











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| Addons | Ashes of Urh'Rok 1.6.0Official Expansion!Items Vault 1.6.0Donators/Buyers bonus! Better Item Description 1.6.0This 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 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official Expansion!Forbidden Cults 1.6.0Official 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.
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 28 / 62% |
| Size | big |
| Lifes / Deaths | Killed by worm that walks at level 25 on the 21st Shortage 122nd year of Ascendancy at 21:29 / 2Killed by elven cultist at level 28 on the 9th Iron 123rd year of Ascendancy at 12:48 |
Primary Stats
| Strength | 109.67552661041 (base 51) |
| Dexterity | 36 (base 12) |
| Constitution | 68 (base 59) |
| Magic | 8 (base 10) |
| Willpower | 47 (base 10) |
| Cunning | 20 (base 11) |
Resources
| Life | -146/1148 |
| Stamina | 241/244 |
| Healing Factor | 1.3655462184876 |
| Regeneration | 244.98174191897 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 21.388114253578 |
| See Invisible | 21.388114253578 |
Offense: Mainhand
| Damage | 129 |
| Accuracy | 49 |
| Crit Chance | 18% |
| APR | 36 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +6% |
| Temporal | +12% |
| Blight | +5% |
| Physical | +5% |
| Cold | +35% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
| Physical | +8% |
Defense: Base
| Armour (hardiness) | 91.737668162692 (86.030927835052%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 0 |
| Physical Save | 71 |
| Spell Save | 60 |
| Mental Save | 42 |
Defense: Resistances
| Lightning | + 27%( 70%) |
| Physical | + 22%( 70%) |
| Temporal | + 24%( 70%) |
| Nature | + 19%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 28%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Knockback Resistance | 100% |
| Stun Resistance | 74% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 13% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 521 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 122 with a minimum range of 15. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Constitution stat. |
| 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 403 damage for 3 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: EtherealUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 21% all resistance, you move 40% faster, and you are invisible (power 18). Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 2/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Shield Wall |
| detrimental effect | The target is infected by a disease, reducing its strength by 12 and doing 37.30 blight damage per turn. Weakness Disease |
| beneficial effect | The target has 69 increased life regeneration. Recovery |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 104.18 life per turn. Regeneration |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
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 |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved Dexterity by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | 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 |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Quasit's Skull (0 def, 12 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+3 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | Nerathra the hardened leather gloves (5 def, 4 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 21 mind 10 darkness Dmg.mod +12% temporal Melee Ret 6 arcane On Hit (Melee): * 14% chance to reduce all saves and defense by 24 ----- def ----- Armour +4 Defense +5 (+3 eff.) Resists +5% arcane +6% temporal Mind.save -11 (-4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | 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. |
| On fingers | Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| On fingers | savior's steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+3 eff.) Apr +7 ----- def ----- Defense +8 (+4 eff.) Phys.save +6 (+2 eff.) Spell.save +7 (+1 eff.) Mind.save +10 (+4 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| Around neck | Isarewe the gold amulet0.1 T3 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Str +4 Dex +2 Wil dps ---------- Phys.pwr +15 (+4 eff.) Mind.pwr +8 (+4 eff.) ----- def ----- Resists +8% physical +9% temporal Mind.save +6 (+2 eff.) Confus- +13% ---------- misc Stam/turn +0.50 Amulets can have magical properties. |
| In main hand | truestriking stralite waraxe of evisceration (33.5-46.9 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego++] Master Power 33.5 - 46.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit: * Wound the target dealing 266 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +8 (+2 eff.) Res.pen +8% physical Acc +11 (+4 eff.) Apr +9 One-handed war axes. |
| Around waist | rough leather belt 'Silythra'1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Dex +5 Wil +3 Cun dps ---------- Res.pen +5% blight Against +20% Summoned ----- def ----- D.Red.from +17% Summoned Spell.save +9 (+2 eff.) A belt that goes around your waist. |
| In off hand | shocking dwarven-steel shield of lightning resistance (+19%) (0 def, 6 armour, 32-38.4 power, 76 block)7.0 T3 shield armor [Ego] Nature/Master When used to Attack: Power 32.0 - 38.4 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +76 While equipped: dps ---------- Melee+ 14 lightning Melee Ret 4 lightning ----- def ----- Armour +6 Fatigue +8% Resists +19% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | cashmere cloak 'Malontir' (7 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +5 Str +3 Con dps ---------- Spell.crit +2% ----- def ----- Defense +7 (+4 eff.) Phys.save +8 (+2 eff.) ---------- misc Mana/turn +0.20 Mana/s.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Deepsmalice the dwarven-steel plate armour (0 def, 17 armour)17.0 T3 massive armor [Rare] Master While equipped: Stats +2 Cun dps ---------- Crit.mult +15.00% Dmg.mod +6% mind On Hit (Melee): * 10% chance to reduce damage dealt by 20% ----- def ----- Armour +17 Fatigue +16% Phys.save +7 (+2 eff.) ---------- misc Max.hate +2.00 A suit of armour made of metal plates. |
