












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. 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! 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 Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Showing Items Tier in Inventory 1.7.2This 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 | Infinite |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 23 / 98% |
| Size | medium |
| Lifes / Deaths | Killed by Horned Horror at level 23 on the 11st Profit 122nd year of Ascendancy at 12:38 / 1 |
Primary Stats
| Strength | 48 (base 23) |
| Dexterity | 8 (base 10) |
| Constitution | 22 (base 10) |
| Magic | 41 (base 43) |
| Willpower | 63 (base 39) |
| Cunning | 15 (base 10) |
Resources
| Life | -84/685 |
| Mana | 184/432 |
| Equilibrium | 45 |
| Healing Factor | 1.4624166372473 |
| Regeneration | 8.1164123367222 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -30% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 18.097534654637 |
| See Invisible | 21.097534654637 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 77 |
| Accuracy | 16 |
| Crit Chance | 9% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 37 |
| Accuracy | 16 |
| Crit Chance | 9% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +11% |
| Cold | +15% |
| Physical | +10% |
| Mind | +6% |
| Nature | +11% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 55.682776496436 (81.898876157654%) |
| Defense | 7 |
| Ranged Defense | 7 |
| Fatigue | 56 |
| Physical Save | 46 |
| Spell Save | 44 |
| Mental Save | 48 |
Defense: Resistances
| Darkness | + 13%( 70%) |
| Light | + 38%( 70%) |
| Fire | + 19%( 70%) |
| Nature | + 34%( 70%) |
| Physical | + 10%( 70%) |
| Cold | + 48%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Bleed Resistance | 50% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| 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 100 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 193 damage for 3 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 182 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Eldritch stone | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Earthen power | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Dwarf | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Stone Skin |
| talent | Stone Vines |
| talent | Shards |
| talent | Eldritch Infusion |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target can't think straight, causing their actions to fail. Concussion |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| beneficial effect | Infinite Dungeon Challenge (Level 11): Exterminator Challenge |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 11): Exterminator | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 5): Exterminator | active |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 7): Pacifist | failed |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil 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 | brass lantern of focus2.0 T1 lite [Ego] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Zubobeth the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +7 Str dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +10 (+3 eff.) S.pwr/crit +4 ----- def ----- Armour +2 Fatigue +3% HP.reg +1.70 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +0.50 Psi/turn +0.16 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. |
| Tool | Gunugofast [power 155] (6/15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +3 Str dps ---------- Phys.crit +4.0% ----- def ----- Resists +1% physical Mind.save +9 (+3 eff.) Die.at -20.00 life Blast the opponent's mind dealing 82 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 37. Torques are made by powerful psionics to store psionic powers. |
| On fingers | psionicist's steel ring of light (+22%)0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Mind.save +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | psionicist's gold ring of nature (+22%)0.1 T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Mind.save +6 (+2 eff.) Rings make your fingers look great! |
| Around neck | starlit steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +14% light +10% darkness Heal.mod +13% Blind- +20% Cut- +50% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 262 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | dwarven-steel shield of winter (0 def, 6 armour, 33-40 power, 74.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 33.0 - 39.6 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +74 Melee+ +10 cold While equipped: Stats +2 Wil dps ---------- On shield block: * Deals 162 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +6 Fatigue +8% Resists +11% cold ---------- misc Talents +1 Block Handheld deflection devices. |
| Around waist | Xanebrenn1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Mind.crit +2% Crit.mult +5.00% ----- def ----- Armour +2 HP.reg +0.60 Heal.mod +13% A belt that goes around your waist. |
| In off hand | reinforced dwarven-steel shield of cold resistance (+15%) (0 def, 8 armour, 30-36 power, 125.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 30.0 - 36.0 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +126 While equipped: ----- def ----- Armour +8 Fatigue +8% Resists +15% cold ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | enveloping cashmere cloak of Iron Throne (8 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +8 (+8 eff.) Phys.save +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Scabwill (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +1 Cun +2 Wil dps ---------- On Hit (Melee): * 10% chance to slow global speed by 57% ----- def ----- Armour +9 Fatigue +22% Resists +16% fire +6% physical Crit.chn- 15.00% Phys.save +11 (+4 eff.) Max.HP +30.00 HP.reg +3.00 Heal.mod +10% ---------- misc See.Invis +3 A suit of armour made of metal plates. |
