











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Delete Alternate Sandworm Lair 1.6.6Deletes alt SWL from the game. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Forbidden Cults 1.7.0Official 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.
Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.0Official 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:
Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 32 / 43% |
| Size | big |
| Lifes / Deaths | Killed by Bethymira the storm wyrm at level 26 on the 25th Loss 122nd year of Ascendancy at 14:42 / 2Killed by Xerotha the venom drake hatchling at level 32 on the 9th Iron 123rd year of Ascendancy at 00:50 |
| Antimagic | Follower |
Primary Stats
| Strength | 105 (base 42) |
| Dexterity | 50 (base 49) |
| Constitution | 39 (base 23) |
| Magic | 8 (base 10) |
| Willpower | 47 (base 34) |
| Cunning | 15 (base 10) |
Resources
| Life | -180/1305 |
| Psi | 167/167 |
| Stamina | 226/336 |
| Equilibrium | 30 |
| Healing Factor | 1.476254336803 |
| Regeneration | 32.148867256666 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 18.097534654637 |
| See Invisible | 18.097534654637 |
Offense: Mainhand
| Damage | 156 |
| Accuracy | 53 |
| Crit Chance | 27% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +21% |
| Light | +9% |
| Blight | +3% |
| Nature | +3% |
| Acid | +12% |
| All | 0% |
Offense: Damage Penetration
| Nature | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 56.723073231957 (96.438666929426%) |
| Defense | 57 |
| Ranged Defense | 57 |
| Fatigue | 0 |
| Physical Save | 58 |
| Spell Save | 48 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Blight | + 24%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 17%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 33%( 70%) |
| Light | + 16%( 70%) |
| Temporal | + 20%( 70%) |
| Physical | + 9%( 70%) |
| Darkness | + 21%( 70%) |
| Fire | + 27%( 70%) |
| Mind | + 10%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Bleed Resistance | 40% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Stun Resistance | 63% |
| Poison Resistance | 20% |
| Pinning Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 526% 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 40% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 260 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 5/5 |
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. | failed |
You failed to protect the injured seer from death by Beliriabeth the war bear. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed sandworm tooth. * You've found the needed ice wyrm tooth. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | Aeryma (20 def, 5 armour) =non mag=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Defense: +20 (+5 eff.) Fatigue: +2% Changes stats: +2 Con Changes resistances: +3% darkness Physical save: +3 (+1 eff.) Spell save: +9 (+3 eff.) Confusion immunity: +10% Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Armoregogen'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +4 Defense: +10 (+3 eff.) Changes stats: +4 Con Changes resistances: +4% physical Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +45.00 Maximum stamina: +30.00 Light radius: +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 | dwarven-steel helm 'Dairadunaromisus' (20 def, 7 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Defense: +20 (+5 eff.) Fatigue: +4% Changes stats: +4 Str Changes resistances: +8% lightning / +8% temporal / +1% physical Poison immunity: +20% Disarm immunity: +10% Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Galemonster [power 266] (13/15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 48% Damage when hit (Melee): 4 lightning Changes resistances penetration: +5% nature Changes damage: +21% lightning / +3% nature It can be used to heal yourself and all friendly characters within 10 spaces for 266 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +10 Defense: +10 (+3 eff.) Stun/Freeze immunity: +30% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: 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 make your fingers look great! |
| On fingers | solipsist's steel ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Stun/Freeze immunity: +23% Life regen: +4.00 Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
| Around waist | Dawnking the hardened leather belt =life stun=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +6% lightning / +9% temporal / +6% mind Changes damage: +9% light Physical save: +12 (+3 eff.) Stun/Freeze immunity: +10% Maximum life: +42.00 A belt that goes around your waist. |
| In main hand | Golden Three-Edged Sword 'The Truth' (160% power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 161% Range: 1.6x Uses stat: 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
| On hands | Vorenne (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +5 Str / +3 Dex Life regen: +4.00 Stamina each turn: +1.00 Equilibrium when hit: +0.20 Maximum stamina: +21.00 Maximum psi: +30.00 Mental crit. chance: +2% Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Emeliriara the dwarven-steel plate armour (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Damage when hit (Melee): 2 blight Changes stats: +3 Wil Changes resistances: +16% lightning / +9% acid / +15% darkness / +15% blight Changes damage: +12% acid / +3% blight Life regen: +4.00 Maximum life: +44.00 Light radius: +1 Healing mod.: +13% A suit of armour made of metal plates. |
