









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official 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:
Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.5.0Official 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 Combat Text v2 1.5.10Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Brawler |
| Level / Exp | 39 / 53% |
| Size | medium |
| Lifes / Deaths | Killed by Emelyvea the orc berserker at level 39 on the 34th Stralite 123rd year of Ascendancy at 01:03 / 1 |
Primary Stats
| Strength | 58.927073649007 (base 60) |
| Dexterity | 35.927073649007 (base 58) |
| Constitution | 6.9270736490074 (base 10) |
| Magic | 15 (base 10) |
| Willpower | 23 (base 10) |
| Cunning | 51 (base 41) |
Resources
| Life | -163/1201 |
| Mana | 393/393 |
| Stamina | 100/272 |
| Healing Factor | 0.82394751729389 |
| Regeneration | 81.671984967219 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
Offense: Barehand
| Damage | 100 |
| Accuracy | 52 |
| Crit Chance | 47% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | -6% |
| Lightning | +15% |
| Light | -12% |
| Temporal | -6% |
| Darkness | -6% |
| Physical | +27% |
| Fire | -12% |
| All | -18% |
Offense: Damage Penetration
| Lightning | +15% |
| Darkness | +10% |
| Physical | +41% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 11.809404605605 (36.618610747051%) |
| Defense | 20 |
| Ranged Defense | 25 |
| Fatigue | 0 |
| Physical Save | -28 |
| Spell Save | -37 |
| Mental Save | 9 |
Defense: Resistances
| Acid | -6%( 70%) |
| Blight | + 20%( 70%) |
| Physical | -5%( 70%) |
| Cold | + 1%( 70%) |
| All | -13%( 70%) |
| Darkness | + 33%( 70%) |
| Light | + 8%( 70%) |
| Temporal | -3%( 70%) |
| Lightning | + 35%( 70%) |
| Fire | + 31%( 70%) |
| Nature | -4%( 70%) |
Defense: Immunities
| Disarm Resistance | 63% |
| Confusion Resistance | 10% |
| Pinning Resistance | 54% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 47% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 742% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 424 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 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 16% for 4 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: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 10 for 10 turns. While Heroism is active, you will only die when reaching -524 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Finishing moves | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Grappling | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 4/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 3/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 4/5 |
| Technique / Combat training | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Striking Stance |
| talent | Trained Reactions |
| detrimental effect | The target has been tethered to the location and has a 15% chance of being teleported back, creating an explosion for 130.47 physical and 130.47 temporal warp damage at both ends of the teleport. Spatial Tether |
| beneficial effect | A flow of life spins around the target, regenerating 94.37 life per turn. Regeneration |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 74%. Exhaustion |
| beneficial effect | The target is recovering 26 life each turn. Recovery |
| detrimental effect | The target is infected by a disease, reducing its constitution by 28 and doing 43.81 blight damage per turn. Rotting Disease |
| detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
| detrimental effect | The target is poisoned, taking 89.06 nature damage per turn. Poison |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 48.29 nature damage per turn and decreasing all heals received by 25%. Insidious Poison |
| detrimental effect | The target is cursed, reducing defence and all saves by 59. Curse of Defenselessness |
| detrimental effect | The target is confused, acting randomly (chance 40%), unable to perform complex actions and takes 40.75 darkness damage per turn. Bane of Confusion |
| beneficial effect | The target's skin reacts to damage, granting 6 armour. Stoneskin |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 28 and doing 43.81 blight damage per turn. Decrepitude Disease |
| detrimental effect | The target is infected by a disease, reducing its strength by 28 and doing 43.81 blight damage per turn. Weakness Disease |
| detrimental effect | The target's armour and saves are broken, reducing them by 33. Sunder Armour |
| detrimental effect | The target takes 39% more damage from necrotic minions. Rigor Mortis |
