 physical damage.
Bleeding from Druzen hits Dozing Mayitta for 21 physical damage.
Bleeding from Druzen hits Sleeping Bethatira for 46 physical damage.
Druzen stops burning.
Druzen speeds up.
Druzen has recovered!
Poison from Dozing Mayitta hits Druzen for 109 nature damage.
Druzen picks up ( .): warded yew wand of shielding [power 302] (8.5/18 cooldown).
Druzen instinctively hardens his skin and ignores the attack!
Druzen repels an attack from Dozing Mayytha.
Dozing Mayytha hits Druzen for 7 nature, 7 acid, 2 mind, 5 darkness (20 total damage).
Melee retaliation hits Dozing Mayytha for 8 acid, 9 fire (17 total damage).
Melee retaliation hits Dozing Mayitta for 10 acid, 10 fire, 10 acid, 10 fire (38 total damage).
Dozing Mayitta hits Druzen for 59 mind damage.
Druzen the level 28 dwarf berserker was mindraped to death by Dozing Mayitta on level 5 of Dreadfell.
Druzen stops being poisoned.
Druzen no longer revels in blood quite so much.



























































































































