











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 28 / 51% |
| Size | medium |
| Lifes / Deaths | Killed by elven corruptor at level 27 on the 8th Steel 123rd year of Ascendancy at 06:16 / 2Killed by naga myrmidon at level 28 on the 15th Steel 123rd year of Ascendancy at 00:18 |
Primary Stats
| Strength | 60 (base 40) |
| Dexterity | 17 (base 10) |
| Constitution | 59 (base 37) |
| Magic | 16 (base 10) |
| Willpower | 60 (base 38) |
| Cunning | 20 (base 10) |
Resources
| Life | -40/1100 |
| Equilibrium | 88 |
| Healing Factor | 1.5751133323991 |
| Regeneration | 17.231292970579 |
Speed
| Mental | +12.028637809585% |
| Attack | +12.028637809585% |
| Movement | +69.54510541169% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 31.388114253578 |
| See Invisible | 31.388114253578 |
Offense: Mainhand
| Damage | 103 |
| Accuracy | 48 |
| Crit Chance | 28% |
| APR | 12 |
| Speed | 0.89 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 16% |
| Speed | 0.89262890235236 |
Offense: Damage Bonus
| Light | +10% |
| Blight | +5% |
| Physical | +6% |
| Cold | +30% |
| All | 0% |
Offense: Damage Penetration
| Cold | +15% |
| Acid | +10% |
Defense: Base
| Armour (hardiness) | 72.723073231957 (96.438666929426%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 26 |
| Physical Save | 61 |
| Spell Save | 49 |
| Mental Save | 53 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Blight | + 32%( 70%) |
| Physical | + 20%( 70%) |
| Cold | + 70%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 19%( 70%) |
| Light | + 52%( 70%) |
| Mind | + 36%( 70%) |
| Fire | + 42%( 70%) |
| Nature | + 49%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Bleed Resistance | 0% |
| Confusion Resistance | 91% |
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Silence Resistance | 0% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 296 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 161 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 290 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | 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. * 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed xorn fragment. * You've found the needed vial of elder vampire blood. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed vial of squid ink. * You've found the needed electric eel tail. 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 wretchling eyeball. * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed pouch of faeros ash. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(117 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Relgyzilarek the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +6 Str +7 Dex +1 Mag +6 Wil +3 Cun dps ---------- Spell.crit +2% Mind.pwr +3 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +13% mind Mind.save +18 (+6 eff.) Confus- +31% ---------- misc Mana/turn +0.04 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 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 306.6 Physical damage. If the attack hits, the target is confused (29% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | hardened leather gloves 'Rimereek' (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +4 Str +2 Mag +4 Con dps ---------- Res.pen +10% acid +15% cold ----- def ----- Armour +2 Resists +15% acid HP.reg +4.00 ---------- misc Stam/turn +0.50 Max.stam +19.00 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. |
| Tool | Earydunatar the iron torque of mindblast [power 105] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Str +4 Con dps ---------- Crit.mult +5.00% Dmg.mod +6% physical ----- def ----- Resists +2% physical Phys.save +3 (+1 eff.) Die.at -20.00 life Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| 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 4 tidal wave that expands slowly over 7 turns, dealing 20.64 cold and 16.83 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 233.40 You won the Ring of Blood trial, and this is your reward. |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Corpathus (40-56 power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +13.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +14.00% Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Zeruhor (10 def, 15 armour, 30-37 power, 80 block)7.0 T3 shield armor Reqs Shield usage training [Random Unique] Arcane/Nature/Master When used to Attack: Power 30.5 - 36.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +80 Melee+ +14 cold On Crit.r2 +14 light +23 fire While equipped: Stats +2 Wil dps ---------- On shield block: * Deals 28 light and fire damage to each enemy blocked * Deals 159 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +15 Defense +10 (+5 eff.) Fatigue +8% Resists +27% fire +5% light +13% cold Phys.save +9 (+2 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Glarebright (2 def, 10 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +10 Defense +2 (+1 eff.) Resists +12% mind +9% light Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Revenant (8 def, 20 armour)17.0 T3 massive armor Reqs Massive armour training [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con ----- def ----- Armour +20 Defense +8 (+4 eff.) Fatigue +12% Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) Silence- +0% Confus- +60% Pinning- +0% Stun/Frz- +20% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Inventory
healing infusion of the psychic (heal 193; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 193 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the titan (heal 181; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 181 then cleanse 1 wound, poison, and disease effect. 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. |