| detrimental effect | The target is cursed, reducing all damage done by 24%. Curse of Impotence |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Dreadfell. Escort: lost tinker (level 1 of Dreadfell)As a reward you improved talent Craftsman's Eye (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Device Mastery (+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. | active |
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 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 638. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * 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. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed vial of elder vampire blood. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Ungrol 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 faerlhing fang. * You've found the needed storm wyrm claw. * You've found the needed pouch of faeros ash. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Blazewind the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor [Rare] Psionic While equipped: Stats +5 Wil +4 Con dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +6% darkness +6% fire Res.pen +8% physical Melee Ret 12 darkness 12 fire ----- def ----- Armour +4 Fatigue +3% Resists +6% darkness +27% fire Blindside: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 17 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Chargebrand (0 def, 7 armour)1.5 T3 hands armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +11.0% Spell.crit +8% Mind.crit +10% Crit.mult +9.00% Melee+ 7 nature Dmg.mod +6% nature +15% lightning Res.pen +15% lightning On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +7 Resists +8% nature +3% acid Mind.save +10 (+10 eff.) Max.HP +63.00 Unarmed combat: Power 32.0 - 44.8 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.1% dam / acc Acc +7 Apr +9 Crit +16.0% Atk.spd 125% On Crit.r2 +9 nature On Hit: 10% Battle Shout 3 On Hit: 10% Poison Breath 3 On Crit: 20% Cripple 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Ulugrim (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +4 Cun +6 Dex dps ---------- Phys.crit +2.0% Crit.mult +12.00% Dmg.mod +9% physical Acc +8 (+2 eff.) Apr +7 ----- def ----- Armour +4 Fatigue +4% Max.HP +20.00 Heal.mod +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Blindpyre the yew totem of thorny skin [power 47] (16 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +2 Mag +2 Wil dps ---------- S.pwr/crit +10 ----- def ----- Resists +12% light ---------- misc Mana/turn +0.08 Light +3 Harden the skin for 7 turns increasing armour by 47 and armour hardiness by 50% Puts all charms on 16 cooldown 100% to regenerate 7 stamina. Natural totems are made by powerful wilders to store nature power. |
| On fingers | stralite ring 'Cobrabreak'0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +15 (+4 eff.) Spell.pwr +8 (+4 eff.) Mind.pwr +9 (+5 eff.) Dmg.mod +18% lightning +6% all Res.pen +15% nature ----- def ----- Armour +4 Resists +36% lightning Max.HP +48.00 Disarm- +38% Pinning- +31% Knockbk- +26% Rings can have magical properties. |
| On fingers | copper ring 'Willowwedge'0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +6% nature Apr +3 ----- def ----- Max.HP +23.00 HP.reg +1.00 Disarm- +25% Pinning- +23% Knockbk- +21% ---------- misc Stam/turn +1.40 Rings can have magical properties. |
| Around neck | Adylramina0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +3 Str +1 Mag dps ---------- Spell.crit +4% Crit.mult +3.00% Spell.pwr +5 (+3 eff.) Dmg.mod +17% physical +6% temporal +6% light +6% darkness Acc +6 (+2 eff.) Apr +3 ----- def ----- Armour +4 ---------- misc Max.stam +15.00 Amulets can have magical properties. |
| Main armor | hardened leather armour 'Hanerin' (12 def, 16 armour)9.0 T3 light armor [Rare] Master While equipped: Stats +8 Str +4 Mag dps ---------- Phys.crit +3.0% Res.pen +20% physical Melee Ret 16 physical ----- def ----- Armour +16 Defense +12 (+0 eff.) Rng.Def +9 (+4 eff.) Fatigue +2% Resists +15% darkness +7% physical ---------- misc Light +2 Track: Puts all charms on 24 cooldown Level 2.0 Pwr.cost 24 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