| Cloak | Hetteregokath (23 def, 10 armour) =armor def=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +10 Defense: +23 (+6 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% blight / +14% fire / +13% light / +5% arcane Reduces incoming crit damage: 5.00% Stealth bonus: +8 Pinning immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Xayarin the BrightcrackInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil / +2 Con Changes resistances: +10% fire / +14% cold Critical mult.: +10.00% Physical save: +7 (+2 eff.) Cut immunity: +40% Life regen: +2.00 Mana when firing critical spell: +2.00 Maximum life: +34.00 Light radius: +1 Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 202 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
healing infusion of the titan (heal 128; cd 12)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 128 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution 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. |
healing infusion of the titan (heal 174; cd 15)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 174 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution 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. |
healing infusion of the warrior (heal 258; cd 14)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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 258 then cleanse 1 wound, poison, and disease effect. 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. |
wild infusion (res 16%; physical; dur 3; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 16% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the duelist (res 25%; mental; dur 4; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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. |
biting gale rune of the wizard (damage 69; dur 4; cd 22)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: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 68.60 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 Magic 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. |
Ragoranarirak the Weepzephyr,Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 13% Changes resistances: +10% mind / +3% temporal Changes resistances penetration: +5% nature Changes damage: +9% acid Reduces incoming crit damage: 5.00% Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Confusion immunity: +22% Amulets make your neck look great! |
clarifying copper amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% mind Blindness immunity: +13% Confusion immunity: +22% Infravision radius: +2 Sight radius: +2 See invisible: +6 Amulets make your neck look great! |
copper amulet 'Bodoyon'Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +6 Changes resistances: +14% blight / +3% cold / +11% nature / +5% arcane Critical mult.: +5.00% Poison immunity: +22% Disease immunity: +40% Amulets make your neck look great! |
grounding steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% lightning Stun/Freeze immunity: +23% Amulets make your neck look great! |
insulating copper amulet of willpower (+3) =3 wil=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +11% fire / +11% cold Amulets make your neck look great! |
Blazebraze the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +9% blight / +24% fire / +5% arcane Changes resistances penetration: +10% fire Changes damage: +12% fire Spell save: +18 (+6 eff.) Life regen: +4.00 Healing mod.: +15% Rings make your fingers look great! |
DuvuregorabCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +25% acid Changes damage: +18% acid Disarm immunity: +27% Pinning immunity: +26% Knockback immunity: +25% Maximum life: +29.00 Rings make your fingers look great! |
UnryroddavonInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Wil Mental save: +6 (+2 eff.) Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +1.00 Mindpower: +15 (+7 eff.) Rings make your fingers look great! |
gladiator's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +4 Str / +5 Con Rings make your fingers look great! |
gold quartz ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 13% chance to reduce all saves and defense by 22 Damage (Melee): 13 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 22 Damage (Ranged): 8 physical Changes stats: +4 Cun Stun/Freeze immunity: +30% Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 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! |
marksman's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Stun/Freeze immunity: +21% Life regen: +2.00 Rings make your fingers look great! |
mule's copper ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +22% nature Changes damage: +11% nature Maximum encumbrance: +20 Rings make your fingers look great! |
steel ring 'Gubrewyn'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +23 (+7 eff.) Physical crit. chance: +6.0% Damage when hit (Melee): 8 blight Changes stats: +4 Str / +4 Dex Changes resistances penetration: +10% blight Maximum psi: +20.00 Mental crit. chance: +3% Rings make your fingers look great! |
steel ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Mental save: +7 (+2 eff.) Confusion immunity: +24% Rings make your fingers look great! |