Inventory
Primal Infusion (affinity 15%; reduction 2; dur 5; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the duelist (speed 523%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 523% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 604%; cd 18)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 604% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 481; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 481 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. |
biting gale rune of the warrior (damage 366; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 366.24 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the warrior (regen 1419% over 10 turns; mana 71; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1419% for 10 turns (28 total) and instantly restoring 71 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 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... |
copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets can have magical properties. |
gold amulet of the eclipse0.1 T3 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 7 light 5 darkness Dmg.mod +7% light +10% darkness On Melee Ret: * 8% chance to blind * 9% chance to reduce damage dealt by 20% Amulets can have magical properties. |
stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +21% Amulets can have magical properties. |
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: 0.00 You won the Ring of Blood trial, and this is your reward. |
Cyrura0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +25 (+6 eff.) Dmg.mod +9% acid Acc +15 (+5 eff.) Apr +3 ----- def ----- Resists +15% fire Phys.save +9 (+3 eff.) Spell.save +9 (+2 eff.) Mind.save +9 (+3 eff.) HP.reg +4.00 Rings can have magical properties. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 45 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +3 Str dps ---------- Dmg.mod +13% light +6% nature Acc +8 (+3 eff.) Apr +8 On Hit (Melee): * 10% chance to slow global speed by 50% ----- def ----- Armour +6 Defense +8 (+4 eff.) Resists +26% light +6% nature Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Rings can have magical properties. |
savior's steel ring of light (+24%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +12% light ----- def ----- Resists +24% light Phys.save +7 (+2 eff.) Spell.save +7 (+1 eff.) Mind.save +6 (+2 eff.) Rings can have magical properties. |
stralite ring of life0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +62.00 HP.reg +12.00 Heal.mod +14% Rings can have magical properties. |
Lightningqueller (37-48.1 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Random Unique] Arcane/Psionic Power 37.0 - 48.1 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +12 mind On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +8 Wil +8 Mag dps ---------- Spell.pwr +10 (+10 eff.) Dmg.mod +15% mind Melee Ret 8 mind ----- def ----- Resists +6% lightning Sharp, short and deadly. |
Spelldrinker (27-35.1 power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 55% Dex, 5% Mag, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
dwarven-steel greatmaul (39-58.5 power, 2 apr)5.0 T3 greatmaul 2H weapon [Normal] Power 39.0 - 58.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
enhanced dwarven-steel greatmaul of rage (45-67.5 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego++] Nature/Master Power 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +14 Str +7 Dex +5 Mag +12 Wil +7 Cun +7 Con dps ---------- Dmg.mod +9% physical Acc +10 (+4 eff.) Massive two-handed mauls. |
Corpsebow4.0 T2 longbow 2H weapon Reqs Shoot [Unique] Arcane/Nature Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 25% Cyst Burst 1 On Hit: 25% Epidemic 1 While equipped: dps ---------- Spell.pwr +10 (+10 eff.) Ranged+ 20 blight Dmg.mod +20% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Disease- +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
Sword of Potential Futures (28-39.2 power, 10 apr)3.0 T3 longsword 1H weapon Reqs Mag 24 [Unique] Arcane In the past there was a dagger with it. Power 28.0 - 39.2 Physical Uses 20% Mag, 80% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+5 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
iron longsword (12-16.8 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
Shinewitch the dwarven-steel mace (26-36.4 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Master Power 26.0 - 36.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +15% mind Acc +9 (+3 eff.) Apr +1 ----- def ----- Defense +7 (+4 eff.) Resists +2% physical Die.at -20.00 life Disarm- +30% ---------- misc Light +3 Blunt and deadly. |
balanced iron mace (12.5-17.5 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Master Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +5 (+3 eff.) Disarm- +22% Blunt and deadly. |
Grinytar the thorny mindstar (7.5-8.25 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 7.5 - 8.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +3% nature ----- def ----- Resists +9% lightning +3% physical +3% light +6% blight +3% temporal Phys.save +3 (+1 eff.) HP.reg +2.00 Disease- +19% 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. |
Eldoral Last Resort4.0 T3 sling 1H weapon Reqs Shoot [Unique] Master Acc+ +0.2% base dam (max 20%) Atk.spd 143% Range +10 While equipped: Stats +3 Cun +4 Dex dps ---------- Dmg.mod +15% physical ---------- misc Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