| Light source | Zubumina the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: Stats +1 Str +2 Dex +3 Wil +4 Con ----- def ----- Resists +3% acid +6% light +20% blight +12% fire +12% cold HP.reg +3.50 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | Unlightraven (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +10% darkness Acc +18 (+6 eff.) Melee Ret 16 lightning On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Defense +2 (+0 eff.) Fatigue -7% Resists +20% darkness +6% lightning Max.HP +81.00 ---------- misc Max.stam +21.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | drakeskin leather belt 'Hanyfang'1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: dps ---------- Spell.pwr +9 (+5 eff.) Dmg.mod +19% physical +6% temporal Res.pen +13% physical On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% blight +9% temporal Mind.save +9 (+9 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Inventory
regeneration infusion of the warrior (heal 478 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 478 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 21%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+12 for 9 turns, die at -407)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 9 turns. While Heroism is active, you will only die when reaching -407 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Beladunahor the Daydredge0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% mind Res.pen +25% light ----- def ----- Heal/summ +50 ---------- misc Light +2 Masteries +0.11 Technique/Pugilism Amulets can have magical properties. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
warrior's copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets can have magical properties. |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.0 Pwr.cost 24 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+15 eff.) Spell.save +15 (+15 eff.) Mind.save -7 (-7 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Arenor0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +9% mind +12% cold Res.pen +10% mind ----- def ----- Resists +24% cold Mind.save +20 (+15 eff.) Heal/summ +50 Rings can have magical properties. |
psionicist's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+6 eff.) HP.reg +0.90 Stun/Frz- +21% Rings can have magical properties. |
Boltfury0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +25% lightning +10% darkness ----- def ----- Resists +24% lightning Max.HP +26.00 Disarm- +27% Pinning- +21% Knockbk- +32% Rings can have magical properties. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 7.34 cold and 11.35 physical damage (based on Willpower) each turn and knocking opponents back. Uses 48 power out of 60/60 This azure ring seems to be always moist to the touch. |
gladiator's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Acc +7 (+2 eff.) Apr +10 ----- def ----- Defense +9 (+0 eff.) Disengage: Puts all charms on 8 cooldown Level 2.4 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
steel ring of lightning (+24%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +24% lightning Rings can have magical properties. |
warrior's steel ring of lightning (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% lightning ----- def ----- Armour +6 Resists +20% lightning Rings can have magical properties. |
voratun ring 'Bokerand'0.1 T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +4 Cun +14 Wil dps ---------- Mind.crit +1% Mind.pwr +9 (+5 eff.) Dmg.mod +12% blight ----- def ----- Resists +12% blight Mind.save +10 (+10 eff.) ---------- misc Telepathy Dragon Demon/Major Demon/Minor Rings can have magical properties. |
Mardorach (3 def, 16 armour)9.0 T3 light armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.crit +8.0% Crit.mult +15.00% Phys.pwr +8 (+2 eff.) Dmg.mod +12% physical ----- def ----- Armour +16 Defense +3 (+0 eff.) Fatigue +8% Resists +12% mind +3% physical ---------- misc Max.stam +10.00 A suit of armour made of leather. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+0 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
hardened leather armour 'Xuldalaith' (10 def, 12 armour)9.0 T3 light armor [Random Unique] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Dmg.mod +12% physical Apr +1 ----- def ----- Armour +12 Defense +10 (+0 eff.) Rng.Def +3 (+1 eff.) Fatigue +8% Resists +8% physical +5% arcane +18% cold Phys.save +15 (+15 eff.) A suit of armour made of leather. |
Betiriada the Dawnsin1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+2 eff.) Res.pen +5% acid +10% light On Hit (Melee): * 30% chance to blind ----- def ----- Resists +9% acid Phys.save +6 (+6 eff.) ---------- misc Light +3 A belt that goes around your waist. |
