Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Forbidden Cults 1.7.4Official 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.
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:
Items Vault 1.7.0Donators/Buyers bonus! Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. 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:
Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Dwarf |
Class | Wanderer |
Level / Exp | 28 / 75% |
Size | medium |
Lifes / Deaths | Killed by elven mage at level 28 on the 24th Shortage 122nd year of Ascendancy at 22:13 / 2Killed by carrion worm mass at level 28 on the 24th Shortage 122nd year of Ascendancy at 22:28 |
Primary Stats
Strength | 103 (base 60) |
Dexterity | 18 (base 12) |
Constitution | 41 (base 12) |
Magic | 64 (base 46) |
Willpower | 40 (base 14) |
Cunning | 36 (base 12) |
Resources
Mana | 417/440 |
Psi | 111/130 |
Vim | 208/208 |
Life | -4/1002 |
Stamina | 173/256 |
Healing Factor | 1.5681403954777 |
Regeneration | 9.8008774717359 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 28.894014938291 |
See Invisible | 28.894014938291 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 195 |
Accuracy | 42 |
Crit Chance | 18% |
APR | 23 |
Speed | 1.00 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Lightning | 0% |
Light | +10% |
Physical | +27% |
Nature | +8% |
Arcane | +6% |
Mind | +13% |
All | 0% |
Offense: Damage Penetration
Light | +25% |
Darkness | +15% |
Defense: Base
Armour (hardiness) | 44.551211628464 (73.607947236566%) |
Defense | 19 |
Ranged Defense | 19 |
Fatigue | 18 |
Physical Save | 66 |
Spell Save | 51 |
Mental Save | 62 |
Defense: Resistances
Physical | + 22%( 70%) |
Lightning | + 14%( 70%) |
Light | + 36%( 70%) |
Nature | + 17%( 70%) |
Darkness | + 16%( 70%) |
Arcane | + 13%( 70%) |
Mind | + 22%( 70%) |
All | + 8%( 70%) |
Defense: Immunities
Disarm Resistance | 39% |
Confusion Resistance | 49% |
Pinning Resistance | 17% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 148 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 90 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 379 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 97 with a minimum range of 15. Its effects scale with your Constitution stat. |
Class Talents
Psionic / Dream Smith | 1.00 |
| 4/5 |
| 4/5 |
| 3/5 |
| 1/5 |
Corruption / Torture | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Spell / Phantasm | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Corruption / Vim | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cursed / One with shadows | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Action at a distance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Corruption / Torment | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 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 grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved talent Curse of Impotence (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Arewen the wolf. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 7 of Dreadfell. Escort: lost tinker (level 7 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by blue jelly. Escort: repented thief (level 2 of Trollmire) | failed |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
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. * 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 the fox. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of greater demon bile. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' You have aided Stire of Derth in creating an elixir of precision. 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 bear paw. * You've found the needed length of troll intestine. * You've found the needed ice ant stinger. 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 elder vampire blood. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed snow giant kidney. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed giant spider spinneret. * You've found the needed hummerhorn wing. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of dwarven-steel boots 'Darkquencher' (0 def, 4 armour) pair of dwarven-steel boots 'Darkquencher' (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +4 Str +6 Cun +11 Con dps ---------- Phys.crit +5.0% Phys.pwr +5 (+1 eff.) Res.pen +10% darkness +25% light Apr +8 ----- def ----- Armour +4 Fatigue +3% Resists +9% darkness 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 Phial 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.(96 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Shockwither the drakeskin leather cap (0 def, 5 armour) Shockwither the drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Str +6 Wil dps ---------- Phys.pwr +9 (+2 eff.) Res.pen +5% darkness Melee Ret 10 lightning On Hit (Melee): * 20% chance to reduce damage dealt by 0% ----- def ----- Armour +5 Fatigue +5% Resists +6% lightning +9% physical +15% mind Phys.save +29 (+7 eff.) Mind.save +26 (+7 eff.) Confus- +49% A cap made of leather. |