Hellsrune (160% power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 160% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +8 fire Damage (radius 2) on crit: +19 lightning / +19 cold When wielded/worn: Accuracy: +19 (+6 eff.) Armour penetration: +12 Damage when hit (Melee): 2 fire Changes resistances penetration: +29% lightning / +10% cold / +20% fire / +12% all Movement speed: +35% Massive two-handed swords. |
enhanced stralite greatsword of shearing (162% power, 3 apr) =stats=Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 163% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +14 (+5 eff.) Armour penetration: +12 Changes stats: +10 Str / +10 Dex / +10 Mag / +9 Wil / +12 Cun / +10 Con Changes resistances penetration: +12% all Massive two-handed swords. |
enhanced dwarven-steel longsword of evisceration (125% power, 4 apr) =8 mag=Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 125% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Wound the target dealing 272 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +8.0% Physical power: +5 (+2 eff.) Changes stats: +5 Str / +4 Dex / +8 Mag / +5 Wil / +5 Cun / +6 Con Sharp, long, and deadly. |
mossy mindstar 'Shaderip' (77% power, 12 apr, mind damage) =6 wil=Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 77% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% Damage (radius 1) on hit: +8 darkness When wielded/worn: Changes stats: +6 Wil Talent granted: +1 Attune Mindstar Life regen: +0.50 Maximum life: +11.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Light radius: +2 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. |
This item will automatically be transmogrified when you leave the level.Yvonne the Quenchquell (104% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 105% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +4.0% Armour: +10 Defense: +18 (+5 eff.) Changes stats: +5 Str / +1 Con Changes resistances penetration: +10% blight / +10% cold Disarm immunity: +29% Stamina each turn: +2.00 One-handed war axes. |
This item will automatically be transmogrified when you leave the level.chilling dwarven-steel waraxe of massacre (131% power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 131% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +14 cold One-handed war axes. |
enhanced stralite waraxe of torment (140% power, 5 apr) =stats=Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 141% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Changes stats: +4 Str / +6 Dex / +8 Mag / +7 Wil / +5 Cun / +7 Con One-handed war axes. |
Adumina =40 Die=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +7% cold Disease immunity: +20% Teleport immunity: +10% Only die when reaching: -40.00 life A belt that goes around your waist. |
Duathelserpent =4 cun=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 48% Changes stats: +4 Dex / +4 Cun / +6 Lck Changes resistances: +6% darkness Changes resistances penetration: +5% darkness Changes damage: +6% light / +9% darkness Trap disarming bonus: +8 Stealth bonus: +6 Infravision radius: +3 A belt that goes around your waist. |
Lorugund the rough leather belt =4 cun wil=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +3% temporal Changes damage: +6% temporal Mental save: +6 (+2 eff.) Silence immunity: +20% Spellpower: +3 (+3 eff.) Healing mod.: +10% A belt that goes around your waist. |
Mighty Girdle =UNLIFE BELT!!!!!!!!!!!!!!=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. |
Rimerazor the rough leather belt =4 mag=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Str / +4 Mag / +2 Cun / +3 Con Changes resistances: +9% fire / +6% cold Changes damage: +15% cold Life regen: +0.90 See invisible: +9 Healing mod.: +13% A belt that goes around your waist. |
noble's hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Cun / +6 Wil Damage against: +20% Summoned Reduced damage from: +15% Summoned A belt that goes around your waist. |
noble's rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Cun / +4 Wil Changes resistances: +6% blight Damage against: +15% Summoned Reduced damage from: +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
reinforced hardened leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Armour: +7 Defense: +6 (+2 eff.) Critical mult.: +5.00% Physical save: +13 (+3 eff.) A belt that goes around your waist. |
rough leather belt 'Xuldawyn' =4 wil=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances penetration: +5% blight Critical mult.: +5.00% Mana each turn: +0.08 Maximum life: +34.00 Maximum vim: +20.00 Mental crit. chance: +1% A belt that goes around your waist. |
Glugabeth the cashmere cloak (2 def, 0 armour) =stam=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Wil Changes resistances: +9% temporal / +9% fire Changes resistances penetration: +10% physical Mental save: +7 (+2 eff.) Stamina each turn: +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Serpentine Cloak (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+5 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