grounding rough leather belt of the giants1.0 T1 belt armor [Ego] Nature/Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Resists +6% lightning +6% temporal Spell.save +6 (+6 eff.) ---------- misc Size +1 A belt that goes around your waist. |
nightruned rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +2 (+1 eff.) ----- def ----- Resists +5% light +5% darkness Mind.save +5 (+5 eff.) A belt that goes around your waist. |
rough leather belt 'Samasatir'1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Cun +1 Dex dps ---------- Phys.pwr +2 (+1 eff.) Mind.pwr +3 (+2 eff.) Dmg.mod +6% physical ----- def ----- Phys.save +6 (+6 eff.) Die.at -40.00 life ---------- misc Max.stam +15.00 Telepathy Humanoid/Orc A belt that goes around your waist. |
Mighty Girdle1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Huratosta the hardened leather belt1.0 T3 belt armor [Random Unique] Nature/Disrupt/Master While equipped: dps ---------- Crit.mult +6.00% Phys.pwr +5 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +8% acid +7% blight Spell.save +12 (+12 eff.) Max.HP +30.00 ---------- misc Size +1 A belt that goes around your waist. |
Charfame (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind Res.pen +20% mind ----- def ----- Defense +1 (+0 eff.) Resists +11% blight +12% fire +10% nature +3% mind HP.reg +1.00 Heal.mod +11% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of protection (1 def, 6 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +12% cold Spell.save +5 (+5 eff.) Mind.save +5 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +2 (+0 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Delyrig (3 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% ----- def ----- Armour +1 Defense +3 (+0 eff.) Rng.Def +3 (+1 eff.) Fatigue +1% Resists +12% fire +3% mind +9% cold Phys.save +6 (+6 eff.) Cut- +10% Stun/Frz- +5% A pair of boots made of leather. |
Arostir (0 def, 3 armour)3.0 T1 feet armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Crit.mult +9.00% Dmg.mod +6% physical Melee Ret 12 physical ----- def ----- Armour +3 Fatigue +2% Max.HP +10.00 HP.reg +1.60 Heal.mod +18% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Prismvault (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +9% light Melee Ret 20 light ----- def ----- Armour +3 Fatigue +2% Resists +3% blight ---------- misc Light +3 Disengage: Puts all charms on 12 cooldown Level 2.4 Pwr.cost 12 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 154% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Velanne (0 def, 2 armour)1.5 T3 hands armor [Random Unique] Arcane/Master While equipped: Stats +5 Str +3 Dex +2 Cun dps ---------- Phys.pwr +12 (+3 eff.) Melee+ 7 temporal Ranged+ 8 temporal Dmg.mod +8% temporal ----- def ----- Armour +2 Resists +8% temporal Phys.save +7 (+7 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 25.0 - 35.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.1% dam / acc Acc +3 Apr +9 Crit +13.0% Atk.spd 125% On Crit.r2 +8 acid On Hit: 10% Set Up 3 On Hit: * 45% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
drakeskin leather cap 'Carrionspike' (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +5 Str +8 Dex +6 Con dps ---------- Dmg.mod +9% nature +6% blight Res.pen +5% nature Melee Ret 4 nature On Hit (Melee): * Slows global speed by 30% * 20% chance to disease ----- def ----- Armour +5 Fatigue +5% Resists +11% acid +9% fire +15% cold +14% lightning Phys.save +14 (+14 eff.) Mind.save +12 (+11 eff.) Battle Cry: Puts all charms on 23 cooldown Level 2.0 Pwr.cost 23 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Yvodamina (9 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.pwr +2 (+1 eff.) Apr +4 ----- def ----- Armour +3 Defense +9 (+0 eff.) Rng.Def +9 (+4 eff.) Fatigue +5% Max.HP +40.00 HP.reg +0.40 Confus- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Dairoregodar' (0 def, 8 armour)3.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +5 Str +10 Dex +3 Cun +1 Con dps ---------- Apr +6 ----- def ----- Armour +8 Fatigue +4% Resists +7% acid +8% fire +8% cold +8% lightning Phys.save +6 (+6 eff.) ---------- misc Max.stam +5.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+0 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+6 eff.) Item imbue powers: Defense +6 (+0 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+0 eff.) Phys.save +8 (+8 eff.) Spell.save +8 (+8 eff.) Mind.save +8 (+8 eff.) Item imbue powers: Defense +8 (+0 eff.) Phys.save +8 (+8 eff.) Spell.save +8 (+8 eff.) Mind.save +8 (+8 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
1100 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +4 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. |
