Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official 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:
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: Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 29 / 84% |
Size | medium |
Lifes / Deaths | Killed by Celia at level 29 on the 35th Steel 123rd year of Ascendancy at 00:52 / 1 |
Primary Stats
Strength | 54 (base 26) |
Dexterity | 14 (base 10) |
Constitution | 53 (base 42) |
Magic | 48 (base 40) |
Willpower | 67 (base 31) |
Cunning | 20 (base 10) |
Resources
Life | -44/988 |
Mana | 453/553 |
Equilibrium | 45 |
Healing Factor | 1.65457841929 |
Regeneration | 15.304850378432 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 21.388114253578 |
See Invisible | 21.388114253578 |
Offense: Mainhand
Damage | 90 |
Accuracy | 42 |
Crit Chance | 13% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 38 |
Accuracy | 42 |
Crit Chance | 14% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 37 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +10% |
Light | +10% |
Nature | 0% |
Physical | +23% |
Cold | +27% |
All | 0% |
Offense: Damage Penetration
Physical | +20% |
Defense: Base
Armour (hardiness) | 66.521305378697 (73.607947236566%) |
Defense | 38 |
Ranged Defense | 38 |
Fatigue | 49 |
Physical Save | 46 |
Spell Save | 46 |
Mental Save | 54 |
Defense: Resistances
Darkness | + 42%( 70%) |
Lightning | + 34%( 70%) |
Light | + 37%( 70%) |
Nature | + 55%( 70%) |
Blight | + 42%( 70%) |
Physical | + 15%( 70%) |
Cold | + 64%( 70%) |
All | + 10%( 70%) |
Defense: Immunities
Disarm Resistance | 40% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 275 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical and physical effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Wild-gift / Dwarven nature | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Spell / Eldritch shield | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Spell / Earth | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Deeprock | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Earthen power | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Spell / Stone | 1.50 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 2/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 2/5 |
| 4/5 |
| 2/5 |
| 4/5 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortress (+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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * 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. | 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. * 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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed length of troll intestine. * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed xorn fragment. * You've found the needed ice wyrm tooth. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed minotaur nose. * You've found the needed sandworm tooth. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You 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 | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(123 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+3 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Mindhook: Level 4.0 Pwr.cost 16 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Tool | Turodir the Chargewild (dig speed 24 turns) Turodir the Chargewild (dig speed 24 turns)3.0 T3 digger tool [Rare] Arcane While equipped: Stats +12 Str +3 Dex +6 Wil dps ---------- Phys.crit +8.0% Mind.crit +7% Dmg.mod +9% cold Res.pen +20% physical Acc +15 (+5 eff.) Melee Ret 10 physical ----- def ----- Defense +20 (+7 eff.) Resists +6% lightning While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | marksman's steel ring of life marksman's steel ring of life0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Max.HP +40.00 HP.reg +7.00 Heal.mod +11% Rings make your fingers look great! |
On fingers | savior's copper ring of lightning (+20%) savior's copper ring of lightning (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Phys.save +7 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +8 (+3 eff.) Rings make your fingers look great! |
Around neck | Earthen Beads Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.6 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 251 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
In main hand | Wrathroot's Barkwood (9 def, 10 armour, 27-38 power, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 27-38 power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 27.0 - 37.8 Physical Uses 150% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Around waist | Girdle of the Calm Waters Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
