












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 | Stone Warden |
| Level / Exp | 31 / 71% |
| Size | medium |
| Lifes / Deaths | Killed by garden dwarf at level 26 on the 14th Stralite 123rd year of Ascendancy at 14:39 / 2Killed by The Master at level 31 on the 11st Profit 123rd year of Ascendancy at 21:38 |
Primary Stats
| Strength | 89 (base 54) |
| Dexterity | 12 (base 10) |
| Constitution | 35 (base 14) |
| Magic | 57 (base 40) |
| Willpower | 63 (base 34) |
| Cunning | 22 (base 10) |
Resources
| Life | -222/936 |
| Mana | 323/545 |
| Equilibrium | 62 |
| Healing Factor | 1.3416660017318 |
| Regeneration | 0.33541650043296 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 3 |
| See Stealth | 13 |
| See Invisible | 19 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 126 |
| Accuracy | 42 |
| Crit Chance | 13% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 64 |
| Accuracy | 42 |
| Crit Chance | 13% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +13% |
| Mind | +8% |
| All | +2% |
Offense: Damage Penetration
| Cold | +35% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 50 (88.568973732692%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 43 |
| Physical Save | 50 |
| Spell Save | 41 |
| Mental Save | 48 |
Defense: Resistances
| Blight | + 26%( 70%) |
| Physical | + 46%( 70%) |
| Cold | + 26%( 70%) |
| All | + 8%( 70%) |
| Darkness | + 35%( 70%) |
| Temporal | + 23%( 70%) |
| Lightning | + 25%( 70%) |
| Fire | + 20%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Disarm Resistance | 40% |
| Confusion Resistance | 10% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 3 times. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 118 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Eldritch stone | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Earthen power | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
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 |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Stone Half (garden dwarf). Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by war hound. Escort: lost warrior (level 2 of Trollmire) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the temporal explorer from death by skeleton warrior. Escort: temporal explorer (level 7 of Dreadfell) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 110. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed green worm. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' 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 honey tree root. * You've found the needed giant spider spinneret. * You've found the needed snow giant kidney. 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 electric eel tail. * You've found the needed black mamba head. * You've found the needed vial of fire wyrm saliva. 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 length of troll intestine. * You've found the needed pouch of faeros ash. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 within | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | scholar's pair of rough leather boots of evasion (4 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Armour +1 Defense +4 (+1 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | brass lantern 'Emirille'2.0 T1 lite [Rare] Master While equipped: dps ---------- Phys.pwr +20 (+5 eff.) Mind.pwr +15 (+5 eff.) Acc +10 (+3 eff.) ----- def ----- Defense +5 (+2 eff.) ---------- misc Psi/ret +0.08 Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | iron helm 'Torabers' (20 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +4 Con dps ---------- Dmg.mod +3% physical Acc +5 (+1 eff.) ----- def ----- Armour +3 Defense +20 (+7 eff.) Fatigue +5% Resists +2% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | 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 Wil +3 Cun 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 | steel torque of mindblast [power 180] (6/15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 194 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Tideripper0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +10% cold On Hit (Melee): * 20% chance to reduce armor by 34% ----- def ----- Defense +5 (+2 eff.) Phys.save +8 (+3 eff.) Rings make your fingers look great! |
| On fingers | steel ring 'Rhohell'0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Str +2 Dex +5 Con dps ---------- Phys.pwr +7 (+1 eff.) ----- def ----- Resists +1% physical Phys.save +12 (+4 eff.) Blind- +27% Silence- +20% ---------- misc Mana/turn +0.10 Infravis +3 See.Stealth +13 See.Invis +9 Rings make your fingers look great! |
| Around neck | Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
| In main hand | flaming dwarven-steel shield of physical resistance (+13%) (0 def, 6 armour, 135% power, 76 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 136% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +76 On Hit.r1 +11 fire While equipped: dps ---------- Melee+ 7 fire Melee Ret 2 fire ----- def ----- Armour +6 Fatigue +8% Resists +13% physical ---------- misc Talents +1 Block Handheld deflection devices. |
| Around waist | 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 | coruscating dwarven-steel shield of physical resistance (+13%) (0 def, 6 armour, 138% power, 76 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 139% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +76 Melee+ +13 fire While equipped: Stats +3 Str dps ---------- Melee Ret 4 fire ----- def ----- Armour +6 Fatigue +8% Resists +13% physical +13% fire ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | enveloping cashmere cloak of the voidstalker (11 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +11 (+4 eff.) Resists +13% darkness +16% temporal Phys.save +7 (+3 eff.) Def/telep +15 Res/telep +10% Dur/telep +11% 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 | voratun plate armour 'Glatta' (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +15 Str +9 Mag +20 Wil +9 Cun +5 Con dps ---------- Phys.crit +6.0% Spell.crit +7% Mind.crit +8% Phys.pwr +19 (+4 eff.) Spell.pwr +20 (+7 eff.) Mind.pwr +18 (+6 eff.) Dmg.mod +6% mind ----- def ----- Armour +16 Fatigue +22% Resists +18% lightning +12% physical +16% darkness Mind.save +19 (+6 eff.) ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