Dridudan the alchemist's lamp1.0 T3 lite [Rare] Psionic While equipped: Stats +7 Str dps ---------- Res.pen +10% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Defense +6 (+0 eff.) Rng.Def +6 (+3 eff.) Mind.save +10 (+10 eff.) Die.at -40.00 life HP.reg +1.40 ---------- misc Max.stam +25.00 Light +3 See.Stealth +14 See.Invis +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
Silulle1.0 T3 lite [Rare] Master While equipped: Stats +7 Wil +1 Con ----- def ----- Resists +5% arcane ---------- misc Light +9 Telepathy Demon/Minor Demon/Major A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (74 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 64 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe 'Vorykira' (dig speed 7 turns)3.0 T3 digger tool [Random Unique] Master While equipped: Stats +2 Str dps ---------- Crit.mult +50.00% Phys.pwr +14 (+4 eff.) S.pwr/crit +2 Apr +12 ----- def ----- Heal/summ +20 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+0 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Bladed Rift2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Mind.pwr +10 (+5 eff.) Melee+ 25 phys.bleed Dmg.mod +5% physical +10% temporal Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 12 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 162 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. |
Rod of Spydric Poison (3/3)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 208.44 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 20 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
supercharged iron torque of kinetic psionic shield [power 35] (19 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 35 for 7 turns Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
Blazestreaker the steel torque of charged psionic shield [power 49] (16 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +9 (+0 eff.) Rng.Def +9 (+4 eff.) Heal.mod +35% ---------- misc Stam/turn +0.40 Wards +2 physical +2 mind +2 darkness Talents +1 Ward Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 49 for 7 turns Puts all charms on 16 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of psychoportation [power 28] (24 cooldown)2.0 T2 torque charm [Ego] Psionic Teleport randomly (rad 28) Puts all charms on 24 cooldown Torques are made by powerful psionics to store psionic powers. |
Eilinydalrathra [power 67] (16 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +6% arcane Res.pen +5% arcane ----- def ----- Resists +5% arcane +12% mind ---------- misc Wards +2 physical +2 mind +2 darkness Talents +1 Ward +3 Silence Cooldown Silence -1 Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 67 for 7 turns Puts all charms on 16 cooldown 100% to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
Emelaba the ash totem of thorny skin [power 28] (16 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +4 Str dps ---------- Phys.pwr +2 (+1 eff.) Res.pen +5% physical Acc +8 (+2 eff.) Apr +3 ----- def ----- Armour +4 ---------- misc Talents +2 Rushing Claws Cooldown Rushing Claws -1 Harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40% Puts all charms on 16 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Hammoth the Dwarf Brawler level 34
2nd Stralite 123rd year of Ascendancy at 01:39 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Hammoth the Dwarf Brawler level 33
30th Gold 123rd year of Ascendancy at 09:33 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Hammoth the Dwarf Brawler level 38
21st Stralite 123rd year of Ascendancy at 04:59 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Hammoth the Dwarf Brawler level 36
15th Stralite 123rd year of Ascendancy at 21:25 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Hammoth the Dwarf Brawler level 35
11st Stralite 123rd year of Ascendancy at 13:07 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Hammoth the Dwarf Brawler level 29
5th Gold 123rd year of Ascendancy at 16:31 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Hammoth the Dwarf Brawler level 20
1st Loss 122nd year of Ascendancy at 23:40 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Hammoth the Dwarf Brawler level 28
35th Steel 123rd year of Ascendancy at 02:47 see stats
Guiding Hand (Insane (Roguelike) difficulty)
Saved all escorted adventurers.By Hammoth the Dwarf Brawler level 31
25th Gold 123rd year of Ascendancy at 06:13 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Hammoth the Dwarf Brawler level 30
