











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Player AIoo 1.7.4This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 33 / 6% |
| Size | medium |
| Lifes / Deaths | Killed by Arobrelaith the elven blood mage at level 29 on the 5th Dearth 122nd year of Ascendancy at 15:17 / 1 |
Primary Stats
| Strength | 49 (base 41) |
| Dexterity | 11 (base 10) |
| Constitution | 36 (base 10) |
| Magic | 86 (base 60) |
| Willpower | 56 (base 34) |
| Cunning | 10 (base 10) |
Resources
| Life | 1216/1216 |
| Mana | 472/472 |
| Equilibrium | 45 |
| Healing Factor | 1.8679202340233 |
| Regeneration | 32.221624036902 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 5 |
| See Stealth | 13.843738619919 |
| See Invisible | 13.843738619919 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 173 |
| Accuracy | 48 |
| Crit Chance | 14% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 83 |
| Accuracy | 48 |
| Crit Chance | 10% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 73 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 56 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Temporal | +9% |
| All | 0% |
| Physical | +11% |
| Mind | +3% |
| Nature | +8% |
Offense: Damage Penetration
| Temporal | +5% |
| Lightning | +10% |
| Darkness | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 95 (88.568973732692%) |
| Defense | 16 |
| Ranged Defense | 23 |
| Fatigue | 35 |
| Physical Save | 49 |
| Spell Save | 59 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Blight | + 41%( 70%) |
| Physical | + 21%( 70%) |
| Cold | + 45%( 70%) |
| All | + 12%( 70%) |
| Darkness | + 37%( 70%) |
| Light | + 26%( 70%) |
| Temporal | + 25%( 70%) |
| Lightning | + 27%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 42%( 70%) |
Defense: Immunities
| Bleed Resistance | 50% |
| Confusion Resistance | 60% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
| Poison Resistance | 13% |
| Blind Resistance | 60% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 243 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 530 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 157 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Deeprock | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Earthen vines | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Stone Vines |
| talent | Eldritch Infusion |
| talent | Shards |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Magic 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Siliwen the Deepswasp (5 def, 3 armour) =MAIN=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Armour: +3 Defense: +5 (+4 eff.) Fatigue: +2% Changes resistances: +7% lightning / +6% temporal Changes resistances penetration: +15% darkness Only die when reaching: -40.00 life Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Gorim' =MAIN=Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 6 temporal Changes resistances: +6% temporal Changes damage: +9% temporal Critical mult.: +10.00% Spell save: +18 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +55.00 Spellpower: +20 (+5 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour) =MAIN=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +10 Mag / +10 Wil / +10 Con Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +60% Confusion immunity: +60% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| On hands | heroic drakeskin leather gloves of regeneration (0 def, 9 armour) =MAIN=Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +9 Mental save: +7 (+3 eff.) Life regen: +3.00 Stamina each turn: +0.70 Psi each turn: +0.17 Maximum life: +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | ash wand of conjuration 'Gidamira' [power 150] (10 cooldown) =MAIN=Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 blight Changes resistances: +3% temporal Changes resistances penetration: +5% temporal It can be used to fire a magical bolt dealing 150 acid damage Activation puts all charms on cooldown for 10 turns. When used: * Reduce fatigue by 23% for 2 turns. * Increase the duration of 2 beneficial effects by 1. * Increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | treant's copper ring of life =MAIN=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% nature / +5% blight Poison immunity: +13% Disease immunity: +12% Life regen: +6.00 Maximum life: +48.00 Healing mod.: +10% Rings make your fingers look great! |
| On fingers | Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | Barohir =MAIN=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +3% blight / +6% light Changes damage: +3% physical Critical mult.: +10.00% Cut immunity: +50% Only die when reaching: -60.00 life Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 23 cooldown : Effective talent level: 3.0 Power cost: 23 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 350 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | Sanguine Shield (0 def, 15 armour, 150% power, 220 block) =MAIN=Requires: - Shield usage training - Strength 39 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 150% Range: 1.2x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +9.0% Block value: +220 Lifesteal (this weapon only): +8% When wielded/worn: Armour: +15 Fatigue: +19% Damage when hit (Melee): 15 draining blight Changes stats: +10 Con Changes resistances: +25% blight / +10% light Talent mastery: +0.30 Cursed / Bloodstained Talent granted: +1 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