healing infusion of the psychic (heal 186; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 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 instantly heal yourself for 186 then cleanse 1 wound, poison, and disease effect. 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. |
heroism infusion of the psychic (die at -583; dur 6; cd 25)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -583 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1303 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
heroism infusion of the wizard (die at -472; dur 6; cd 25)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -472 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1057 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
movement infusion of the duelist (speed 436%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 436% 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 Dexterity 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 duelist (speed 440%; cd 12)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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 440% 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 Dexterity 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 psychic (speed 593%; 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 593% 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 Willpower 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 psychic (speed 599%; 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 599% 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 Willpower 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 sneak (speed 751%; cd 12)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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 751% 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 Cunning 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 wizard (speed 571%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 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 increase movement speed by 571% 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 Magic 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 240; 14 cd)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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 240 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. |
regeneration infusion of the duelist (heal 101; 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 101 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. |
regeneration infusion of the psychic (heal 601; 16 cd)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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 601 life over 5 turns. 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. |
regeneration infusion of the sneak (heal 404; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 404 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 135; 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 135 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 275; 16 cd)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 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. 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 wizard (heal 296; 14 cd)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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 296 life over 5 turns. 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 duelist (res 18%; physical; dur 4; 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 cure yourself of one random physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 19%; mental; 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 mental effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 30%; mental; dur 2; 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 cure yourself of one random mental effect and reduce all damage taken by 30% for 2 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 27%; physical; dur 3; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 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 physical effect and reduce all damage taken by 27% for 3 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. |
wild infusion of the wizard (res 28%; mental, magical; 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 mental and magical effect and reduce all damage taken by 28% 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. |
blink rune of the psychic (range 6; phase 18; cd 10)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the titan (range 6; phase 26; cd 13)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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. |
acid wave rune (damage 146; dur 4; cd 23)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 145.86 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the sneak (damage 151; dur 4; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 151.37 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the titan (damage 158; dur 4; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 158.10 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the sneak (damage 180; dur 4; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 179.93 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 89; cd 21)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 89 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the psychic (absorb 403; dur 5; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 403 damage for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 239; dur 4; cd 16)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 239 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 436; dur 5; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 436 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 307; dur 4; cd 14)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 307 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the titan (range 72; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 72 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the wizard (range 95; cd 10)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 95 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the wizard (range 78; cd 10)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 78 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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... |
grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +21% Amulets make your neck look great! |
Durodig the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical Apr +2 ----- def ----- Armour +12 Defense +15 (+5 eff.) Resists +11% physical ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
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 nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 287 (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. |
Lightningspar0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +2 Mag dps ---------- Dmg.mod +18% arcane Res.pen +25% lightning +10% blight ----- def ----- Fatigue -6% HP.reg +2.00 Amulets make your neck look great! |
Stokekin0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +6% lightning +12% fire +6% temporal Melee Ret 8 fire 6 temporal ----- def ----- Resists +18% fire Def/telep +15 Res/telep +15% Dur/telep +15% Amulets make your neck look great! |
Urochik the Winterterror0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% temporal +12% cold Res.pen +25% mind +5% temporal Melee Ret 4 temporal 8 cold ----- def ----- Resists +3% cold Heal.mod +16% Cut- +60% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 270 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
serendipitous steel amulet of vision0.1 T2 amulet jewelry [Ego++] Nature While equipped: Stats +5 Lck dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +7 (+2 eff.) Unseen.red 11% Blind- +15% ---------- misc Infravis +2 Sight +2 See.Invis +5 Amulets make your neck look great! |
wanderer's steel amulet of perfection (0.17 Wild-gift / Earthen vines,0.17 Spell / Earth)0.1 T2 amulet jewelry [Ego++] Master While equipped: Stats +4 Dex +4 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Stam/turn +0.50 Masteries +0.17 Wild-gift/Earthen vines +0.17 Spell/Earth Amulets make your neck look great! |
archmage's gold amulet of vision0.1 T3 amulet jewelry [Ego++] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) Dmg.mod +6% acid +4% fire +4% cold +5% lightning ----- def ----- Blind- +15% ---------- misc Infravis +2 Sight +2 See.Invis +7 Amulets make your neck look great! |
gold amulet 'Samolathadir'0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Melee Ret 6 temporal ----- def ----- Armour +5 Defense +9 (+3 eff.) Resists +6% blight +7% physical Res.Cap +4% all Phys.save +15 (+5 eff.) Max.HP +40.00 HP.reg +4.00 Blind- +10% ---------- misc Hate/m.crit +3.00 Amulets make your neck look great! |
grounding gold amulet of murder0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: dps ---------- Crit.mult +13.00% Acc +6 (+2 eff.) Apr +12 ----- def ----- Resists +17% lightning Stun/Frz- +26% Amulets make your neck look great! |
mindweaver's gold amulet of mastery (0.25 Wild-gift / Earthen power)0.1 T3 amulet jewelry [Ego+] Master/Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Mind.save +5 (+2 eff.) Confus- +13% ---------- misc Masteries +0.25 Wild-gift/Earthen power Amulets make your neck look great! |
serendipitous gold amulet of dexterity (+8)0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +8 Lck +2 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Unseen.red 10% Amulets make your neck look great! |
copper quartz ring0.1 T1 ring jewelry [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 7 physical Ranged+ 10 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 30 On Hit (Ranged): * 11% chance to reduce all saves and defense by 30 ----- def ----- Stun/Frz- +30% ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) Confus- +20% Rings make your fingers look great! |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) Confus- +20% Rings make your fingers look great! |
marksman's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- Mind.save +5 (+2 eff.) Confus- +22% Rings make your fingers look great! |
marksman's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) Acc +6 (+2 eff.) Rings make your fingers look great! |
rogue's copper ring of light (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% light ----- def ----- Defense +4 (+1 eff.) Resists +22% light Rings make your fingers look great! |
titan's copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Phys.save +4 (+2 eff.) Rings make your fingers look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
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 16.55 cold and 18.34 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. |
Veluda the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Dex dps ---------- Acc +8 (+2 eff.) Melee Ret 4 temporal ----- def ----- Defense +25 (+8 eff.) Resists +6% nature Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
gladiator's steel ring of luminosity0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Str +2 Mag +5 Con dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 14 light Ranged+ 12 light Dmg.mod +12% light Rings make your fingers look great! |
mule's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +25 Rings make your fingers look great! |
steel quartz ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
steel quartz ring0.1 T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +8 (+3 eff.) Dmg.mod +12% mind +12% cold Res.pen +5% arcane ----- def ----- Resists +24% cold Mind.save +12 (+4 eff.) Max.HP +50.00 HP.reg +9.00 Heal.mod +13% Stun/Frz- +30% Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
steel ring 'Obsidianqueen'0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Crit.mult +20.00% Res.pen +15% darkness Melee Ret 4 nature 6 darkness On Hit (Melee): * 10% chance to slow global speed by 58% ----- def ----- Mind.save +9 (+3 eff.) Silence- +27% ---------- misc Mana/turn +0.16 Rings make your fingers look great! |