In off hand | Icewill the dwarven-steel shield (5 def, 21 armour, 30-35 power, 73.5 block) Icewill the dwarven-steel shield (5 def, 21 armour, 30-35 power, 73.5 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 29.5 - 35.4 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +74 On Hit: * 10% chance to reduce armor by 30% While equipped: Stats +3 Con dps ---------- Melee+ 7 acid Dmg.mod +3% cold Melee Ret 5 acid ----- def ----- Armour +21 Defense +5 (+2 eff.) Fatigue +8% Die.at -40.00 life ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | Wrap of Stone (0 def, 0 armour) Wrap of Stone (0 def, 0 armour)2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.5 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 102.72 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Main armor | radiant dwarven-steel mail armour of command (11 def, 13 armour) radiant dwarven-steel mail armour of command (11 def, 13 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +13 Defense +11 (+4 eff.) Fatigue +12% Resists +15% blight +15% darkness Mind.save +17 (+6 eff.) ---------- misc Light +2 A suit of armour made of mail. |
Inventory
healing infusion of the wizard (heal 185; cd 14) healing infusion of the wizard (heal 185; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 185 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 29%; physical; dur 4; cd 14) wild infusion of the psychic (res 29%; physical; dur 4; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 26%; physical; dur 4; cd 13) wild infusion of the wizard (res 26%; physical; dur 4; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (418.00 temporal damage, removed from time 4 turns) Rune of the Rift (418.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 418.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of mastery (0.10 Spell / Deeprock) copper amulet of mastery (0.10 Spell / Deeprock)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.10 Spell/Deeprock Amulets make your neck look great! |
Baruroddandil the Tempestlord Baruroddandil the Tempestlord0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% lightning +9% blight +3% acid ----- def ----- Resists +9% blight Blind- +21% ---------- misc Infravis +3 See.Stealth +5 See.Invis +6 Rings make your fingers look great! |
Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con 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 4 tidal wave that expands slowly over 7 turns, dealing 21.19 cold and 20.52 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
copper ring of light (+22%) copper ring of light (+22%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Rings make your fingers look great! |
balanced dwarven-steel greatsword of massacre (46-74 power, 2 apr) balanced dwarven-steel greatsword of massacre (46-74 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Master Power 46.5 - 74.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +10 (+4 eff.) ----- def ----- Defense +12 (+4 eff.) Disarm- +39% Massive two-handed swords. |
truestriking dwarven-steel greatsword (36-57 power, 2 apr) truestriking dwarven-steel greatsword (36-57 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 35.5 - 56.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +14 (+5 eff.) Apr +10 Massive two-handed swords. |
warbringer's dwarven-steel greatsword (36-58 power, 2 apr) warbringer's dwarven-steel greatsword (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 36.0 - 57.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +12% physical ----- def ----- Disarm- +25% Massive two-handed swords. |
ranger's yew longbow of cold ranger's yew longbow of cold4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +15 cold While equipped: Stats +5 Dex dps ---------- Dmg.mod +12% cold Longbows are used to shoot arrows at your foes. |
balanced dwarven-steel mace (26-36 power, 4 apr) balanced dwarven-steel mace (26-36 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Master Power 25.5 - 35.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +25% Blunt and deadly. |
truestriking dwarven-steel mace of rage (25-35 power, 4 apr) truestriking dwarven-steel mace of rage (25-35 power, 4 apr)3.0 T3 mace 1H weapon [Ego++] Master Power 25.0 - 35.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +1 Str dps ---------- Dmg.mod +5% physical Res.pen +5% physical Acc +23 (+8 eff.) Apr +10 Blunt and deadly. |
caller's thorny mindstar of balance (9-10 power, 24 apr, mind damage) caller's thorny mindstar of balance (9-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +7% acid +7% fire +5% physical +7% cold Res.pen +4% acid +3% fire +2% physical +4% cold ----- def ----- Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +4 (+2 eff.) Heal/summ +15 ---------- misc Equi/ret +0.70 Max.summ +1 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying thorny mindstar of clarity (9-10 power, 24 apr, nature damage) horrifying thorny mindstar of clarity (9-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 5 mind 3 darkness Dmg.mod +2% mind +2% darkness ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Max.psi +18.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