| Around waist | Mighty Girdle =MAIN=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Piercing Gaze (5 def, 25 armour, 150% power, 180 block) =MAIN=Requires: - Shield usage training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 150% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +180 When wielded/worn: Armour: +25 Defense: +5 (+4 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +12% On shield block: * 30% chance of petrifying the attacker. Changes resistances: +10% acid / +10% physical / +10% lightning / +10% fire Talent granted: +1 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
| Cloak | Cloudonslaught (2 def, 7 armour) =MAIN=Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +25 (+9 eff.) Armour: +7 Defense: +2 (+2 eff.) Fatigue: -6% Damage when hit (Melee): 8 mind Changes stats: +3 Mag / +2 Wil Changes resistances: +19% cold Changes resistances penetration: +10% lightning Changes damage: +3% mind Maximum life: +62.00 Maximum stamina: +19.00 Maximum hate: +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 | Thalore-Wood Cuirass (4 def, 12 armour) =MAIN=Requires: - Massive armour training - Strength 26 Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+4 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Inventory
heroism infusion of the warrior (die at -497; dur 6; cd 31)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -497 life. The duration and life will increase by 1% for every 1% life you have lost (currently 497 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; physical, darkness, blight, cold, arcane, fire)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: 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: 3 physical, 4 darkness, 5 blight, 3 cold, 5 arcane, 4 fire It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 69; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 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 69 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
DimwellCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 6 darkness Critical mult.: +10.00% Life regen: +2.00 Equilibrium when hit: +0.04 Psi when hit: +0.08 Maximum hate: +2.00 Mindpower: +5 (+2 eff.) Amulets make your neck look great! |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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 'Nimbusmire'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil / +4 Con Changes resistances: +6% lightning Psi when hit: +0.16 Mental crit. chance: +3% Light radius: +2 Amulets make your neck look great! |
copper amulet of mastery (0.10 Cunning / Survival)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.10 Cunning / Survival Amulets make your neck look great! |
Unrodradar the steel amulet =CON=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Effects on melee hit: * 10% chance to reduce armor by 43% Changes stats: +5 Dex / +3 Cun / +5 Con Changes resistances: +3% cold / +5% arcane / +9% temporal Physical save: +10 (+3 eff.) Spell save: +11 (+3 eff.) Mental save: +11 (+4 eff.) Life regen: +2.00 Stamina each turn: +0.40 Movement speed: +10% Amulets make your neck look great! |
Unlightmarrow the copper ring =CUN=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+5 eff.) Damage when hit (Melee): 6 acid Changes stats: +3 Cun Changes resistances: +3% acid / +6% mind Changes resistances penetration: +10% mind Changes damage: +3% darkness / +6% mind Rings make your fingers look great! |
copper ring of frost (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% cold Changes damage: +10% cold Rings make your fingers look great! |
copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +22% Infravision radius: +3 See stealth: +6 See invisible: +7 Rings make your fingers look great! |
titan's copper ring of the mind (+11%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +11% mind Changes damage: +11% mind Physical save: +4 (+1 eff.) Rings make your fingers look great! |
Islida =MAIN=Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 33 Damage (Melee): 7 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 33 Damage (Ranged): 8 physical Changes stats: +1 Cun / +2 Con Changes resistances: +22% nature Changes damage: +11% nature Mental save: +6 (+2 eff.) Confusion immunity: +20% Stamina each turn: +3.00 Hate when firing a critical mind attack: +2.00 Only die when reaching: -40.00 life Maximum hate: +5.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 13 cooldown : Effective talent level: 2.0 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
MayeriannPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+2 eff.) Damage when hit (Melee): 6 arcane Changes stats: +8 Cun / +2 Wil Changes resistances: +5% arcane Changes damage: +6% blight / +6% mind Maximum psi: +20.00 Spellpower: +9 (+2 eff.) Mindpower: +8 (+3 eff.) Rings make your fingers look great! |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+5 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+5 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 33 power out of 50/50) : Effective talent level: 2.0 Power cost: 33 out of 50/50. Range: 7 Travel Speed: 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. |