Velariatha (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Damage when hit (Melee): 2 acid Changes resistances: +3% light Physical save: +6 (+2 eff.) Knockback immunity: +10% Life regen: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.murderer's cashmere cloak of battle (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +6 Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Defense: +2 (+0 eff.) Fatigue: -4% Changes stats: +3 Cun / +2 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Islota the pair of iron boots (0 def, 3 armour) =6 cun=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +3 Fatigue: +2% Changes stats: +6 Cun / +2 Con Physical save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Light radius: +1 See invisible: +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+5 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Tyrak the Rootserpent (0 def, 4 armour) =8 con=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 4 nature Changes stats: +2 Str / +3 Cun / +8 Con Changes resistances: +24% acid Physical save: +15 (+4 eff.) Mental save: +15 (+5 eff.) Only die when reaching: -20.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.pair of hardened leather boots (0 def, 3 armour) 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 A pair of boots made of leather. |
pair of hardened leather boots 'Beloba' (13 def, 3 armour) =stam=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +2.0% Armour: +3 Defense: +13 (+4 eff.) Damage when hit (Melee): 10 physical Changes damage: +6% physical Stamina each turn: +3.00 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 16 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of iron boots 'Eremydor' (5 def, 9 armour) =4cun=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +9 Defense: +5 (+1 eff.) Fatigue: +2% Changes stats: +1 Dex / +4 Cun / +1 Con Physical save: +11 (+3 eff.) Mental save: +11 (+3 eff.) See invisible: +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 rough leather boots 'Khelyregohad' (0 def, 1 armour) =4 wil=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Cun / +4 Wil Changes resistances: +6% fire / +5% cold Mindpower: +5 (+2 eff.) Mental crit. chance: +2% A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Splendourquarry (0 def, 7 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Damage (Melee): 6 physical Changes damage: +12% fire / +9% light / +4% physical Spell save: +9 (+3 eff.) Life regen: +4.00 Only die when reaching: -20.00 life 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. |
Yaronik (20 def, 2 armour) =nice=Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Defense: +20 (+5 eff.) Fatigue: +3% Critical mult.: +20.00% Physical save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +38% Stamina each turn: +2.00 Equilibrium when hit: +0.20 Only die when reaching: -40.00 life Mental crit. chance: +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
restful rough leather gloves of magic (+3) (0 def, 1 armour) =3 mag=Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +3% arcane Life regen: +2.00 Stamina each turn: +0.60 Maximum stamina: +11.00 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. |
Gloruda the rough leather cap (0 def, 1 armour) =10 stun=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Cun / +3 Str Changes resistances: +3% light Stun/Freeze immunity: +10% Mental crit. chance: +4% Healing mod.: +10% A cap made of leather. |
Infused Cerebrum (8 def, 0 armour) =10 mag=Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +10 Mag / +12 Wil / +10 Cun Fear immunity: -60% Spellpower: +12 (+12 eff.) Mindpower: +12 (+6 eff.) It can be used to assault the mind of a foe to utterly dominate it Activation costs 100 power out of 150/150. This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
linen wizard hat 'Ulfohir' (1 def, 0 armour) =stats=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Str / +3 Dex / +3 Cun / +1 Con Changes resistances: +3% mind Changes resistances penetration: +5% mind Mental save: +5 (+1 eff.) Infravision radius: +3 A pointy cloth hat, very wizardly... |
shielding linen wizard hat (1 def, 0 armour) =3 mag=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Mag Spell save: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
Sewerstreak (6 def, 4 armour) =5 mag=Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Damage when hit (Melee): 4 temporal Changes stats: +4 Str / +5 Mag / +3 Wil Changes resistances: +16% acid / +15% cold / +6% temporal / +11% lightning Changes resistances penetration: +5% temporal Spellpower: +12 (+12 eff.) Spell crit. chance: +5% Mindpower: +10 (+5 eff.) Mental crit. chance: +5% A suit of armour made of leather. |
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. |
988 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. |
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 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. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 of endurance (dig speed 40 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
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. |
10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Blindstriker the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 18% Changes resistances: +9% darkness Changes damage: +18% lightning / +6% darkness Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
preserving alchemist's lamp of the zealotInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +7% blight / +3% all Spell save: +7 (+3 eff.) Life regen: +3.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