Inventory
heroism infusion of the wizard (die at -336; dur 7; cd 26)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -336 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 672 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
movement infusion of the psychic (speed 589%; cd 12)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 increase movement speed by 589% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 140; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 140 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 347; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 347 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. |
Antimagic Wyrm Bile Extract0.4 potion [Unique] Master Quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
Prismatic Rune (6 turns; lightning, physical, darkness, blight, cold, fire)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 3 physical, 3 darkness, 5 blight, 4 cold, 5 fire Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the psychic (range 6; phase 19; cd 12)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 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 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 0; blocks 1; dur 4; cd 15)0.1 rune scroll [Normal] Arcane 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 spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 1 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Poromina0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Res.pen +15% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 29 ----- def ----- Resists +3% nature +9% acid ---------- misc Masteries +0.12 Spell/Deeprock Amulets make your neck look great! |
cleansing steel amulet of cunning (+3)0.1 T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Cun ----- def ----- Resists +12% nature +13% blight Poison- +20% Disease- +24% Amulets make your neck look great! |
restful steel amulet of cunning (+3)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Cun ----- def ----- Fatigue -6% HP.reg +1.00 Amulets make your neck look great! |
warrior's steel amulet of strength (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
gladiator's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Rings make your fingers look great! |
rogue's gold ring of sensing0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+8 eff.) Blind- +20% ---------- misc Infravis +3 See.Stealth +11 See.Invis +13 Rings make your fingers look great! |
rogue's gold ring of the mind (+11%)0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +11% mind ----- def ----- Defense +8 (+8 eff.) Resists +11% mind Rings make your fingers look great! |
titan's gold ring of perseverance0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) HP.reg +2.00 Stun/Frz- +26% Rings make your fingers look great! |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
wizard's stralite ring of arcana (+0.18/turn)0.1 T4 ring jewelry [Ego] Arcane While equipped: Stats +6 Mag ----- def ----- Spell.save +12 (+4 eff.) Silence- +20% ---------- misc Mana/turn +0.18 Rings make your fingers look great! |
acidic steel battleaxe of vileness (22-34 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 22.5 - 33.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +7 blight On Hit: * 9% chance to reduce strength, dexterity, and constitution by 24 On Crit: * Splash the target with acid dealing 138 damage over 5 turns and reducing armor and accuracy by 18 Massive two-handed battleaxes. |
steel battleaxe (18-26 power, 2 apr)3.0 T2 battleaxe 2H weapon [Normal] Power 17.5 - 26.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
warbringer's steel battleaxe of massacre (37-56 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Master Power 37.0 - 55.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +9 (+3 eff.) Res.pen +9% physical ----- def ----- Disarm- +18% Massive two-handed battleaxes. |
balanced iron dagger of persecution (11-14 power, 5 apr)1.0 T1 dagger 1H weapon Reqs Dex 11 [Ego] Disrupt/Master Power 11.0 - 14.3 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Against +7% Unnatural While equipped: Stats +2 Wil dps ---------- Acc +6 (+4 eff.) ----- def ----- Defense +5 (+5 eff.) Disarm- +20% Sharp, short and deadly. |
balanced steel dagger (12-16 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Master Power 12.5 - 16.2 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+4 eff.) ----- def ----- Defense +5 (+5 eff.) Disarm- +21% Sharp, short and deadly. |
Obliterator (48-72 power, 10 apr)5.0 T3 greatmaul 2H weapon [Unique] Master Power 48.0 - 72.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 48 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
chilling steel greatmaul (30-46 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 30.5 - 45.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +7 cold Massive two-handed mauls. |
chilling steel greatmaul (28-41 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 27.5 - 41.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +9 cold Massive two-handed mauls. |