Elemental Fury =CUN=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
gold ring 'Undeathoblivion' =CON=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Con Changes resistances: +9% blight / +3% temporal / +14% mind / +9% nature Changes damage: +14% mind Mental save: +12 (+4 eff.) Cut immunity: +10% Silence immunity: +10% Only die when reaching: -20.00 life Rings make your fingers look great! |
sneakthief's gold ring of misery =CUN=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 33 Damage (Melee): 5 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 33 Damage (Ranged): 15 physical Changes stats: +9 Cun / +6 Dex Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 13 cooldown : Effective talent level: 4.0 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Hailquencher =CON=Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+4 eff.) Changes stats: +9 Dex / +9 Cun / +8 Con Changes resistances: +9% darkness Changes resistances penetration: +15% darkness / +10% cold Changes damage: +9% cold Physical save: +16 (+5 eff.) Mental save: +8 (+3 eff.) Confusion immunity: +48% Rings make your fingers look great! |
Glintglean the dwarven-steel longsword (126% power, 4 apr) =CON=Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 127% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +11% Living When wielded/worn: Changes stats: +5 Dex / +7 Con Changes resistances penetration: +10% light Equilibrium when hit: +0.08 Light radius: +3 See invisible: +9 Sharp, long, and deadly. |
Coral Spray (8 def, 8 armour, 117% power, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 117% Range: 1.4x Uses stats: 50% Mag, 140% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+6 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Uradolandil the steel shield (0 def, 8 armour, 116% power, 41.5 block) =29=Requires: - Shield usage training - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Power: 116% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.0% Block value: +42 Damage (Melee): +11 light / +12 darkness When wielded/worn: Armour: +8 Fatigue: +8% Changes stats: +1 Cun / +3 Mag Changes resistances: +12% physical / +14% light / +12% darkness Changes damage: +9% physical / +13% light / +12% darkness Talent granted: +1 Block Critical mult.: +5.00% Maximum life: +50.00 Handheld deflection devices. |
reinforced steel shield of resistance (0 def, 5 armour, 109% power, 85 block)Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 109% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +85 When wielded/worn: Armour: +5 Fatigue: +8% Changes resistances: +6% acid / +6% fire / +7% lightning / +6% cold Talent granted: +1 Block Handheld deflection devices. |
Arcwalker (0 def, 6 armour, 138% power, 76 block)Requires: - Shield usage training - Strength 24 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 138% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +76 Damage (Melee): +8 lightning Damage (radius 1) on hit: +10 fire When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +6 Fatigue: +8% Damage (Melee): 6 fire Damage when hit (Melee): 8 fire Changes stats: +4 Str / +7 Dex Changes resistances: +13% blight / +12% nature / +6% lightning Changes resistances penetration: +5% lightning Changes damage: +6% lightning / +3% arcane Talent granted: +1 Block Handheld deflection devices. |
exposing dwarven-steel shield of lightning resistance (+18%) (0 def, 6 armour, 140% power, 87.5 block)Requires: - Shield usage training - Strength 24 Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 141% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +88 When wielded/worn: Armour: +6 Fatigue: +8% Effects on melee hit: * 8% chance to reduce all saves and defense by 33 Effects when hit in melee: * 14% chance to reduce all saves and defense by 33 Changes resistances: +18% lightning Talent granted: +1 Block Handheld deflection devices. |
Shadewhisper (0 def, 0 armour) =CON=Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Mag / +6 Wil / +11 Con Changes resistances: +13% all Changes resistances penetration: +5% darkness Changes damage: +20% nature Mental save: +18 (+6 eff.) Poison immunity: +28% Disease immunity: +20% Mana each turn: +0.22 Psi each turn: +0.12 Mindpower: +4 (+2 eff.) Mental crit. chance: +5% See invisible: +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Untouchable (14 def, 12 armour) =CUN=Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+9 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Gletira (12 def, 24 armour)Requires: - Massive armour training - Strength 60 Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +24 Defense: +12 (+8 eff.) Fatigue: +22% Changes stats: +4 Mag / +6 Wil / +10 Cun Changes resistances: +19% light / +17% darkness Changes damage: +3% arcane Mental save: +37 (+13 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +40.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of metal plates. |
Flashtorrent the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 light Changes resistances: +6% lightning / +3% blight Changes damage: +12% lightning Life regen: +0.70 Light radius: +1 Healing mod.: +10% A belt that goes around your waist. |
