












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Items Vault 1.7.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 20 / 60% |
| Size | medium |
| Lifes / Deaths | Killed by wider at level 20 on the 25th Shortage 122nd year of Ascendancy at 05:56 / 2Killed by wider at level 20 on the 25th Shortage 122nd year of Ascendancy at 06:31 |
Primary Stats
| Strength | 62 (base 48) |
| Dexterity | 27 (base 26) |
| Constitution | 18 (base 11) |
| Magic | 16 (base 10) |
| Willpower | 49 (base 24) |
| Cunning | 27 (base 10) |
Resources
| Life | -71/900 |
| Stamina | 254/254 |
| Equilibrium | 45 |
| Healing Factor | 1.0711363549267 |
| Regeneration | 6.2288110267462 |
Speed
| Mental | +12.02863780958% |
| Attack | +12.02863780958% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 4 |
Offense: Mainhand
| Damage | 76 |
| Accuracy | 52 |
| Crit Chance | 21% |
| APR | 2 |
| Speed | 0.89 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 23% |
| Speed | 0.8926289023524 |
Offense: Damage Bonus
| Nature | +9% |
| Acid | +3% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Mind | +15% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 38 (38.594633868923%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 38 |
| Spell Save | 36 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 7%( 70%) |
| Blight | + 9%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 45%( 70%) |
| All | 0%( 70%) |
| Lightning | + 7%( 70%) |
| Temporal | + 15%( 70%) |
| Physical | + 6%( 70%) |
| Darkness | + 12%( 70%) |
| Fire | + 24%( 70%) |
| Nature | + 3%( 70%) |
Defense: Immunities
| Pinning Resistance | 21% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 23% |
| Poison Resistance | 20% |
| Knockback Resistance | 63% |
Inscriptions (3/3)
| 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 mental and magical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 268 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Earth's Eyes (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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: * '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.' * You've found the needed sandworm tooth. * You've found the needed black mamba head. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed giant spider spinneret. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' 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 chunk of ghoul flesh. * You've found the needed xorn fragment. * You've found the needed wretchling eyeball. | 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 within | active |
Equipment
| On feet | Bokudil (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Crit.mult +5.00% Dmg.mod +12% mind Res.pen +15% mind ----- def ----- Armour +3 Fatigue +2% Resists +1% physical Phys.save +6 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+3 eff.) Die.at -20.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Isera'2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Armour +16 Resists +3% temporal Max.HP +104.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Drygorab (5 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +1 Defense +5 (+2 eff.) Fatigue +1% Resists +6% blight +5% cold +1% physical Phys.save +9 (+4 eff.) ---------- misc Breathe water A cap made of leather. |
| On hands | Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+1 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
| Tool | Ivaranor the iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +4 Wil dps ---------- Mind.crit +2% Crit.mult +10.00% Mind.pwr +10 (+3 eff.) Melee Ret 4 mind ---------- misc Hate/m.crit +1.00 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Chargepanic the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Mag +4 Wil +8 Cun dps ---------- Crit.mult +5.00% Mind.pwr +5 (+2 eff.) ----- def ----- Defense +8 (+3 eff.) Resists +6% lightning Rings make your fingers look great! |
| On fingers | copper ring 'Gyba'0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +25 (+7 eff.) Dmg.mod +3% acid Acc +10 (+3 eff.) ----- def ----- Phys.save +6 (+3 eff.) Max.HP +22.00 Disarm- +23% Pinning- +21% Knockbk- +23% Rings make your fingers look great! |
| Around neck | Emelevena the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil ----- def ----- Resists +12% fire +12% cold Spell.save +15 (+6 eff.) Max.HP +20.00 Poison- +20% ---------- misc Infravis +3 Amulets make your neck look great! |
| In main hand | enhanced iron waraxe (104% power, 2 apr)3.0 T1 waraxe 1H weapon [Ego+] Nature Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Str +3 Dex +4 Mag +3 Wil +4 Cun +4 Con One-handed war axes. |
| Around waist | Mighty Girdle1.0 T1 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. |
| In off hand | Coral Spray (8 def, 8 armour, 117% power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical 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. |
| Cloak | spellcowled linen cloak of the voidstalker (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Arcane While equipped: Stats +2 Mag +1 Wil ----- def ----- Defense +1 (+1 eff.) Resists +12% darkness +12% temporal Spell.save +6 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +11% ---------- misc Max.mana +40.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | rough leather armour 'Cyrulethra' (23 def, 4 armour)9.0 T1 light armor [Rare] Nature While equipped: ----- def ----- Armour +4 Defense +23 (+8 eff.) Fatigue +6% Resists +7% acid +6% cold +5% arcane +3% blight Phys.save +6 (+3 eff.) ---------- misc Breathe water A suit of armour made of leather. |
Inventory
healing infusion of the titan (heal 76; 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 76 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 463%; 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 increase movement speed by 463% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 454%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 454% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 596%; cd 16)0.1 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 596% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 588%; 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 increase movement speed by 588% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 171; 13 cd)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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 171 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the duelist (heal 157; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 157 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 273; 13 cd)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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 273 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the wizard (res 19%; mental; dur 2; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 10 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 19% for 2 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. Press to compare to your current inscriptions |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +2 Mag Amulets make your neck look great! |