Tool | Winterbender (dig speed 24 turns) Winterbender (dig speed 24 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +5 Str +2 Cun +4 Con dps ---------- Dmg.mod +3% mind Melee Ret 2 cold ----- def ----- Phys.save +8 (+2 eff.) Spell.save +9 (+3 eff.) Mind.save +8 (+2 eff.) Max.HP +55.00 ---------- misc Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Ring of Growth Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | Bloodcaller 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: 125.13 You won the Ring of Blood trial, and this is your reward. |
Around waist | Mighty Girdle 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 | Dream Malleus (168% power, 5 apr) Dream Malleus (168% power, 5 apr)5.0 T4 greatmaul 2H weapon [Unique] Master/Psionic Power 168% Range: 1.5x Uses 70% Wil, 50% Mag, 70% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Melee+ +22 mind +20 physical On Hit: * 14% chance to reduce all saves and defense by 0 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +5% Mind.pwr +15 (+6 eff.) Dmg.mod +10% mind +10% physical Acc +7 (+3 eff.) Apr +3 ----- def ----- Defense +7 (+4 eff.) Disarm- +39% ---------- misc Psi/turn +0.10 Talents +3 Dream Smith's Hammer +3 Hammer Toss Cooldown Hammer Toss -2 A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
On hands | heroic dwarven-steel gauntlets of spellstriking (0 def, 6 armour) heroic dwarven-steel gauntlets of spellstriking (0 def, 6 armour)1.5 T2 hands armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +8 (+2 eff.) Melee+ 7 arcane Dmg.mod +6% arcane ----- def ----- Armour +6 Fatigue +3% Resists +5% arcane Mind.save +6 (+2 eff.) Max.HP +46.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | enlightening steel plate armour of command (6 def, 13 armour) enlightening steel plate armour of command (6 def, 13 armour)17.0 T2 massive armor [Ego++] Psionic While equipped: Stats +6 Cun +4 Wil ----- def ----- Armour +13 Defense +6 (+3 eff.) Fatigue +22% Mind.save +21 (+5 eff.) A suit of armour made of metal plates. |
Cloak | Belodur the linen cloak (1 def, 4 armour) Belodur the linen cloak (1 def, 4 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +4 Str +2 Mag +2 Wil +3 Con dps ---------- Crit.mult +20.00% Dmg.mod +9% physical ----- def ----- Armour +4 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. |
Around neck | warrior's gold amulet of manastreaming warrior's gold amulet of manastreaming0.1 T3 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +1 Mag dps ---------- S.pwr/crit +3 ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.80 Mana/turn +0.14 Max.mana +28.00 Amulets make your neck look great! |
Inventory
movement infusion (speed 500%; cd 12) movement infusion (speed 500%; cd 12)0.1 infusion scroll [Normal] 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 500% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 434%; cd 14) movement infusion (speed 434%; cd 14)0.1 infusion scroll [Normal] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 434% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 532%; cd 11) movement infusion (speed 532%; cd 11)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 532% 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 warrior (speed 756%; cd 13) movement infusion of the warrior (speed 756%; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 756% 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 Strength 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 psychic (heal 343; 16 cd) regeneration infusion of the psychic (heal 343; 16 cd)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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 343 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 421; 13 cd) regeneration infusion of the warrior (heal 421; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 421 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. |
regeneration infusion of the wizard (heal 410; 14 cd) regeneration infusion of the wizard (heal 410; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 410 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 20%; physical; dur 2; cd 14) wild infusion of the duelist (res 20%; physical; dur 2; cd 14)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
shatter afflictions rune of the wizard (absorb 84; cd 15) shatter afflictions rune of the wizard (absorb 84; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 84 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. 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 duelist (absorb 104; dur 3; cd 18) shielding rune of the duelist (absorb 104; dur 3; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 104 damage for 3 turns. Its effects scale with your Dexterity stat. 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 sneak (absorb 307; dur 5; cd 17) shielding rune of the sneak (absorb 307; dur 5; 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 307 damage for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 266; dur 5; cd 18) shielding rune of the titan (absorb 266; dur 5; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 266 damage for 5 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. |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 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... |