Radianceblight the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +8 Changes stats: +1 Wil Changes resistances: +6% lightning / +5% arcane Changes damage: +9% light Spell save: +6 (+1 eff.) Disease immunity: +10% Size category: +1 A belt that goes around your waist. |
rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Chukalthodir the Cloudwolf (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes damage: +6% lightning / +18% physical Disease immunity: +10% Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Windwell the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +18 (+6 eff.) Defense: +1 (+1 eff.) Fatigue: -5% Effects on melee hit: * 20% chance to slow global speed by 61% Changes resistances: +5% arcane Changes resistances penetration: +10% nature Changes damage: +30% arcane Maximum life: +51.00 Maximum stamina: +14.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots of strife (0 def, 1 armour) =CON=Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Con / +2 Wil Changes resistances penetration: +6% physical Mindpower: +3 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 15 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
dreamer's pair of hardened leather boots of force (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +3 Changes stats: +4 Cun / +4 Wil Physical save: +5 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Spellpower: +7 (+2 eff.) Mindpower: +7 (+3 eff.) A pair of boots made of leather. |
Eilinerin (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +1 Dex / +2 Mag / +2 Wil / +1 Cun / +1 Con Changes resistances: +6% lightning / +7% temporal Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Freezequake' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +4 Fatigue: +2% Changes stats: +2 Wil Changes resistances penetration: +5% blight Changes damage: +6% blight / +3% cold Spell save: +6 (+1 eff.) Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Belychik (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to reduce armor by 43% Changes resistances: +6% lightning / +3% fire / +3% cold Life regen: +1.00 Stamina each turn: +0.60 Maximum stamina: +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Beygorn (10 def, 2 armour) =CON=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Armour: +2 Defense: +10 (+7 eff.) Changes stats: +4 Str / +4 Wil / +3 Con Changes damage: +9% physical Talent mastery: +0.20 Technique / Grappling Critical mult.: +10.00% Mental save: +15 (+5 eff.) Disarm immunity: +24% Mindpower: +15 (+5 eff.) 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. |
heroic drakeskin leather gloves of spellstriking (0 def, 7 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +7 Damage (Melee): 10 arcane Changes stats: +3 Mag / +5 Wil Changes resistances: +4% arcane Changes damage: +5% arcane Mental save: +6 (+2 eff.) Maximum life: +61.00 Spellpower: +7 (+2 eff.) 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. |
Eilinuta the Undeathstrider (0 def, 7 armour) =29=Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +7 Armour: +7 Fatigue: +3% Damage (Melee): 8 cold / 7 physical Changes stats: +2 Cun / +3 Dex Changes resistances: +9% nature / +6% cold Changes damage: +3% fire / +5% physical / +3% nature / +4% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather cap 'Blindmortal' (0 def, 1 armour) =CUN=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +4 Wil / +4 Cun Changes resistances: +3% light / +3% temporal Changes damage: +3% light Mindpower: +5 (+2 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 274.6 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
iron helm 'Barkpain' (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +1 Dex Changes resistances: +6% fire / +3% nature / +15% cold Physical save: +3 (+1 eff.) Teleport immunity: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Xena' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex / +2 Wil Changes resistances: +3% mind / +3% physical Disease immunity: +20% Only die when reaching: -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+5 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+5 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes 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. |
3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
442 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Glorurin the Unlightsquall =29=Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +7 Physical crit. chance: +4.0% Damage when hit (Melee): 10 physical Changes stats: +2 Str Changes resistances: +12% cold Changes resistances penetration: +7% all Changes damage: +9% darkness Only die when reaching: -40.00 life Light radius: +5 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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(113 power, based on Willpower) Activation costs 7 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +44.00 Light radius: +5 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. |