grounding gold amulet of manastreaming0.1 T3 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +3 Mag dps ---------- S.pwr/crit +3 ----- def ----- Resists +13% lightning Stun/Frz- +20% ---------- misc Mana/turn +0.12 Max.mana +26.00 Amulets make your neck look great! |
Flashmark0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +15% physical Apr +2 ----- def ----- Defense +6 (+2 eff.) Resists +21% lightning Phys.save +9 (+4 eff.) Rings make your fingers look great! |
Frostdredge0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Dmg.mod +6% cold Res.pen +5% cold Acc +5 (+1 eff.) On Hit (Melee): * 20% chance to reduce armor by 13% ----- def ----- Resists +3% acid +3% fire +3% cold Rings make your fingers look great! |
Mayenn the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Wil +3 Con dps ---------- Crit.mult +10.00% Dmg.mod +3% acid Res.pen +5% mind On Hit (Melee): * 20% chance to reduce armor by 13% ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
mule's copper ring of blight (+10%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% blight ----- def ----- Fatigue -5% Resists +10% blight ---------- misc Max.enc +21 Rings make your fingers look great! |
psionicist's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Mind.save +4 (+2 eff.) Rings make your fingers look great! |
rogue's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
savior's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+4 eff.) Rings make your fingers look great! |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Rings make your fingers look great! |
steel ring 'Misin'0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +11% darkness Acc +15 (+5 eff.) ----- def ----- Resists +22% darkness +9% blight Die.at -20.00 life HP.reg +2.00 Stun/Frz- +25% Rings make your fingers look great! |
wizard's steel ring of clarity0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Mind.save +5 (+3 eff.) Confus- +22% Rings make your fingers look great! |
Baragar the Prismterror (125% power, 3 apr)3.0 T2 mace 1H weapon [Rare] Master Power 125% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +9% mind +15% light Res.pen +15% light Melee Ret 4 mind ---------- misc Equi/ret +0.08 Blunt and deadly. |
Manyran (103% power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Psionic Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Phasing +10% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +3 Con dps ---------- Crit.mult +5.00% Phys.pwr +5 (+2 eff.) ----- def ----- Resists +1% physical Phys.save +3 (+2 eff.) One-handed war axes. |
balanced steel waraxe of massacre (118% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Master Power 119% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +21% One-handed war axes. |
mossy mindstar of resolve (72% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 72% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Spell.save +2 (+1 eff.) ---------- misc 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. |
creative vined mindstar of life (83% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 84% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +5.00% Mind.pwr +4 (+1 eff.) ----- def ----- Max.HP +10.00 HP.reg +0.90 ---------- misc 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. |
creative thorny mindstar (96% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 96% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Crit.mult +5.00% Mind.pwr +6 (+2 eff.) ---------- misc 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. |
Gloomvalor (3 def, 8 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness Apr +1 On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +6% Resists +5% physical Phys.save +11 (+4 eff.) A suit of armour made of leather. |
impenetrable iron mail armour (2 def, 9 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +9 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
iron mail armour of acid resistance (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +17% acid A suit of armour made of mail. |
Woerigor the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Res.pen +15% nature Against +18% Summoned On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Resists +3% fire D.Red.from +19% Summoned A belt that goes around your waist. |
Windradiance the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +6% nature Melee Ret 4 nature ----- def ----- Defense +1 (+1 eff.) Max.HP +33.00 ---------- misc Max.hate +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xanassra the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Dex +3 Con dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +1 (+1 eff.) Phys.save +12 (+5 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of battle (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +1 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Belawen (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +3% physical Melee Ret 2 physical ----- def ----- Armour +3 Die.at -60.00 life Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +2 A pair of boots made of leather. |
pair of rough leather boots 'Lisorawe' (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Wil dps ---------- Phys.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) Acc +5 (+1 eff.) ----- def ----- Armour +3 Fatigue -5% Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
Fulyganik the pair of iron boots (20 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Spell.crit +1% ----- def ----- Armour +3 Defense +20 (+7 eff.) Fatigue +2% Resists +6% lightning +6% temporal +3% nature +3% fire Spell.save +3 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Dourworm' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Res.pen +5% darkness +15% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +5% arcane +3% darkness Phys.save +6 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 50.47 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