clarifying gold amulet of constitution (+4) clarifying gold amulet of constitution (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +17% mind Confus- +31% Amulets make your neck look great! |
protective stralite amulet protective stralite amulet0.1 T4 amulet jewelry [Ego+] Master While equipped: ----- def ----- Armour +6 Defense +8 (+4 eff.) Res.Cap +4% all Phys.save +16 (+4 eff.) Amulets make your neck look great! |
restful copper amulet of willpower (+3) restful copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Wil ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
restful steel amulet of magic (+4) restful steel amulet of magic (+4)0.1 T2 amulet jewelry [Ego] Arcane/Master While equipped: Stats +4 Mag ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
restful stralite amulet of murder restful stralite amulet of murder0.1 T4 amulet jewelry [Ego+] Master While equipped: dps ---------- Crit.mult +15.00% Acc +6 (+2 eff.) Apr +10 ----- def ----- Fatigue -6% HP.reg +4.00 Amulets make your neck look great! |
starlit steel amulet of dexterity (+3) starlit steel amulet of dexterity (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +11% light +13% darkness Blind- +22% Amulets make your neck look great! |
Porema the copper ring Porema the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Wil dps ---------- Dmg.mod +12% mind ----- def ----- Armour +6 Fatigue -4% Spell.save +6 (+2 eff.) Teleport- +10% ---------- misc Max.enc +22 Rings make your fingers look great! |
The Black Ring The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+3 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
conjurer's copper ring of power conjurer's copper ring of power0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +10 (+3 eff.) Mind.pwr +6 (+3 eff.) Rings make your fingers look great! |
copper ring copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring 'Amanarigavon' copper ring 'Amanarigavon'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun +1 Str ----- def ----- Defense +31 (+16 eff.) Phys.save +3 (+1 eff.) Die.at -60.00 life ---------- misc Light +2 Rings make your fingers look great! |
gold ring of time (+13%) gold ring of time (+13%)0.1 T3 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +13% temporal ----- def ----- Resists +13% temporal Rings make your fingers look great! |
marksman's copper ring of clarity marksman's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Mind.save +6 (+2 eff.) Confus- +21% Rings make your fingers look great! |
pixie's gold ring of pilfering pixie's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +2 Cun +3 Mag dps ---------- Spell.pwr +8 (+2 eff.) Acc +10 (+4 eff.) Apr +9 ----- def ----- Defense +9 (+5 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 105% 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 make your fingers look great! |
savage's gold ring of clarity savage's gold ring of clarity0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +3 Con ----- def ----- Spell.save +10 (+4 eff.) Mind.save +7 (+2 eff.) Confus- +30% ---------- misc Max.stam +15.00 Rings make your fingers look great! |
savior's copper ring savior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+2 eff.) Rings make your fingers look great! |
steel ring steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
acidic dwarven-steel battleaxe of massacre (153% power, 2 apr) acidic dwarven-steel battleaxe of massacre (153% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane/Master Power 154% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 127 damage over 5 turns and reducing armor and accuracy by 16 Massive two-handed battleaxes. |
elemental dwarven-steel battleaxe of the mystic (136% power, 2 apr) elemental dwarven-steel battleaxe of the mystic (136% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Arcane Power 137% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% On Hit: * Create an explosion dealing 76 cold damage (1/turn) While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +12% cold Res.pen +14% cold Massive two-handed battleaxes. |
thought-forged dwarven-steel battleaxe of daylight (142% power, 2 apr) thought-forged dwarven-steel battleaxe of daylight (142% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane/Psionic Power 143% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +7 light +12 mind Against +17% Undead On Hit: * 14% chance to reduce all saves and defense by 0 While equipped: Stats +3 Cun +5 Wil Massive two-handed battleaxes. |
warbringer's stralite battleaxe of projection (153% power, 3 apr) warbringer's stralite battleaxe of projection (153% power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego++] Master/Psionic Power 154% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +7 Con dps ---------- Phys.pwr +12 (+3 eff.) Res.pen +10% physical ----- def ----- Disarm- +14% Massive two-handed battleaxes. |