steady hardened leather sling of fire steady hardened leather sling of fire4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +8 fire While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +10% fire Acc +8 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
Staff of Bones (20-24 power, 4 apr, darkness element) Staff of Bones (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Darkness Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+7 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Necrosis +0.10 Spell/Master of flesh +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
greater yew starstaff of protection (20-24 power, 4 apr, darkness element) greater yew starstaff of protection (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +12 (+5 eff.) Dmg.mod +20% physical +20% temporal +20% darkness +20% light ----- def ----- Resists +10% physical +10% temporal +10% darkness +10% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood starstaff of might (31-37 power, 5 apr, darkness element) potent elven-wood starstaff of might (31-37 power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Ego] Arcane Power 31.0 - 37.2 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Spell.pwr +15 (+6 eff.) Dmg.mod +31% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
plaguebringer's steel waraxe of massacre (20-29 power, 3 apr) plaguebringer's steel waraxe of massacre (20-29 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Arcane/Master Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 blight On Hit: 20% Epidemic 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 20 While equipped: ----- def ----- Disease- +12% One-handed war axes. |
steel waraxe of erosion (12-16 power, 3 apr) steel waraxe of erosion (12-16 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Nature Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +9 nature One-handed war axes. |
Lustrestriker Lustrestriker1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Dex +1 Mag dps ---------- Dmg.mod +6% mind Res.pen +5% mind ----- def ----- Crit.chn- 5.00% HP.reg +0.90 Heal.mod +11% ---------- misc Light +1 A belt that goes around your waist. |
rough leather belt 'Neruselle' rough leather belt 'Neruselle'1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Dex +1 Mag ----- def ----- Resists +6% fire +6% cold ---------- misc Light +1 Infravis +3 A belt that goes around your waist. |
Healgrit (1 def, 0 armour) Healgrit (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% fire +3% nature +9% darkness ----- def ----- Defense +1 (+0 eff.) Resists +3% nature Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe of power (0 def, 0 armour) cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +12 (+5 eff.) Dmg.mod +10% all ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe (0 def, 0 armour) dreamer's cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Psionic While equipped: ----- def ----- Resists +12% mind +12% darkness +11% all Phys.save +13 (+4 eff.) Spell.save +16 (+6 eff.) Mind.save +30 (+9 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven cashmere robe of light (+24%) (0 def, 0 armour) spellwoven cashmere robe of light (+24%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) Dmg.mod +16% light ----- def ----- Resists +24% light +11% all Spell.save +20 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven cashmere robe of light (+24%) (0 def, 0 armour) spellwoven cashmere robe of light (+24%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) Dmg.mod +16% light ----- def ----- Resists +24% light +11% all Spell.save +20 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken cashmere robe of power (0 def, 0 armour) timebroken cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +3 Wil +4 Mag dps ---------- Spell.crit +3% Spell.pwr +14 (+5 eff.) Dmg.mod +11% temporal +11% arcane +7% all ----- def ----- Resists +11% all ---------- misc Max.mana +69.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gloryminn (0 def, 3 armour) Gloryminn (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +3% mind +6% cold Crit.chn- 5.00% Mind.save +6 (+2 eff.) Die.at -40.00 life Pinning- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of rough leather boots of speed (0 def, 1 armour) insulating pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Resists +5% fire +5% cold A pair of boots made of leather. |
pair of iron boots of tirelessness (0 def, 3 armour) pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
spellstreaming dwarven-steel gauntlets of the juggernaut (0 def, 2 armour) spellstreaming dwarven-steel gauntlets of the juggernaut (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +3 Con dps ---------- Spell.crit +5% Spell.pwr +9 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +12 (+4 eff.) Spell.save +6 (+2 eff.) Mind.save +4 (+2 eff.) Disarm- +23% ---------- misc Mana/turn +0.13 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. 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. Metal gloves protecting the hands up to the middle of the lower arm. |