steel greatmaul (28-41 power, 2 apr)5.0 T2 greatmaul 2H weapon [Normal] Power 27.5 - 41.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
chilling iron longsword (12-17 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +6 cold Sharp, long, and deadly. |
iron longsword of projection (10-15 power, 2 apr)3.0 T1 longsword 1H weapon [Ego+] Psionic Power 10.5 - 14.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% 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) Sharp, long, and deadly. |
steel mace 'Healrigor' (16-22 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Master Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 light Against +9% Undead On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Mag +2 Wil +1 Con dps ---------- Phys.crit +7.0% Spell.pwr +6 (+2 eff.) Dmg.mod +3% nature Res.pen +5% nature ---------- misc Light +3 Infravis +3 Blunt and deadly. |
Great Caller (10-11 power, 18 apr, nature damage)3.0 T3 mindstar 1H weapon [Unique] Nature Power 10.0 - 11.0 Nature Uses 30% Wil, 50% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+4 eff.) Dmg.mod +8% cold +8% fire +8% physical ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
blooming vined mindstar of balance (6-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Phys.save +3 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +3 (+1 eff.) Heal.mod +14% Heal/summ +19 ---------- misc Equi/ret +0.50 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. |
Aruzor the cured leather sling4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Random Unique] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +9 fire On Hit: 10% Arcane Vortex 2 While equipped: Stats +2 Mag dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +6% arcane +10% fire Res.pen +6% all Acc +7 (+5 eff.) Apr +7 ----- def ----- Resists +6% mind +3% light Die.at -40.00 life Slings are used to hurl stones or metal shots at your foes. |
greater ash vilestaff of fate (15-18 power, 3 apr, blight 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 +5% Spell.pwr +10 (+3 eff.) Dmg.mod +15% blight +15% fire +15% darkness +15% acid ----- def ----- Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +5 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elm starstaff (10-12 power, 2 apr, physical element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% physical ---------- misc Mana/turn +0.12 Max.mana +33.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
River's Fury (23-32 power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+6 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 7.44 cold damage and 7.12 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
enveloping cashmere cloak of Eldoral (7 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Defense +7 (+7 eff.) Phys.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven woollen robe of corrosion (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +10% acid ----- def ----- Resists +15% acid +9% all Mind.save +17 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of darkness (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ----- def ----- Resists +15% darkness +9% all Spell.save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of alchemy (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +5% acid +5% physical +8% cold +6% fire ----- def ----- Resists +12% acid +12% physical +11% cold +10% fire +9% all ---------- misc Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of hardened leather boots of strife (0 def, 3 armour)2.0 T3 feet armor [Ego+] Psionic While equipped: Stats +3 Wil +3 Con dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +6% physical ----- def ----- Armour +3 Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 17 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of iron boots of phasing (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +3 Wil +3 Mag ----- def ----- Armour +3 Fatigue +2% Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Pitchward (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +9% temporal +3% arcane +6% darkness Res.pen +15% arcane ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Areriarin (7 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun dps ---------- Phys.crit +1.0% Dmg.mod +3% mind +9% physical ----- def ----- Armour +6 Defense +7 (+7 eff.) Fatigue +12% Resists +16% lightning Phys.save +9 (+3 eff.) A suit of armour made of mail. |
iron mail armour of fire resistance (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +17% fire A suit of armour made of mail. |
radiant steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +3 Wil ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +15% blight +10% darkness ---------- misc Light +1 A suit of armour made of mail. |
rejuvenating iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% HP.reg +2.30 ---------- misc Stam/turn +0.60 A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+4 eff.) Rng.Def +8 (+8 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
dwarven-steel plate armour of the deep (0 def, 12 armour)17.0 T3 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +12 Fatigue +22% Resists +6% acid +7% cold ---------- misc Breathe water A suit of armour made of metal plates. |
fortifying dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego+] Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +11 Fatigue +22% Max.HP +33.00 A suit of armour made of metal plates. |