Genocide (152% power, 4 apr) Genocide (152% power, 4 apr)3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 152% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
hateful dwarven-steel greatsword of massacre (154% power, 2 apr) hateful dwarven-steel greatsword of massacre (154% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Master/Psionic Power 154% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +16 darkness Against +9% Living Massive two-handed swords. |
Twilight's Edge (158% power, 7 apr) Twilight's Edge (158% power, 7 apr)3.0 T4 longsword 1H weapon [Unique] Arcane Power 158% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +7 Crit +12.0% Atk.spd 100% On Crit: * release a burst of light and dark damage (scales with Magic) While equipped: Stats +4 Str +4 Cun +4 Mag dps ---------- Spell.crit +4% Spell.pwr +12 (+4 eff.) Dmg.mod +18% darkness +18% light ---------- misc Light +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
enhanced steel longsword (105% power, 3 apr) enhanced steel longsword (105% power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Nature Power 106% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Str +4 Dex +7 Mag +5 Wil +5 Cun +3 Con Sharp, long, and deadly. |
mossy mindstar 'Belugadulen' (72% power, 12 apr, nature damage) mossy mindstar 'Belugadulen' (72% power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 72% Range: 1.1x Uses 50% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Crit.r2 +8 mind While equipped: Stats +3 Cun dps ---------- Mind.crit +1% Crit.mult +6.00% Mind.pwr +2 (+1 eff.) Res.pen +10% blight ----- def ----- Resists +6% mind ---------- misc Light +1 See.Invis +3 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. |
nature's vined mindstar of resolve (87% power, 18 apr, mind damage) nature's vined mindstar of resolve (87% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 87% Range: 1.1x Uses 50% Wil, 50% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% nature ----- def ----- Resists +4% blight Spell.save +2 (+1 eff.) Disease- +10% ---------- 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. |
enhanced dwarven-steel waraxe of crippling (125% power, 4 apr) enhanced dwarven-steel waraxe of crippling (125% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego++] Nature/Master Power 125% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con dps ---------- Phys.crit +7.0% One-handed war axes. |
inquisitor's stralite waraxe of evisceration (142% power, 5 apr) inquisitor's stralite waraxe of evisceration (142% power, 5 apr)3.0 T4 waraxe 1H weapon [Ego++] Disrupt/Master Power 142% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% On Crit: * Wound the target dealing 304 physical damage across 5 turns and reducing healing by 50% * Deals 66 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +6 (+2 eff.) One-handed war axes. |
hardened leather belt 'Tulachik' hardened leather belt 'Tulachik'1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +12% mind ----- def ----- Resists +12% acid +6% nature +3% blight Spell.save +20 (+7 eff.) ---------- misc Size +1 A belt that goes around your waist. |
reinforced hardened leather belt of the giants reinforced hardened leather belt of the giants1.0 T3 belt armor [Ego+] Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +5 Defense +9 (+5 eff.) Phys.save +19 (+5 eff.) Spell.save +7 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Bleakobeisance (1 def, 0 armour) Bleakobeisance (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +5 Dex +2 Mag +6 Cun +1 Con dps ---------- Dmg.mod +3% darkness Acc +4 (+2 eff.) Apr +4 ----- 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. |
Galirerath the Daybutcher (10 def, 0 armour) Galirerath the Daybutcher (10 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +12% light Res.pen +20% light ----- def ----- Defense +10 (+5 eff.) Resists +15% light Phys.save +7 (+2 eff.) ---------- misc Equi/ret +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bogpyre the pair of rough leather boots (0 def, 3 armour) Bogpyre the pair of rough leather boots (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Cun dps ---------- Melee Ret 2 nature On Hit (Melee): * 10% chance to slow global speed by 0% ----- def ----- Armour +3 Resists +6% light ---------- misc Equi/ret +0.08 Psi/ret +0.04 Infravis +1 A pair of boots made of leather. |
Dawnspiker the pair of iron boots (0 def, 3 armour) Dawnspiker the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Mind.pwr +25 (+9 eff.) Melee Ret 2 light ----- def ----- Armour +3 Fatigue +2% Resists +3% lightning +3% nature +5% fire +5% arcane +6% cold Mind.save +9 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Lightningreign (0 def, 1 armour) Lightningreign (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Mind.crit +5% Crit.mult +15.00% Phys.pwr +4 (+1 eff.) Dmg.mod +6% mind Apr +4 ----- def ----- Armour +1 Resists +5% arcane +3% lightning A pair of boots made of leather. |