warrior's steel ring of blight (+10%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +10% blight ----- def ----- Armour +4 Resists +10% blight Rings make your fingers look great! |
wizard's steel ring0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+3 eff.) Rings make your fingers look great! |
Mayothra the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Cun dps ---------- Mind.crit +5% Crit.mult +10.00% ----- def ----- Fatigue -6% ---------- misc Max.enc +27 Mana/turn +0.16 Equi/ret +0.20 Rings make your fingers look great! |
Obsidiandash the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Crit.mult +15.00% Dmg.mod +6% acid Res.pen +15% darkness +15% physical Melee Ret 2 acid ----- def ----- Defense +5 (+2 eff.) Fatigue -6% Resists +6% acid ---------- misc Max.enc +26 Rings make your fingers look great! |
gold ring 'Layewyn'0.1 T3 ring jewelry [Random Unique] Master While equipped: Stats +7 Dex +7 Cun +4 Con dps ---------- Spell.crit +3% Spell.pwr +25 (+9 eff.) S.pwr/crit +4 Res.pen +10% arcane Acc +11 (+3 eff.) Melee Ret 2 blight ----- def ----- Spell.save +18 (+6 eff.) HP.reg +6.00 Stun/Frz- +28% ---------- misc Max.stam +20.00 Rings make your fingers look great! |
mule's gold ring of arcana (+0.13/turn)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -4% Silence- +25% ---------- misc Max.enc +30 Mana/turn +0.13 Rings make your fingers look great! |
titan's gold ring of frost (+26%)0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +13% cold ----- def ----- Resists +26% cold Phys.save +10 (+4 eff.) Rings make your fingers look great! |
infernal yew vilestaff of protection (120% power, 4 apr, acid element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Crit.mult +15.00% Spell.pwr +14 (+5 eff.) Melee+ 22 fire Dmg.mod +20% acid ----- def ----- Resists +10% acid ---------- misc See.Invis +10 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff (120% power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Normal] Power 121% Range: 1.2x Uses 80% Mag Dmg Physical 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 +9 (+3 eff.) Dmg.mod +20% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Moon (100% power, 0 apr)1.0 T3 dagger 1H weapon Reqs Cun 24 Dex 24 [Unique] Arcane The moon shines alone in a starless sky. Power 100% Range: 1.3x Uses 20% Str, 20% Dex Dmg Darkness Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Spelldrinker (132% power, 8 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Arcane Power 132% Range: 1.3x Uses 35% Str, 20% Mag, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Star (100% power, 0 apr)1.0 T3 dagger 1H weapon Reqs Cun 24 Dex 24 [Unique] Arcane The star shines alone in a moonless sky. Power 100% Range: 1.3x Uses 20% Str, 20% Dex Dmg Light Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Eye of Winter (94% power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Cold Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
thorny mindstar (93% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Normal] Nature Power 93% 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: dps ---------- Mind.crit +3% 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. |
quiver of ash arrows of accuracy (20/20, 122% power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Ego] Master Power 122% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +15 Apr +7 Crit +1.5% Capacity 20 Arrows are used with bows to pierce your foes to death. |
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 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. |
shocking dwarven-steel shield of lightning resistance (+16%) (0 def, 6 armour, 133% power, 78 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 134% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +78 While equipped: dps ---------- Melee+ 14 lightning Melee Ret 5 lightning ----- def ----- Armour +6 Fatigue +8% Resists +16% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
troll-hide hardened leather armour of command (20 def, 11 armour)9.0 T3 light armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +11 Defense +20 (+7 eff.) Fatigue +8% Mind.save +12 (+4 eff.) Max.HP +42.00 HP.reg +7.20 Heal.mod +12% A suit of armour made of leather. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Corruptionpain1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature Res.pen +10% acid Melee Ret 4 acid 2 nature ----- def ----- Resists +6% nature Max.HP +33.00 A belt that goes around your waist. |
Strikenull1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning Apr +2 Melee Ret 6 lightning ----- def ----- Resists +3% mind HP.reg +0.70 Heal.mod +11% Knockbk- +20% A belt that goes around your waist. |
grounding rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane/Nature While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Resists +6% lightning +5% temporal Mind.save +5 (+2 eff.) A belt that goes around your waist. |
rough leather belt 'Sunwisp'1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Mag +5 Wil +7 Cun dps ---------- Dmg.mod +3% fire Against +16% Summoned Melee Ret 8 fire ----- def ----- D.Red.from +18% Summoned ---------- misc See.Invis +9 A belt that goes around your waist. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
insulating hardened leather belt1.0 T3 belt armor [Ego] Master While equipped: ----- def ----- Resists +9% fire +10% cold A belt that goes around your waist. |
Hellswinnow (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% fire ----- def ----- Defense +1 (+0 eff.) Resists +9% blight +3% cold 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. |