Bindings of Eternal Night (12 def, 12 armour)6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+12 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +1 Mag dps ---------- Spell.pwr +9 (+3 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+5 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
acidic iron shield of arcane resistance (+11%) (0 def, 2 armour, 10-11 power, 21.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Nature/Disrupt When used to Attack: Power 9.5 - 11.4 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +22 On Hit: * 10% chance to reduce armor by 34% While equipped: dps ---------- Melee+ 5 acid Melee Ret 3 acid ----- def ----- Armour +2 Fatigue +8% Resists +11% arcane ---------- misc Talents +1 Block Handheld deflection devices. |
42 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 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. |
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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+2 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+8 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+8 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
pouch of steel shots (14/14, 21-25 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Normal] Power 21.0 - 25.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 14 Shots are used with slings to pummel your foes to death. |
focusing dwarven-steel torque of mindblast [power 205] (6/15 cooldown)2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 109 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
piercing steel torque of mindblast [power 155] (6/15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 82 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Dagandur the yew totem of summon tentacle [power 235] (6/25 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: Stats +5 Con dps ---------- Res.pen +5% mind ----- def ----- Crit.chn- 10.00% ---------- misc Light +2 Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 470 Base Damage: 236 Armor: 17 All Resist: 9 Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to reduce 1 talent cooldowns by 2. 100% to increase all damage by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
evasive elm wand of lightning storm [power 122] (6/15 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 12 lightning damage and will be dazed for 1 turn (61 total damage) Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
evasive yew wand of lightning storm [power 230] (6/15 cooldown)2.0 T3 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (115 total damage) Puts all charms on 15 cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
extending yew wand of shielding [power 260] (6/20 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 260 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 3 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick ash wand of shielding [power 158] (6/14 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 158 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 14 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
Achievements
Exterminator (Roguelike)
Killed 1000 creatures.By Azice the Dwarf Stone Warden level 23
9th Profit 122nd year of Ascendancy at 10:26 see stats
Infinite x10 (Roguelike)
Got to level 10 of the infinite dungeon.By Azice the Dwarf Stone Warden level 15
2nd Acquisition 122nd year of Ascendancy at 04:36 see stats
Level 10 (Roguelike)
Got a character to level 10.By Azice the Dwarf Stone Warden level 10
25th Voratun 122nd year of Ascendancy at 21:27 see stats
Level 20 (Roguelike)
Got a character to level 20.By Azice the Dwarf Stone Warden level 20
6th Profit 122nd year of Ascendancy at 14:12 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Azice the Dwarf Stone Warden level 19
5th Profit 122nd year of Ascendancy at 23:18 see stats
Log
Azice misses Horned Horror.
Horned Horror is dazed!
Azice hits Horned Horror for (23 flat reduction), 16 nature, (6 flat reduction), 0 arcane (16 total damage).
Horned Horror is free from the stone vine.
Horned Horror stops bleeding.
Horned Horror raises their leg and snaps it downward in a devastating axe kick.
Horned Horror is not dazed anymore.
Horned Horror is frozen to the ground!
Azice counter attacks Horned Horror with her shield shards!
Azice's brain isn't quite working right!
Azice hits Horned Horror for (23 flat reduction), 50 cold, (16 flat reduction), 0 nature, (6 flat reduction), 0 cold, (8 flat reduction), 0 arcane, (16 flat reduction), 0 nature, (8 flat reduction), 0 arcane (50 total damage).
Melee retaliation hits Horned Horror for (4 flat reduction), 0 arcane (0 total damage).
Horned Horror hits Azice for (24 blocked), 0 physical, (9 blocked), 0 lightning (0 total damage).
Azice fails to use Block.
Horned Horror is not stunned anymore.
Horned Horror regains their balance.
Azice regains balance.
Horned Horror is seized by a stone vine.
Talent Nature's Touch is ready to use.
Azice counter attacks Horned Horror with her shield shards!
Azice misses Horned Horror.
Azice misses Horned Horror.
Horned Horror hits Azice for 72 physical, (19 flat reduction), 0 lightning (72 total damage).
Melee retaliation hits Horned Horror for (4 flat reduction), 0 arcane (0 total damage).
Azice fails to use Nature's Touch.
Horned Horror speeds up.
Stone Vine from Azice hits Horned Horror for (19 flat reduction), 0 nature, (16 flat reduction), 0 arcane (0 total damage).
Horned Horror throws two quick punches.






































































