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. |
dwarven-steel gauntlets 'Falugorak' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Wil +1 Con dps ---------- Crit.mult +15.00% Mind.pwr +10 (+3 eff.) Melee+ 8 lightning Dmg.mod +5% lightning +3% mind ----- def ----- Armour +2 Fatigue +3% Resists +7% lightning Mind.save +3 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Xerytha the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Str +4 Wil +3 Cun dps ---------- On Hit (Melee): * 10% chance to reduce armor by 13% ----- def ----- Defense +1 (+1 eff.) Mind.save +5 (+3 eff.) ---------- misc Light +1 Infravis +3 A pointy cloth hat, very wizardly... |
linen wizard hat of light (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Defense +1 (+1 eff.) Resists +15% light A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Dazzlebrand' (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind +13% nature +12% light Res.pen +5% lightning ----- def ----- Defense +2 (+1 eff.) Resists +6% lightning +19% nature +12% light A pointy cloth hat, very wizardly... |
Balancesun (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Melee Ret 6 nature ----- def ----- Armour +1 Fatigue +1% Resists +3% blight +3% fire +6% nature Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 166.1 Physical damage. If the attack hits, the target is confused (33% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 35.69 to 107.07 lightning damage (71.38 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
rough leather cap 'Growthquill' (5 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +5 Cun dps ---------- Dmg.mod +6% mind Res.pen +25% nature Acc +5 (+1 eff.) On Melee Ret: * 11% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Defense +5 (+2 eff.) Fatigue +1% Resists +3% nature ---------- misc Infravis +2 A cap made of leather. |
Mykalthogar (10 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Crit.mult +15.00% Phys.pwr +10 (+3 eff.) Dmg.mod +9% acid +9% physical ----- def ----- Armour +3 Defense +10 (+4 eff.) Fatigue +3% ---------- misc Stam/ret +1.20 Equi/ret +1.40 Max.stam +10.00 A cap made of leather. |
Eilineta (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Spell.crit +1% Crit.mult +15.00% Spell.pwr +5 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% Spell.save +6 (+3 eff.) ---------- misc Mana/turn +0.04 Max.mana +20.00 Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Huryzor (0 def, 8 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Wil ----- def ----- Armour +8 Fatigue +4% Resists +17% nature +5% arcane Spell.save +5 (+2 eff.) Max.HP +69.00 Heal.mod +13% Silence- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
10 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 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 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. |
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. |
7 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. |
7 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. |
3 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 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. |
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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
90 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. |
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.(106 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
iron pickaxe 'Chamuruithel' (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +4 Dex ----- def ----- Defense +5 (+2 eff.) Fatigue -5% Resists +3% mind +1% physical Die.at -20.00 life ---------- misc Infravis +1 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] 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 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 (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 222/400 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. |
extending iron torque of mindblast [power 100] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 112 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
iron torque of psionic shield [power 25] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
cleansing steel torque of mindblast [power 150] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 168 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
soothing steel torque of mindblast [power 160] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 179 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 45. Torques are made by powerful psionics to store psionic powers. |
Glinttooth [power 16] (20 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Cun +1 Wil dps ---------- Dmg.mod +3% light ---------- misc Equi/ret +0.08 Hate/m.crit +5.00 Max.hate +4.00 Light +2 Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to heal for 36. Natural totems are made by powerful wilders to store nature power. |
cleansing ash wand of shielding [power 170] (20 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By wider the Dwarf Wyrmic level 10
32nd Dearth 122nd year of Ascendancy at 16:02 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By wider the Dwarf Wyrmic level 20
18th Shortage 122nd year of Ascendancy at 13:48 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By wider the Dwarf Wyrmic level 15
2nd Shortage 122nd year of Ascendancy at 20:37 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By wider the Dwarf Wyrmic level 5
18th Voratun 122nd year of Ascendancy at 20:59 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By wider the Dwarf Wyrmic level 11
35th Dearth 122nd year of Ascendancy at 07:46 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By wider the Dwarf Wyrmic level 18
15th Shortage 122nd year of Ascendancy at 07:54 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By wider the Dwarf Wyrmic level 20
25th Shortage 122nd year of Ascendancy at 00:29 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By wider the Dwarf Wyrmic level 20
25th Shortage 122nd year of Ascendancy at 05:56 see stats
Log
--------------------------------
Wider uses Nature's Balance.
Today is the 25th Shortage of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 06:30.
--------------------------------
Wider uses Burrow.
wider the level 20 dwarf wyrmic suffocated to death on level 2 of Sandworm lair.






































































