16th Gold 123rd year of Ascendancy at 19:21 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Hammoth the Dwarf Brawler level 10
21st Profit 122nd year of Ascendancy at 01:04 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Hammoth the Dwarf Brawler level 20
38th Dearth 122nd year of Ascendancy at 15:31 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Hammoth the Dwarf Brawler level 30
5th Gold 123rd year of Ascendancy at 22:42 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Hammoth the Dwarf Brawler level 16
23rd Wealth 122nd year of Ascendancy at 23:08 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Hammoth the Dwarf Brawler level 35
10th Stralite 123rd year of Ascendancy at 06:30 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Hammoth the Dwarf Brawler level 19
34th Dearth 122nd year of Ascendancy at 18:28 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Hammoth the Dwarf Brawler level 36
11st Stralite 123rd year of Ascendancy at 21:35 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Hammoth the Dwarf Brawler level 5
20th Voratun 122nd year of Ascendancy at 04:42 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Hammoth the Dwarf Brawler level 38
19th Stralite 123rd year of Ascendancy at 17:41 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Hammoth the Dwarf Brawler level 13
32nd Profit 122nd year of Ascendancy at 18:15 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Hammoth the Dwarf Brawler level 25
27th Iron 123rd year of Ascendancy at 06:18 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Hammoth the Dwarf Brawler level 16
18th Dearth 122nd year of Ascendancy at 09:24 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Hammoth the Dwarf Brawler level 25
26th Iron 123rd year of Ascendancy at 19:17 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Hammoth the Dwarf Brawler level 21
4th Loss 122nd year of Ascendancy at 08:11 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Hammoth the Dwarf Brawler level 16
23rd Wealth 122nd year of Ascendancy at 19:34 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Hammoth the Dwarf Brawler level 33
29th Gold 123rd year of Ascendancy at 08:24 see stats
Log
Giant spider hits Hammoth for (42 resist armour), 50 nature (50 total damage).
Grappling hits Glorinn the orc summoner for 11 physical damage.
Hammoth has released the hold.
Hammoth speeds up.
Hammoth has recovered!
Talent Infusion: Movement is ready to use.
Poison from Giant spider hits Hammoth for (42 resist armour), 50 nature (50 total damage).
Rotting Disease from Glorinn the orc summoner hits Hammoth for (26 resist armour), 0 blight (0 total damage).
Bane of Confusion from Orc necromancer hits Hammoth for (24 resist armour), 0 darkness (0 total damage).
Insidious Poison from Emelyvea the orc berserker hits Hammoth for (42 resist armour), 15 nature (15 total damage).
Decrepitude Disease from Silykira the orc soldier hits Hammoth for (37 resist armour), 0 blight (0 total damage).
Weakness Disease from Silykira the orc soldier hits Hammoth for (37 resist armour), 0 blight (0 total damage).
Grappling hits Glorinn the orc summoner for 11 physical, 3 physical (15 total damage).
Hammoth receives 21 healing.
Orc soldier uses Crush.
Hammoth reacts to an attack from Orc soldier, mitigating the blow!.
Hammoth is pinned to the ground.
Glorinn the orc summoner casts Virulent Disease.
Hammoth instinctively hardens his skin and ignores the attack!
Hammoth repels an attack from Glorinn the orc summoner.
Orc fighter hits Hammoth for (42 resist armour), 72 physical, (21 resist armour), 0 cold (72 total damage).
Glorinn the orc summoner hits Hammoth for (42 resist armour), 20 physical, (6 resist armour), 0 nature, (14 resist armour), 0 temporal, (4 resist armour), 0 fire (20 total damage).
Orc soldier hits Hammoth for (42 resist armour), (63 reacted , -5 stam), 218 physical, (9 resist armour), 0 nature (218 total damage).
Hammoth hits Glorinn the orc summoner for 9 lightning, 17 physical, 9 fire, 10 darkness (45 total damage).
Hammoth hits Orc soldier for 16 lightning, 17 physical, 4 fire, 10 darkness (47 total damage).
Hammoth hits Orc fighter for 16 lightning, 17 physical, 9 fire, 10 darkness (52 total damage).
Emelyvea the orc berserker casts Temporal Bolt.
Hammoth reacts to damage from Emelyvea the orc berserker, mitigating the blow!.
Emelyvea the orc berserker roars triumphantly.
Saving game...





























































































