movement infusion of the psychic (speed 911%; cd 16)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 911% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (390.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 390.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 5; phase 10; cd 12)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Hazewyrd the gold ring0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.crit +1.0% Dmg.mod +3% physical ----- def ----- Resists +8% blight +9% cold +7% nature Phys.save +3 (+1 eff.) Die.at -20.00 life Poison- +15% Disease- +15% ---------- misc Stam/turn +2.00 Rings make your fingers look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
copper ring 'Aerimnir'0.1 T1 ring jewelry [Rare] Psionic While equipped: ----- def ----- Defense +5 (+3 eff.) Resists +6% lightning Mind.save +8 (+3 eff.) Disease- +10% Confus- +20% Teleport- +10% Rings make your fingers look great! |
copper ring of the mountain (+12%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% physical ----- def ----- Resists +12% physical Rings make your fingers look great! |
rogue's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+4 eff.) Rings make your fingers look great! |
titan's copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Phys.save +4 (+1 eff.) Rings make your fingers look great! |
acidic dwarven-steel battleaxe of paradox (34-50 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane Power 33.5 - 50.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +10 temporal On Crit: * Splash the target with acid dealing 31 damage over 5 turns and reducing armor and accuracy by 4 While equipped: ----- def ----- Resists +12% temporal Massive two-handed battleaxes. |
arcing dwarven-steel dagger of paradox (15-20 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane Power 15.0 - 19.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +9 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 19 damage While equipped: ----- def ----- Resists +9% temporal Sharp, short and deadly. |
chilling stralite dagger of paradox (30-38 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego] Arcane Power 29.5 - 38.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +15 cold +9 temporal While equipped: ----- def ----- Resists +14% temporal Sharp, short and deadly. |
plaguebringer's dwarven-steel greatsword of amnesia (32-52 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Arcane/Psionic Power 32.5 - 52.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 blight On Hit: 20% Epidemic 3 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 10 * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: ----- def ----- Disease- +14% Massive two-handed swords. |
Emotha4.0 T2 longbow 2H weapon Reqs Shoot [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Phasing +30% Ranged+ +14 cold While equipped: dps ---------- Dmg.mod +6% temporal +20% cold Phasing +30% ----- def ----- Mind.save +6 (+2 eff.) Die.at -80.00 life Disarm- +20% Pinning- +20% Longbows are used to shoot arrows at your foes. |
Earorek the Kindlebright (52-73 power, 6 apr)3.0 T5 mace 1H weapon [Random Unique] Nature/Disrupt/Master Power 52.0 - 72.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +10 nature Against +12% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +2 Cun +2 Mag dps ---------- Res.pen +15% fire ----- def ----- Resists +6% fire Crit.chn- 5.00% Blunt and deadly. |
balanced dwarven-steel mace of phasing (25-35 power, 16 apr)3.0 T3 mace 1H weapon [Ego] Arcane/Master Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +1.5% Atk.spd 100% Phasing +10% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +29% Blunt and deadly. |
creative thorny mindstar of life (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +3% Crit.mult +10.00% Mind.pwr +6 (+2 eff.) ----- def ----- Max.HP +19.00 HP.reg +0.90 ---------- misc Talents +1 Attune Mindstar 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. |
manaburning thorny mindstar of resolve (9-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Disrupt/Psionic Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit: * 12 arcane resource burn While equipped: Stats +2 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) ----- def ----- Resists +4% arcane Spell.save +4 (+1 eff.) ---------- misc Talents +1 Attune Mindstar 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. |
ash magestaff of breaching (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+5 eff.) Dmg.mod +15% cold Res.pen +8% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew magestaff of warding (24-29 power, 4 apr, arcane element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 24.0 - 28.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +12 (+8 eff.) Dmg.mod +24% arcane ----- def ----- Armour +5 Defense +4 (+2 eff.) ---------- misc Wards +2 arcane Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging yew magestaff of illumination (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane/Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+6 eff.) S.pwr/crit +2 Dmg.mod +20% fire ----- def ----- Defense +5 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 62.08 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
yew magestaff (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+6 eff.) Dmg.mod +20% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Rainpanic the steel waraxe (12-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +20 arcane +16 cold On Crit.r2 +8 blight +8 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +12% blight Res.pen +20% cold ----- def ----- Resists +9% cold One-handed war axes. |
Xanotira the Kindlesteel (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Arcane Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +11 light +12 blight Against +11% Undead On Hit.r1 +4 blight On Crit.r2 +8 light While equipped: Stats +2 Str dps ---------- Dmg.mod +6% blight Res.pen +10% light On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 10 ----- def ----- Resists +3% light ---------- misc Infravis +2 One-handed war axes. |