Glorubeth the Morningkin4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Random Unique] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +18 acid +4 light +4 arcane On Hit: 10% Shoot 1 While equipped: dps ---------- Dmg.mod +18% acid +12% arcane Res.pen +20% light +25% physical ---------- misc Light +1 Slings are used to hurl stones or metal shots at your foes. |
Hare-Skin Sling4.0 T3 sling 1H weapon Reqs Shoot [Unique] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+5 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 8 out of 8/8. Range melee/personal Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Eclipse (18-21.6 power, 4 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 32 [Unique] Arcane Power 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+12 eff.) Dmg.mod +15% temporal +15% physical +15% darkness +15% light ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Gravitational Staff (30-36 power, 8 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 35 [Unique] Arcane Power 30.0 - 36.0 Gravity pin Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +8 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +25 (+18 eff.) Dmg.mod +10% temporal +20% physical ----- def ----- Resists +15% physical ---------- misc Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Level 3.0 Pwr.cost 13 out of 14/14. Range 6 Travel.spd instantaneous Is a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 51.90 physical (gravity) damage. Each target moved beyond the first increases the damage by 6.49 (up to a maximum of 25.95 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Plague-Fire Sceptre (24-28.8 power, 4 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane Power 24.0 - 28.8 Fire Uses 150% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+19 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 14 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
Staff of Absorption7.0 staff 2H weapon Reqs Mag 40 [Plot Item] Unknown Power 30.0 - 33.0 Arcane Uses 100% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+16 eff.) Acc +20 (+7 eff.) Absorb energies. Uses 900 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
blazebringer's stralite waraxe of crippling (30.5-42.7 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego++] Nature/Master Power 30.5 - 42.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit.r2 +16 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% All.spd +5% Res.pen +18% fire One-handed war axes. |
Mayeravea1.0 T3 belt armor [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +3% mind ----- def ----- Resists +8% cold +8% fire +9% mind +9% temporal Phys.save +8 (+2 eff.) HP.reg +1.20 Heal.mod +18% Def/telep +10 Res/telep +10% Dur/telep +10% A belt that goes around your waist. |
hardened leather belt 'Tidecut'1.0 T3 belt armor [Random Unique] Master While equipped: dps ---------- Dmg.mod +12% light Res.pen +10% light +25% cold ----- def ----- Defense +14 (+7 eff.) Resists +16% cold +19% fire Stealth +8 A belt that goes around your waist. |
linen cloak of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +1 Wil +1 Mag ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick kruk cloak of Iron Throne (0 def, 5 armour)2.0 T1 cloak armor [Cosmetic Item] Master While equipped: Stats +1 Str +2 Con ----- def ----- Armour +5 Resists +11% cold A stylish kruk-style cloak, to look awesome. |
thick linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glyvena (0 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: dps ---------- Crit.mult +5.00% Spell.pwr +25 (+18 eff.) Dmg.mod +14% arcane Phasing +30% On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Resists +9% all ---------- misc Max.mana +53.00 Max.vim +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
grounding pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Resists +5% lightning +5% temporal ---------- misc Stam/turn +0.50 Max.stam +12.00 A pair of boots made of leather. |
pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+3 eff.) ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 22 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 269.09 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
hardened leather gloves 'Kindlewild' (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str +2 Dex dps ---------- Phys.pwr +9 (+2 eff.) Melee+ 6 acid Dmg.mod +4% acid +12% mind Acc +12 (+4 eff.) Melee Ret 2 light On Hit (Melee): * 10% chance to reduce all saves and defense by 24 ----- def ----- Armour +2 Resists +6% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
polar dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 5 cold Dmg.mod +3% cold ----- def ----- Armour +2 Fatigue +3% Resists +6% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
steady iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Acc +5 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +5 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +22% 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. |
storm rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 6 lightning Dmg.mod +3% lightning ----- def ----- Armour +1 Resists +6% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sparkwoe the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: Stats +6 Mag dps ---------- Res.pen +25% lightning +10% cold +15% acid Melee Ret 6 lightning ----- def ----- Defense +2 (+1 eff.) Resists +21% acid +12% cold Spell.save +8 (+2 eff.) A pointy cloth hat, very wizardly... |
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 (+3 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. |
insulating linen wizard hat of fire (+5%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Defense +1 (+1 eff.) Resists +21% fire +5% cold A pointy cloth hat, very wizardly... |