dwarven lantern 'Betotha' =CON=Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +3 Str / +5 Dex / +5 Con Changes resistances: +12% blight / +4% physical Blindness immunity: +38% Confusion immunity: +30% Life regen: +7.00 Light radius: +13 See stealth: +20 See invisible: +17 It can be used to activate talent Track, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 10 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Mayemilaith' (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 32 Damage when hit (Melee): 4 acid Changes stats: +1 Str Changes resistances: +3% acid Changes resistances penetration: +10% blight / +10% acid Maximum life: +20.00 Maximum stamina: +16.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 130 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. |
The Jolt =CUN=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
Erolar the Snowrigor [power 85] (17 cooldown) =CON=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 4 cold Changes stats: +3 Str / +9 Con Changes resistances: +9% fire See invisible: +15 It can be used to setup a psionic shield, reducing all damage taken by 85 for 5 turns Activation puts all charms on cooldown for 17 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Murkbreak [power 100] (17 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 27% Damage when hit (Melee): 4 fire Changes resistances: +6% darkness Changes damage: +3% fire It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 204 Base Damage: 104 Armor: 1 All Resist: 4 Activation puts all charms on cooldown for 17 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
ash totem of summon tentacle 'Blazeravage' [power 145] (17 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 2 light Changes resistances: +6% light Changes resistances penetration: +10% light It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 293 Base Damage: 146 Armor: 2 All Resist: 2 Activation puts all charms on cooldown for 17 turns. When used: * Increase all damage by 15% for 2 turns. * Increase all damage penetration by 12% for 2 turns. * Gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Armegar the Offalserpent [power 116] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 61% Changes stats: +3 Mag Changes resistances penetration: +5% nature Maximum hate: +2.00 It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Reduce fatigue by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Manegen [power 335] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 33 Damage when hit (Melee): 2 acid Changes resistances: +6% mind Changes resistances penetration: +10% mind It can be used to fire a magical bolt dealing 335 acid damage Activation puts all charms on cooldown for 10 turns. When used: * Gain a 22% 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. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to 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. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Swash the Dwarf Stone Warden level 31
36th Dearth 122nd year of Ascendancy at 14:31 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Swash the Dwarf Stone Warden level 9
26th Voratun 122nd year of Ascendancy at 18:05 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Swash the Dwarf Stone Warden level 33
41st Dearth 122nd year of Ascendancy at 04:14 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Swash the Dwarf Stone Warden level 23
7th Wealth 122nd year of Ascendancy at 15:10 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Swash the Dwarf Stone Warden level 10
3rd Acquisition 122nd year of Ascendancy at 10:44 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Swash the Dwarf Stone Warden level 20
28th Profit 122nd year of Ascendancy at 02:15 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Swash the Dwarf Stone Warden level 30
6th Dearth 122nd year of Ascendancy at 07:32 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Swash the Dwarf Stone Warden level 30
12nd Dearth 122nd year of Ascendancy at 19:28 see stats
Savior of the damsels in distress (Insane (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Swash the Dwarf Stone Warden level 30
9th Dearth 122nd year of Ascendancy at 21:32 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Swash the Dwarf Stone Warden level 32
38th Dearth 122nd year of Ascendancy at 07:24 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Swash the Dwarf Stone Warden level 25
16th Wealth 122nd year of Ascendancy at 10:25 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Swash the Dwarf Stone Warden level 6
19th Voratun 122nd year of Ascendancy at 02:14 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Swash the Dwarf Stone Warden level 23
6th Wealth 122nd year of Ascendancy at 10:04 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Swash the Dwarf Stone Warden level 9
2nd Acquisition 122nd year of Ascendancy at 13:53 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Swash the Dwarf Stone Warden level 10
3rd Profit 122nd year of Ascendancy at 05:39 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Swash the Dwarf Stone Warden level 25
18th Wealth 122nd year of Ascendancy at 21:37 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Swash the Dwarf Stone Warden level 18
23rd Profit 122nd year of Ascendancy at 04:13 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Swash the Dwarf Stone Warden level 29
5th Dearth 122nd year of Ascendancy at 15:17 see stats
Log
You gain 20.47 gold from the transmogrification of Kilnveil the ash longbow.