thick linen cloak of Eldoral (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of fog (6 def, 5 armour)2.0 T1 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +5 Defense +6 (+2 eff.) Resists +11% fire +11% light +12% cold Stealth +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of the hunter (10 def, 0 armour)2.0 T3 cloak armor [Ego+] Nature/Master While equipped: dps ---------- Acc +15 (+5 eff.) ----- def ----- Defense +10 (+3 eff.) Fatigue -6% Phys.save +8 (+3 eff.) Max.HP +40.00 ---------- misc Max.stam +13.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of Iron Throne (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Str +3 Mag +3 Wil +2 Con ----- def ----- Defense +2 (+1 eff.) Spell.save +5 (+2 eff.) ---------- misc Max.mana +54.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of backstabbing (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +3 Wil dps ---------- Crit.mult +14.00% Acc +7 (+2 eff.) Apr +7 ----- def ----- Defense +2 (+1 eff.) Spell.save +8 (+3 eff.) Stealth +8 ---------- misc Max.mana +46.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wyrmwaxed cashmere cloak of mindcraft (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +5% ----- def ----- Defense +2 (+1 eff.) Resists +7% acid +7% fire +7% lightning +7% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aeritha (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Dex +5 Cun +5 Con dps ---------- Dmg.mod +12% mind ----- def ----- Armour +1 Resists +6% fire +6% cold A pair of boots made of leather. |
miner's pair of rough leather boots (0 def, 2 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +2 ---------- misc Infravis +2 A pair of boots made of leather. |
pair of rough leather boots 'Bethema' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Wil ----- def ----- Armour +1 Resists +6% lightning +6% temporal +9% nature Phys.save +6 (+2 eff.) A pair of boots made of leather. |
pair of rough leather boots 'Cloudwell' (3 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% cold Res.pen +20% lightning +15% darkness ----- def ----- Armour +1 Defense +3 (+1 eff.) Resists +3% lightning Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 19% chance to evade melee and ranged attacks and 8 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Polilaith the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +15% blight ----- def ----- Armour +3 Fatigue -3% Resists +6% blight +1% physical Phys.save +6 (+2 eff.) ---------- misc Max.enc +20 Stam/turn +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blood-soaked pair of dwarven-steel boots of evasion (4 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +5 (+1 eff.) Apr +5 ----- def ----- Armour +4 Defense +4 (+1 eff.) Fatigue +3% Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 19% chance to evade melee and ranged attacks and 8 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Arinn' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- On Hit (Melee): * 20 arcane resource burn * 20% chance to reduce all saves and defense by 30 ----- def ----- Armour +4 Fatigue +3% Resists +12% mind Def/telep +15 Res/telep +15% Dur/telep +15% Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Chalihor (25 def, 1 armour)1.0 T1 hands armor [Rare] Disrupt While equipped: ----- def ----- Armour +1 Defense +25 (+8 eff.) Resists +6% blight +6% darkness +6% arcane Affinity +7% nature Spell.save +9 (+3 eff.) Mind.save +12 (+4 eff.) HP.reg +4.00 Heal.mod +10% Blind- +20% ---------- misc Masteries +0.20 Wild-gift/Antimagic Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Arthehad' (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str +4 Wil dps ---------- Mind.crit +4% Phys.pwr +6 (+1 eff.) Dmg.mod +9% acid +12% mind Res.pen +10% acid ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Belenne' (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +4% Spell.pwr +11 (+4 eff.) Melee+ 4 arcane Dmg.mod +4% arcane Res.pen +5% blight Acc +6 (+2 eff.) Melee Ret 2 blight On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Resists +5% arcane +15% temporal Phys.save +7 (+3 eff.) Mind.save +6 (+2 eff.) Disarm- +21% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.12 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady hardened leather gloves of spellstriking (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +4 (+2 eff.) Melee+ 4 arcane Dmg.mod +3% arcane Acc +7 (+2 eff.) ----- def ----- Armour +2 Resists +3% arcane Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +27% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady hardened leather gloves of spellstriking (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane/Psionic While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +4 (+2 eff.) Melee+ 10 arcane Dmg.mod +5% arcane Acc +6 (+2 eff.) ----- def ----- Armour +2 Resists +6% arcane Phys.save +7 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +24% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 182.12 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Gunne (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Dex +3 Mag dps ---------- Dmg.mod +11% arcane Res.pen +25% blight Acc +28 (+9 eff.) Melee Ret 8 blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 24 ----- def ----- Armour +3 Phys.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Disarm- +25% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
blighted iron gauntlets of magic (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 6 blight Dmg.mod +3% blight +3% arcane ----- def ----- Armour +1 Fatigue +1% Resists +6% blight 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. |
iron gauntlets of dexterity (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +12 (+4 eff.) ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of spellstriking (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +8 (+3 eff.) Melee+ 7 arcane Dmg.mod +4% arcane ----- def ----- Armour +2 Fatigue +3% Resists +4% arcane 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. |
clarifying linen wizard hat of the Brotherhood (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane/Psionic While equipped: Stats +2 Mag +3 Cun +2 Con dps ---------- Dmg.mod +6% arcane ----- def ----- Defense +1 (+0 eff.) Mind.save +6 (+2 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
grounding linen wizard hat of lightning (+21%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +1 (+0 eff.) Resists +21% lightning +6% temporal A pointy cloth hat, very wizardly... |