Oligorach the pair of rough leather boots (0 def, 1 armour) Oligorach the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Wil +3 Con ----- def ----- Armour +1 Resists +5% arcane +3% lightning Crit.dmg- 15.00% Spell.save +3 (+1 eff.) ---------- misc Hate/m.crit +1.00 Infravis +1 Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
blood-soaked pair of hardened leather boots of void walking (0 def, 3 armour) blood-soaked pair of hardened leather boots of void walking (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +5 (+1 eff.) Res.pen +13% darkness +12% temporal Apr +6 ----- def ----- Armour +3 Resists +15% darkness +11% temporal Def/telep +17 Res/telep +15% Dur/telep +14% A pair of boots made of leather. |
miner's pair of dwarven-steel boots of tirelessness (0 def, 8 armour) miner's pair of dwarven-steel boots of tirelessness (0 def, 8 armour)3.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +8 Fatigue +3% ---------- misc Stam/turn +0.30 Max.stam +10.00 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cloudsever the iron gauntlets (0 def, 1 armour) Cloudsever the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +9% lightning Acc +11 (+4 eff.) Melee Ret 6 lightning 2 fire ----- def ----- Armour +1 Fatigue +1% Metal gloves protecting the hands up to the middle of the lower arm. |
Shiverscar the hardened leather gloves (0 def, 2 armour) Shiverscar the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Dex +5 Wil dps ---------- Dmg.mod +12% cold Res.pen +25% mind Acc +13 (+5 eff.) ----- def ----- Armour +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour) 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 These gloves are coated with a thick, green liquid. |
blighted voratun gauntlets of spellstriking (0 def, 3 armour) blighted voratun gauntlets of spellstriking (0 def, 3 armour)1.5 T4 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +14 (+4 eff.) Melee+ 4 arcane 10 blight Dmg.mod +6% arcane +6% blight ----- def ----- Armour +3 Fatigue +5% Resists +7% arcane +9% blight Metal gloves protecting the hands up to the middle of the lower arm. |
cinder voratun gauntlets of strength (+3) (0 def, 3 armour) cinder voratun gauntlets of strength (+3) (0 def, 3 armour)1.5 T4 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +16 (+4 eff.) Melee+ 9 fire Dmg.mod +6% fire ----- def ----- Armour +3 Fatigue +5% Resists +6% fire Metal gloves protecting the hands up to the middle of the lower arm. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tulygund (1 def, 0 armour) Tulygund (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +11% lightning Melee Ret 4 arcane ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning HP.reg +2.00 Poison- +10% Disarm- +10% ---------- misc Max.vim +20.00 A pointy cloth hat, very wizardly... |
Stormbender (4 def, 8 armour) Stormbender (4 def, 8 armour)14.0 T4 heavy armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% lightning +9% fire Res.pen +15% lightning +25% acid ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +27% acid +27% lightning A suit of armour made of mail. |
Veluyawe (12 def, 10 armour) Veluyawe (12 def, 10 armour)14.0 T2 heavy armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Crit.mult +15.00% Dmg.mod +9% arcane Acc +20 (+7 eff.) ----- def ----- Armour +10 Defense +12 (+6 eff.) Fatigue +12% Resists +16% blight +13% darkness ---------- misc Light +2 A suit of armour made of mail. |
enlightening stralite mail armour of the deep (4 def, 11 armour) enlightening stralite mail armour of the deep (4 def, 11 armour)14.0 T4 heavy armor [Ego++] Nature/Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +11 Defense +4 (+2 eff.) Fatigue +12% Resists +7% acid +5% cold Mind.save +10 (+3 eff.) ---------- misc Breathe water A suit of armour made of mail. |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+7 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
14 agate 14 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. |
231 alchemist agate 231 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. |
3 onyx 3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 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 lazuli 2 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. |
5 opal 5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Boltoblivion (dig speed 36 turns) Boltoblivion (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +3 Wil dps ---------- Dmg.mod +6% nature +6% lightning ----- def ----- Resists +10% nature ---------- misc Equi/ret +0.12 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Gilranne (dig speed 38 turns) Gilranne (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +4 Dex +1 Con dps ---------- Dmg.mod +6% nature Res.pen +5% mind Melee Ret 4 mind ----- def ----- Resists +11% nature ---------- misc Equi/ret +0.04 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) 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. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
7 emerald 7 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. |