You gain 5.21 gold from the transmogrification of honing pulsing mindstar of life (107% power, 32 apr, mind damage).
You gain 3.83 gold from the transmogrification of projecting mossy mindstar of resolve (75% power, 12 apr, nature damage).
You gain 5.38 gold from the transmogrification of creative mossy mindstar of gales (75% power, 12 apr, nature damage).
You gain 3.97 gold from the transmogrification of dwarven-steel dagger of rage (115% power, 7 apr).
You gain 2.42 gold from the transmogrification of dwarven-steel dagger of daylight (117% power, 7 apr).
You gain 13.11 gold from the transmogrification of Haryruikath the Flashrace (122% power, 6 apr).
You gain 5.81 gold from the transmogrification of warbringer's iron dagger of daylight (100% power, 5 apr).
You gain 1.55 gold from the transmogrification of chilling steel waraxe of massacre (119% power, 3 apr).
You gain 1.24 gold from the transmogrification of chilling steel waraxe (109% power, 3 apr).
New Achievement: Dragon's Greed (Insane (Roguelike) difficulty)!
You gain 23.64 gold from the transmogrification of Breguladur the Ravenmaster (118% power, 2 apr).
You gain 25.00 gold from the transmogrification of iron longsword 'Chargelash' (103% power, 2 apr).
You gain 24.09 gold from the transmogrification of Barigarab the steel greatmaul (132% power, 2 apr).
You gain 4.86 gold from the transmogrification of elven-wood vilestaff of illumination (129% power, 5 apr, fire element).
You gain 25.00 gold from the transmogrification of Splendourbraid the ash starstaff (111% power, 3 apr, light element).
You gain 21.93 gold from the transmogrification of Torodehor.
You gain 20.32 gold from the transmogrification of Dayrage the steel amulet.
You gain 2.04 gold from the transmogrification of shielding rune of the titan (absorb 291; dur 5; cd 16).
You gain 1.77 gold from the transmogrification of shielding rune (absorb 259; dur 3; cd 18).
You gain 1.15 gold from the transmogrification of shatter afflictions rune of the wizard (absorb 136; cd 20).
You gain 1.70 gold from the transmogrification of ethereal rune (power 14; resist 15%; move 32%; dur 5; cd 17).
You gain 1.55 gold from the transmogrification of ethereal rune (power 11; resist 28%; move 36%; dur 5; cd 17).
You gain 1.70 gold from the transmogrification of blink rune (range 3; phase 14; cd 16).
You gain 0.68 gold from the transmogrification of regeneration infusion (heal 60; 17 cd).
You gain 5.34 gold from the transmogrification of heroism infusion of the titan (die at -435; dur 7; cd 27).
There is a damp cave here (press '' or right click to use).
You feel very confident walking into this place.
Saving game...
Saving done.



















































































