Moldfurnace the iron helm (0 def, 3 armour) Moldfurnace the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Res.pen +5% nature Melee Ret 4 nature ----- def ----- Armour +3 Fatigue +5% Resists +3% darkness +9% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap (0 def, 1 armour) rough leather cap (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
enlightening dwarven-steel mail armour (3 def, 8 armour) enlightening dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Mind.save +15 (+5 eff.) A suit of armour made of mail. |
prismatic dwarven-steel mail armour of cold resistance (3 def, 8 armour) prismatic dwarven-steel mail armour of cold resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +17% cold +12% light +14% darkness A suit of armour made of mail. |
radiant steel mail armour of Eyal (2 def, 6 armour) radiant steel mail armour of Eyal (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +2 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +14% blight +10% darkness Max.HP +30.00 HP.reg +3.00 Heal.mod +10% ---------- misc Light +1 A suit of armour made of mail. |
stralite mail armour 'Islotira' (4 def, 10 armour) stralite mail armour 'Islotira' (4 def, 10 armour)14.0 T4 heavy armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: Stats +8 Cun +5 Wil dps ---------- Mind.crit +5% ----- def ----- Armour +10 Defense +4 (+2 eff.) Fatigue +12% Resists +9% acid +10% cold Mind.save +10 (+4 eff.) HP.reg +2.90 ---------- misc Stam/turn +0.90 Equi/ret +0.16 Max.psi +40.00 Breathe water A suit of armour made of mail. |
marauder's hardened leather armour (13 def, 6 armour) marauder's hardened leather armour (13 def, 6 armour)9.0 T3 light armor [Ego+] Master While equipped: Stats +5 Str +5 Dex ----- def ----- Armour +6 Defense +13 (+5 eff.) Fatigue +8% Phys.save +11 (+3 eff.) A suit of armour made of leather. |
rejuvenating hardened leather armour of Toknor (9 def, 6 armour) rejuvenating hardened leather armour of Toknor (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +14.00% Phys.pwr +7 (+2 eff.) ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% HP.reg +3.80 ---------- misc Stam/turn +1.40 A suit of armour made of leather. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block) Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
acidic dwarven-steel shield of winter (0 def, 6 armour, 32-38 power, 81.5 block) acidic dwarven-steel shield of winter (0 def, 6 armour, 32-38 power, 81.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 32.0 - 38.4 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +82 Melee+ +16 cold On Hit: * 12% chance to reduce armor by 30% While equipped: Stats +2 Wil dps ---------- Melee+ 6 acid On shield block: * Deals 139 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Melee Ret 4 acid ----- def ----- Armour +6 Fatigue +8% Resists +12% cold ---------- misc Talents +1 Block Handheld deflection devices. |
dwarven-steel shield of resistance (0 def, 6 armour, 31-37 power, 72 block) dwarven-steel shield of resistance (0 def, 6 armour, 31-37 power, 72 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 31.0 - 37.2 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +72 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +5% acid +6% fire +7% cold +7% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
shocking dwarven-steel shield of lightning resistance (+18%) (0 def, 6 armour, 34-41 power, 84 block) shocking dwarven-steel shield of lightning resistance (+18%) (0 def, 6 armour, 34-41 power, 84 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 34.0 - 40.8 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +84 While equipped: dps ---------- Melee+ 8 lightning Melee Ret 4 lightning ----- def ----- Armour +6 Fatigue +8% Resists +18% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
chilling quiver of yew arrows of accuracy (19/19, 33-46 power, 10 apr) chilling quiver of yew arrows of accuracy (19/19, 33-46 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego] Arcane/Master Power 33.0 - 46.2 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Acc +24 Apr +10 Crit +2.0% Capacity 19 Ranged+ +9 cold Arrows are used with bows to pierce your foes to death. |
flaming quiver of elven-wood arrows (16/17, 42-59 power, 14 apr) flaming quiver of elven-wood arrows (16/17, 42-59 power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Ego] Arcane Power 42.0 - 58.8 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 17 On Hit.r1 +8 fire Arrows are used with bows to pierce your foes to death. |
9 agate 9 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. |
118 alchemist agate 118 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. |
2 onyx 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. |