enlightening reinforced leather armour of the hero (12 def, 7 armour)9.0 T4 light armor [Ego++] Arcane/Nature/Master/Psionic While equipped: Stats +4 Str +5 Dex +3 Mag +8 Wil +9 Cun ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Mind.save +16 (+6 eff.) Max.HP +50.00 A suit of armour made of leather. |
dwarven-steel shield (0 def, 6 armour, 31.5-37.8 power, 82.5 block)7.0 T3 shield armor [Normal] When used to Attack: Power 31.5 - 37.8 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +82 While equipped: ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield of lightning resistance (+16%) (0 def, 4 armour, 20-24 power, 42.5 block)7.0 T2 shield armor [Ego] Master When used to Attack: Power 20.0 - 24.0 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +42 While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +16% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
quiver of yew arrows 'Eriyadir' (19/19, 31.5-44.1 power, 16 apr)3.0 T3 arrow ammo [Rare] Arcane Power 31.5 - 44.1 Physical Uses 50% Str, 70% Dex Acc+ +0.3% crit chance (max 25%) Apr +16 Crit +2.0% Capacity 19 Proj.spd +200% On Hit.r1 +15 fire While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
3 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. |
9 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. |
5 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. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
3 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. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 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 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. |
Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+4 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 123.00 darkness damage (based on Mindpower and charge). Uses 9 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Bladed Rift2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+10 eff.) Mind.pwr +10 (+5 eff.) Melee+ 25 phys.bleed Dmg.mod +5% physical +10% temporal Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 14 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
2 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 (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
iron torque of clear mind [power 1] (36 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 36 cooldown Torques are made by powerful psionics to store psionic powers. |
Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+3 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
11 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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. |
6 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. |
5 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
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Zaraza the Dwarf Bulwark level 27
25th Shortage 122nd year of Ascendancy at 00:38 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Zaraza the Dwarf Bulwark level 18
26th Wealth 122nd year of Ascendancy at 14:08 see stats
Level 10 (Roguelike)
Got a character to level 10.By Zaraza the Dwarf Bulwark level 10
32nd Profit 122nd year of Ascendancy at 03:10 see stats
Level 20 (Roguelike)
Got a character to level 20.By Zaraza the Dwarf Bulwark level 20
44th Dearth 122nd year of Ascendancy at 18:05 see stats
Poisonous (Roguelike)
Sided with the assassin lord.By Zaraza the Dwarf Bulwark level 19
10th Dearth 122nd year of Ascendancy at 06:35 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Zaraza the Dwarf Bulwark level 26
23rd Shortage 122nd year of Ascendancy at 19:20 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By Zaraza the Dwarf Bulwark level 5
18th Voratun 122nd year of Ascendancy at 23:53 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Zaraza the Dwarf Bulwark level 19
2nd Dearth 122nd year of Ascendancy at 13:04 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Zaraza the Dwarf Bulwark level 18
18th Wealth 122nd year of Ascendancy at 16:24 see stats
Unstoppable (Roguelike)
Returned from the dead.By Zaraza the Dwarf Bulwark level 25
21st Shortage 122nd year of Ascendancy at 21:30 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Zaraza the Dwarf Bulwark level 26
24th Shortage 122nd year of Ascendancy at 07:30 see stats
Log
Elven cultist casts Drain.
Elven cultist hits Zaraza for 144 blight damage.
Weakness Disease from Elven blood mage hits Zaraza for 52 blight damage.
Zaraza uses Block.
Elven blood mage casts Timeless.
Elven blood mage casts Rune: Shielding.
A shield forms around elven blood mage.
Elven blood mage casts Drain.
Elven blood mage activates his wand!
Elven blood mage hits Zaraza for (154 blocked), 47 blight (47 total damage).
Elven blood mage hits Zaraza for (154 blocked), 22 fire (22 total damage).
Ogre mauler hits Zaraza for (2 blocked), 0 physical, (3 blocked), 0 fire, 5 healing (0 total damage) [5 healing].
Melee retaliation hits Ogre mauler for 3 lightning, 9 blight, 5 arcane (17 total damage).
Elven cultist casts Rune: Blink.
Elven cultist is out of phase.
Weakness Disease from Elven blood mage hits Zaraza for (52 blocked), 0 blight (0 total damage).
Zaraza uses Assault.
Zaraza uses Infusion: Regeneration.
Zaraza starts regenerating health quickly.
Ogre pounder feels pain again.
Mean looking elven guard casts Timeless.
Elven blood mage casts Blood Grasp.
Elven blood mage casts Drain.
Elven blood mage hits Zaraza for 134 blight damage.
Ogre mauler hits Zaraza for 2 physical, 3 fire, 5 healing (5 total damage) [5 healing].
Melee retaliation hits Ogre mauler for 3 lightning, 9 blight, 5 arcane (17 total damage).
Elven cultist casts Timeless.
Elven cultist casts Soul Rot.
Saving game...






























































































