balanced dwarven-steel waraxe of erosion (22-30 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Nature/Master Power 21.5 - 30.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +11 nature While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +28% One-handed war axes. |
noble's rough leather belt1.0 T1 belt armor [Ego+] Master While equipped: Stats +3 Cun +3 Wil dps ---------- Against +17% Summoned ----- def ----- D.Red.from +16% Summoned A belt that goes around your waist. |
noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +17% Summoned ----- def ----- Resists +6% blight D.Red.from +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Deliragund the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +1 Wil +1 Cun +1 Con dps ---------- Phys.crit +1.0% Apr +1 ----- def ----- Armour +6 Defense +1 (+1 eff.) ---------- misc Light +3 Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of the voidstalker (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil ----- def ----- Defense +2 (+1 eff.) Resists +17% darkness +10% temporal Spell.save +8 (+3 eff.) Def/telep +10 Res/telep +12% Dur/telep +15% ---------- misc Max.mana +52.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aruma the Flamemonster (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +11 Dex +2 Wil +2 Con dps ---------- Res.pen +10% fire Acc +15 (+5 eff.) ----- def ----- Armour +2 Resists +6% lightning +9% fire +12% nature ---------- misc Infravis +3 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. |
drakeskin leather gloves of dexterity (+3) (0 def, 3 armour)1.0 T4 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +19 (+6 eff.) ----- def ----- Armour +3 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. |
dwarven-steel gauntlets 'Umbrafiend' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 8 cold Dmg.mod +4% cold Res.pen +10% mind Melee Ret 4 blight 8 darkness On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 10 * 20% chance to reduce all saves and defense by 29 ----- def ----- Armour +2 Fatigue +3% Resists +6% mind +7% cold 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. |
Ce'Niyath the cashmere wizard hat (2 def, 8 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.crit +4.0% Crit.mult +10.00% Dmg.mod +18% acid +13% physical Acc +20 (+6 eff.) ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +13% physical A pointy cloth hat, very wizardly... |
Kindlereaper (16 def, 10 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Phys.crit +2.0% Apr +4 ----- def ----- Armour +10 Defense +16 (+8 eff.) Fatigue +4% Resists +9% fire +3% physical +5% all Phys.save +8 (+2 eff.) Die.at -20.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 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 306.6 Physical damage. If the attack hits, the target is confused (29% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding dwarven-steel helm of dexterity (+4) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +4 Dex ----- def ----- Armour +4 Fatigue +4% Resists +7% lightning +8% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Barifast' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +5% fire +5% arcane +5% cold Die.at -40.00 life Disease- +10% ---------- misc Psi/ret +0.12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Issurach the Demonoracle (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning +15% mind Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 24% * 20% chance to reduce all saves and defense by 29 ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +18% acid +12% darkness +3% lightning A suit of armour made of mail. |
enlightening dwarven-steel mail armour of the deep (3 def, 10 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +10 Defense +3 (+2 eff.) Fatigue +12% Resists +7% acid +7% cold Mind.save +14 (+5 eff.) ---------- misc Breathe water A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% HP.reg +2.80 ---------- misc Stam/turn +0.80 A suit of armour made of mail. |
cleansing hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +13% nature +12% blight A suit of armour made of leather. |
Ebonysaw (0 def, 22 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +24% darkness Res.pen +20% mind Melee Ret 2 cold On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Armour +22 Fatigue +22% Resists +12% cold A suit of armour made of metal plates. |
cleansing steel plate armour of implacability (0 def, 13 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Disrupt/Master While equipped: ----- def ----- Armour +13 Fatigue +17% Resists +11% nature +12% blight Phys.save +7 (+2 eff.) A suit of armour made of metal plates. |
Taintroar (0 def, 6 armour, 32-39 power, 83 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 32.5 - 39.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +83 While equipped: dps ---------- Spell.pwr +30 (+17 eff.) S.pwr/crit +4 Dmg.mod +6% acid +6% blight ----- def ----- Armour +6 Fatigue +8% Resists +12% acid +20% cold +6% nature ---------- misc Talents +1 Block Handheld deflection devices. |
Yvuredanor the Glimmergore (0 def, 6 armour, 34-41 power, 85.5 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 34.5 - 41.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +86 Melee+ +12 light On Crit.r2 +20 light While equipped: dps ---------- Dmg.mod +12% light On Hit (Melee): * 20% chance to reduce armor by 19% ----- def ----- Armour +6 Fatigue +8% Resists +15% temporal +20% fire ---------- misc Talents +1 Block Handheld deflection devices. |
stralite shield of the stars (0 def, 8 armour, 42-51 power, 130 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 42.5 - 51.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +130 Melee+ +12 light +12 darkness While equipped: Stats +4 Cun +1 Mag dps ---------- Dmg.mod +11% light +10% darkness ----- def ----- Armour +8 Fatigue +8% Resists +14% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