5 aquamarine 5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal 7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 28 turns) miner's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 emerald 4 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. |
7 spinel 7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +6% fire ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet 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. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest 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. |
sentry's pouch of dwarven-steel shots of accuracy (47/48, 36-43 power, 8 apr) sentry's pouch of dwarven-steel shots of accuracy (47/48, 36-43 power, 8 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego+] Arcane/Master Power 36.0 - 43.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Acc +10 Apr +8 Crit +5.0% Capacity 48 Rld cld 5 Shots are used with slings to pummel your foes to death. |
5 amethyst 5 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. |
Grinirim the Corruptiongrinder [power 506] (20 cooldown) Grinirim the Corruptiongrinder [power 506] (20 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +3% nature +6% physical Melee Ret 10 nature On Hit (Melee): * 10% chance to slow global speed by 53% ----- def ----- Armour +8 Resists +3% blight Create a shield absorbing up to 506 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 quartz 5 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. |
10 ametrine 10 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. |
8 citrine 8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon 9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Phalanx the Dwarf Stone Warden level 18
7th Wealth 122nd year of Ascendancy at 23:00 see stats
By Phalanx the Dwarf Stone Warden level 14
28th Profit 122nd year of Ascendancy at 21:21 see stats
By Phalanx the Dwarf Stone Warden level 18
26th Wealth 122nd year of Ascendancy at 04:56 see stats
By Phalanx the Dwarf Stone Warden level 27
20th Iron 123rd year of Ascendancy at 03:46 see stats
By Phalanx the Dwarf Stone Warden level 22
28th Wealth 122nd year of Ascendancy at 18:58 see stats
By Phalanx the Dwarf Stone Warden level 29
23rd Steel 123rd year of Ascendancy at 10:27 see stats
By Phalanx the Dwarf Stone Warden level 10
3rd Profit 122nd year of Ascendancy at 20:49 see stats
By Phalanx the Dwarf Stone Warden level 20
26th Wealth 122nd year of Ascendancy at 12:23 see stats
By Phalanx the Dwarf Stone Warden level 21
27th Wealth 122nd year of Ascendancy at 20:53 see stats
By Phalanx the Dwarf Stone Warden level 24
18th Dearth 122nd year of Ascendancy at 01:10 see stats
By Phalanx the Dwarf Stone Warden level 5
18th Voratun 122nd year of Ascendancy at 14:38 see stats
By Phalanx the Dwarf Stone Warden level 8
1st Profit 122nd year of Ascendancy at 09:42 see stats
By Phalanx the Dwarf Stone Warden level 27
18th Iron 123rd year of Ascendancy at 18:48 see stats
By Phalanx the Dwarf Stone Warden level 25
27th Shortage 122nd year of Ascendancy at 18:34 see stats
By Phalanx the Dwarf Stone Warden level 27
17th Iron 123rd year of Ascendancy at 00:37 see stats
By Phalanx the Dwarf Stone Warden level 25
26th Shortage 122nd year of Ascendancy at 19:04 see stats
By Phalanx the Dwarf Stone Warden level 29
26th Steel 123rd year of Ascendancy at 19:10 see stats
By Phalanx the Dwarf Stone Warden level 18
8th Wealth 122nd year of Ascendancy at 01:43 see stats
Log
Bane of Confusion from Celia hits Phalanx for 51 darkness damage.
Spikes of Decrepitude hits Phalanx for 14 cold, 14 darkness (28 total damage).
Bane of Confusion from Celia hits Phalanx for 51 darkness damage.
Phalanx shrugs off Something's 'Burning Hex'!
Spikes of Decrepitude hits Phalanx for 13 cold, 13 darkness (26 total damage).
Phalanx is confused and fails to use Elemental Split.
Bane of Confusion from Celia hits Phalanx for 46 darkness damage.
Phalanx feels death coming!
Something hits Phalanx for 47 cold, 176 cold, 171 darkness (394 total damage).
Spikes of Decrepitude hits Phalanx for 13 cold, 13 darkness (26 total damage).
Ghoul is seized by a stone vine.
LIFE LOST WARNING!
Bane of Confusion from Celia hits Phalanx for 51 darkness damage.
Phalanx is confused and fails to use Block.
Stone Vine from Phalanx hits Ghoul for 33 nature, 26 arcane (59 total damage).
Something hits Phalanx for 50 cold, 212 darkness (262 total damage).
Spikes of Decrepitude hits Phalanx for 14 cold, 14 darkness (28 total damage).
Bane of Confusion from Celia hits Phalanx for 51 darkness damage.
Phalanx is confused and fails to use Nature's Touch.
Dread casts Pacification Hex.
Phalanx shrugs off the effect 'Pacification Hex'!
Stone Vine from Phalanx hits Ghoul for 33 nature, 26 arcane (59 total damage).
Something hits Phalanx for 47 cold damage.
Spikes of Decrepitude hits Phalanx for 13 cold, 13 darkness (26 total damage).
Phalanx the level 29 dwarf stone warden was darkened to death by Celia on level 2 of Last Hope Graveyard.