10 spinel 10 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. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Eye of the Dreaming One 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 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 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 9 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 Foot 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 Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet 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. |
ruby ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) 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 Chest 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. |
Persistent Will Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
powerful elven-wood totem of healing [power 302] (15 cooldown) powerful elven-wood totem of healing [power 302] (15 cooldown)2.0 T4 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 302 Puts all charms on 15 cooldown 100% to increase all damage by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
quick ash totem of stinging [power 176] (10 cooldown) quick ash totem of stinging [power 176] (10 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 190 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 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. |
ash wand of lightning storm 'Stokespike' [power 170] (15 cooldown) ash wand of lightning storm 'Stokespike' [power 170] (15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% fire ----- def ----- Resists +3% mind +21% acid Mind.save +9 (+2 eff.) Disarm- +20% Create a radius 3 storm for 5 turns. Each turn, creatures within take 33 lightning damage and will be dazed for 1 turn (169 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz 2 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. |
10 ametrine 10 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. |
10 citrine 10 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. |
3 zircon 3 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
By Lol6 the Dwarf Wanderer level 23
25th Loss 122nd year of Ascendancy at 06:07 see stats
By Lol6 the Dwarf Wanderer level 7
24th Voratun 122nd year of Ascendancy at 10:29 see stats
By Lol6 the Dwarf Wanderer level 19
20th Dearth 122nd year of Ascendancy at 02:35 see stats
By Lol6 the Dwarf Wanderer level 10
2nd Profit 122nd year of Ascendancy at 08:08 see stats
By Lol6 the Dwarf Wanderer level 20
20th Dearth 122nd year of Ascendancy at 03:25 see stats
By Lol6 the Dwarf Wanderer level 21
30th Dearth 122nd year of Ascendancy at 07:32 see stats
By Lol6 the Dwarf Wanderer level 24
7th Shortage 122nd year of Ascendancy at 00:43 see stats
By Lol6 the Dwarf Wanderer level 5
19th Voratun 122nd year of Ascendancy at 05:00 see stats
By Lol6 the Dwarf Wanderer level 12
10th Profit 122nd year of Ascendancy at 19:39 see stats
By Lol6 the Dwarf Wanderer level 16
8th Wealth 122nd year of Ascendancy at 02:24 see stats
By Lol6 the Dwarf Wanderer level 22
11st Loss 122nd year of Ascendancy at 10:59 see stats
By Lol6 the Dwarf Wanderer level 26
15th Shortage 122nd year of Ascendancy at 01:57 see stats
By Lol6 the Dwarf Wanderer level 18
12nd Dearth 122nd year of Ascendancy at 17:29 see stats
By Lol6 the Dwarf Wanderer level 28
24th Shortage 122nd year of Ascendancy at 22:13 see stats
Log
Melee retaliation hits Ivuralle the elven guard for 2 cold, 10 lightning, 2 cold, 10 lightning (24 total damage).
Lol6 casts Mirror Image.
Mirror Image (Lol6) uses Taunt.
Carrion worm mass's wormblight area effect hits Elven blood mage for 26 blight damage.
Carrion worm mass hits Lol6 for 6 physical damage.
Melee retaliation hits Carrion worm mass for 2 cold, 10 lightning (12 total damage).
Talent Dream Smith's Hammer is ready to use.
Talent Inner Power is ready to use.
Elven blood mage slows down.
Elven blood mage casts Rune: Ethereal.
Elven blood mage becomes ethereal.
Something HEALS from blight damage!
Burning from Lol6 hits Elven blood mage for 3 fire damage.
Elven blood mage hits Mirror Image (Lol6) for 1 physical damage.
A shield forms around Lol6.
Your shield crumbles under the damage!
The shield around Lol6 crumbles.
Something hits Lol6 for (116 absorbed), 0 blight, (48 absorbed), 3 blight, 42 blight (45 total damage).
Lol6 casts Arcane Strike.
Carrion worm mass is on fire!
Carrion worm mass is stunned by the burning flame!
Bloodcaller hits Lol6 for 6 healing, 3 healing (0 total damage) [9 healing].
Lol6 hits Elven blood mage for 23 mind, 15 mind, 16 physical, 5 arcane, 9 light, 4 fire (72 total damage).
Lol6 hits Ivuralle the elven guard for 143 arcane damage.
Lol6 hits Carrion worm mass for 76 mind, 25 mind, 13 physical, 7 arcane, 16 light, 8 fire (145 total damage).
Lol6 killed Ivuralle the elven guard!
Carrion worm mass's wormblight area effect hits Elven blood mage for 19 blight damage.
Carrion worm mass's wormblight area effect hits Lol6 for 42 blight damage.
Lol6 the level 28 dwarf wanderer was infected to death by a carrion worm mass on level 5 of Dark crypt.