Abyssbraid the quiver of yew arrows (19/19, 36-50 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Rare] Arcane Power 36.0 - 50.4 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 19 Ranged+ +17 blight +20 fire +16 temporal On Hit.r1 +20 temporal +4 fire On Hit: * 21% chance to reduce strength, dexterity, and constitution by 10 Arrows are used with bows to pierce your foes to death. |
2 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. |
67 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 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. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 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. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
5 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. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Getamas the Flarewinnow2.0 T1 lite [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +3% fire ----- def ----- Crit.chn- 15.00% ---------- misc Light +6 Infravis +2 See.Invis +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. |
Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+7 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 195 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
scorching brass lantern of clarity2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +5% fire Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
6 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
7 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. |
Islanne [power 110] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Str dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +6% physical ----- def ----- Resists +3% blight Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Sootbore [power 10] (15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +2 Mag ----- def ----- Armour +4 Resists +6% darkness +18% cold Crit.chn- 15.00% Spell.save +18 (+6 eff.) Reveal the area around you, dispelling darkness (radius 10, power 41 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to heal for 55. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of shielding [power 116] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
8 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. |
4 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. |
7 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. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Limin the Dwarf Wyrmic level 9
30th Voratun 122nd year of Ascendancy at 06:55 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Limin the Dwarf Wyrmic level 21
14th Shortage 122nd year of Ascendancy at 08:52 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Limin the Dwarf Wyrmic level 22
14th Shortage 122nd year of Ascendancy at 14:20 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Limin the Dwarf Wyrmic level 10
1st Dearth 122nd year of Ascendancy at 22:05 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Limin the Dwarf Wyrmic level 20
12nd Shortage 122nd year of Ascendancy at 16:58 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Limin the Dwarf Wyrmic level 25
15th Iron 123rd year of Ascendancy at 06:17 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Limin the Dwarf Wyrmic level 21
13rd Shortage 122nd year of Ascendancy at 21:59 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Limin the Dwarf Wyrmic level 6
18th Voratun 122nd year of Ascendancy at 14:09 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Limin the Dwarf Wyrmic level 9
30th Wealth 122nd year of Ascendancy at 13:50 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Limin the Dwarf Wyrmic level 12
5th Dearth 122nd year of Ascendancy at 14:33 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Limin the Dwarf Wyrmic level 25
26th Iron 123rd year of Ascendancy at 19:36 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Limin the Dwarf Wyrmic level 24
24th Shortage 122nd year of Ascendancy at 09:03 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Limin the Dwarf Wyrmic level 16
22nd Loss 122nd year of Ascendancy at 12:32 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Limin the Dwarf Wyrmic level 27
8th Steel 123rd year of Ascendancy at 06:16 see stats
Log
Limin is poisoned!
Naga myrmidon hits Limin for 46 nature damage.
Poison from Naga myrmidon hits Limin for 46 nature damage.
Vorogaba the barrow wight's Living Lightning hits Limin for 40 lightning damage.
Armoured skeleton warrior uses Overpower.
Limin instinctively hardens her skin and ignores the attack!
Limin repels an attack from Armoured skeleton warrior.
Melee retaliation hits Armoured skeleton warrior for (13 blocked), 0 cold, (13 blocked), 0 cold (0 total damage).
Armoured skeleton warrior hits Limin for 127 physical damage.
Limin uses Nature's Touch.
Limin receives 433 healing.
Naga myrmidon reflects damage back to Limin!
Naga myrmidon hits Limin for 192 physical, 25 reflected (217 total damage).
Melee retaliation hits Naga myrmidon for (25 absorbed), 0 cold (0 total damage).
Talent Prismatic Slash is ready to use.
Poison from Naga myrmidon hits Limin for 46 nature damage.
Vorogaba the barrow wight's Living Lightning hits Limin for 40 lightning damage.
Limin is confused and fails to use Ice Wall.
Vorogaba the barrow wight casts Invoke Darkness.
Melee retaliation hits Armoured skeleton warrior for (13 absorbed), 0 cold (0 total damage).
Armoured skeleton warrior hits Limin for 141 physical damage.
Vorogaba the barrow wight hits Limin for 142 darkness damage.
Naga myrmidon reflects damage back to Limin!
Naga myrmidon hits Limin for 52 physical, 25 reflected (77 total damage).
Melee retaliation hits Naga myrmidon for (25 absorbed), 0 cold (0 total damage).
The shield around armoured skeleton warrior crumbles.
Poison from Naga myrmidon hits Limin for 46 nature damage.
Limin the level 28 dwarf wyrmic was treehugged to death by a naga myrmidon on level 1 of Ruined Dungeon.





























































































