preserving brass lantern of focusInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil / +2 Con Changes resistances: +6% blight Changes damage: +6% mind Life regen: +3.00 Light radius: +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. |
preserving brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +6% blight Life regen: +2.00 Maximum life: +42.00 Light radius: +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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (1/1)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 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
stralite torque of mindblast 'Eilinarethra' [power 290] (13/15 cooldown) =sileence stun=Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +3% darkness Spell save: +3 (+1 eff.) Pinning immunity: +20% Stun/Freeze immunity: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to blast the opponent's mind dealing 290 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 3 beneficial effects by 1. * Increase all damage by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Salumira the elm totem of thorny skin [power 17] (13/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +2% physical Mental save: +6 (+2 eff.) Stun/Freeze immunity: +10% It can be used to harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Zerodar [power 116] (13/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +3% blight Changes resistances penetration: +20% blight Changes damage: +6% blight It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
4 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. |
4 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. |
3 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. |
8 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. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Dumpfel the Dwarf Berserker level 23
39th Dearth 122nd year of Ascendancy at 11:36 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Dumpfel the Dwarf Berserker level 10
14th Profit 122nd year of Ascendancy at 14:54 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Dumpfel the Dwarf Berserker level 24
3rd Loss 122nd year of Ascendancy at 22:24 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Dumpfel the Dwarf Berserker level 27
1st Shortage 122nd year of Ascendancy at 03:44 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Dumpfel the Dwarf Berserker level 10
14th Profit 122nd year of Ascendancy at 14:53 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Dumpfel the Dwarf Berserker level 20
29th Wealth 122nd year of Ascendancy at 21:08 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Dumpfel the Dwarf Berserker level 30
28th Shortage 122nd year of Ascendancy at 00:41 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Dumpfel the Dwarf Berserker level 23
45th Dearth 122nd year of Ascendancy at 04:05 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Dumpfel the Dwarf Berserker level 5
20th Voratun 122nd year of Ascendancy at 02:46 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Dumpfel the Dwarf Berserker level 25
23rd Loss 122nd year of Ascendancy at 23:26 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Dumpfel the Dwarf Berserker level 6
30th Voratun 122nd year of Ascendancy at 13:38 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Dumpfel the Dwarf Berserker level 12
35th Profit 122nd year of Ascendancy at 12:19 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Dumpfel the Dwarf Berserker level 27
26th Loss 122nd year of Ascendancy at 12:50 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Dumpfel the Dwarf Berserker level 18
25th Wealth 122nd year of Ascendancy at 10:28 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Dumpfel the Dwarf Berserker level 26
25th Loss 122nd year of Ascendancy at 14:42 see stats
Log
Melee retaliation hits Xerotha the venom drake hatchling for (1 blocked), 0 blight, (4 blocked), 0 lightning (0 total damage).
Xerotha the venom drake hatchling is no longer evading attacks.
Dumpfel starts to bleed.
Xerotha the venom drake hatchling's Bash and Smash hits Dumpfel for 401 physical, 0 arcane, 23 physical (424 total damage).
Dumpfel warms up.
Dumpfel has recovered!
Bleeding from Xerotha the venom drake hatchling hits Dumpfel for 100 physical damage.
LIFE LOST WARNING!
Dumpfel activates his Galemonster!
Dumpfel receives 393 healing.
Xerotha the venom drake hatchling uses Mind Sear.
Xerotha the venom drake hatchling's mind surges with critical power!
Xerotha the venom drake hatchling hits Dumpfel for 414 mind damage.
Talent Stunning Blow is ready to use.
Bleeding from Xerotha the venom drake hatchling hits Dumpfel for 100 physical damage.
Dumpfel uses Infusion: Movement.
Dumpfel is moving at extreme speed!
Xerotha the venom drake hatchling uses Distortion Bolt.
Xerotha the venom drake hatchling's Distortion Bolt hits Dumpfel for 163 physical damage.
Dumpfel's skin returns to normal.
Talent Adrenaline Surge is ready to use.
Bleeding from Xerotha the venom drake hatchling hits Dumpfel for 120 physical damage.
Dumpfel the level 32 dwarf berserker was hacked apart to death by Xerotha the venom drake hatchling on level 2 of Dreadfell.
Dumpfel's rage subsides!
Dumpfel slows down.
Dumpfel no longer revels in blood quite so much.
















































































