linen wizard hat 'Daimegund' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Mind.crit +3% ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning +10% temporal +3% darkness +5% arcane A pointy cloth hat, very wizardly... |
shielding linen wizard hat of darkness (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +1 (+0 eff.) Resists +15% darkness Spell.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
augmenting cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane While equipped: Stats +3 Mag +4 Con dps ---------- Dmg.mod +6% acid +3% lightning +7% cold +11% arcane +5% fire ----- def ----- Defense +2 (+1 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Hurileg the hardened leather cap (5 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +3% Resists +15% mind +11% fire +6% light +8% cold Max.HP +20.00 Stun/Frz- +20% ---------- misc Infravis +2 A cap made of leather. |
Voredheda the Thundertrail (0 def, 3 armour)2.0 T3 head armor [Random Unique] Master While equipped: Stats +2 Str +7 Dex +3 Wil +3 Cun dps ---------- Mind.crit +4% Apr +6 ----- def ----- Armour +3 Fatigue +3% Resists +3% lightning Mind.save +8 (+3 eff.) ---------- misc Hate/m.crit +3.00 Max.hate +4.00 Light +2 A cap made of leather. |
warlord's hardened leather cap of strength (+7) (0 def, 3 armour)2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +7 Str +4 Wil dps ---------- Phys.pwr +7 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +9% physical Phys.save +7 (+3 eff.) A cap made of leather. |
Quenchenvy the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str +2 Dex +7 Wil dps ---------- Phys.pwr +7 (+1 eff.) Melee Ret 4 blight 8 cold ----- def ----- Armour +3 Fatigue +5% Resists +6% physical Phys.save +7 (+3 eff.) ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm of strength (+3) (0 def, 4 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +4 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +4 Mag +3 Wil dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Aletta's Diadem (0 def, 0 armour)2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 110.36 mind damage and cripples the target's higher mental functions, reducing cunning by 12 and confusing (30% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
11 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. |
9 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. |
13 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. |
5 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 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
7 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+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. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 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. |
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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
561 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. |
Broderehek2.0 T1 lite [Rare] Nature While equipped: Stats +5 Con dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +15% physical ----- def ----- Max.HP +46.00 ---------- 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. |
brass lantern 'Mardudan'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +9% acid +12% physical ----- def ----- Armour +4 Max.HP +44.00 ---------- misc Max.stam +10.00 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. |
void-walker's brass lantern of the moons2.0 T1 lite [Ego++] Arcane While equipped: dps ---------- Dmg.mod +6% darkness ----- def ----- Resists +6% cold +6% light +6% temporal Affinity +5% darkness Def/telep +10 Res/telep +11% Dur/telep +10% ---------- misc Light +3 Infravis +2 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 139.52 damage. The damage dealt will increase with your Spellpower. 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. |
Dimquake1.0 T3 lite [Rare] Arcane While equipped: Stats +5 Str +5 Wil +4 Con dps ---------- Dmg.mod +6% darkness Res.pen +15% darkness Melee Ret 21 fire ----- def ----- Resists +18% darkness +8% fire Crit.chn- 15.00% ---------- misc Light +4 Infravis +2 A normal brass lantern, enhanced by alchemy to make it brighter. |
Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+4 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 258 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
alchemist's lamp of corpselight1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +4 (+2 eff.) ----- def ----- Resists +5% blight +7% darkness ---------- misc Light +4 Infravis +4 See.Invis +10 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 23 blight damage or heals 34 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
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. |
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 Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
Noonreeve [power 1] (6/25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +25% light On Hit (Melee): * 20% chance to reduce all saves and defense by 30 ----- def ----- Resists +12% light ---------- misc Infravis +3 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+0 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 73 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
supercharged steel torque of gale force [power 205] (6/19 cooldown)2.0 T2 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 232 physical damage Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of psionic shield [power 63] (6/25 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 63 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
ash totem of summon tentacle [power 165] (6/25 cooldown)2.0 T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 340 Base Damage: 183 Armor: 16 All Resist: 4 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
yew totem of healing [power 260] (6/15 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
cleansing elm wand of shielding [power 116] (6/20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 1 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. |
cleansing yew wand of shielding [power 278] (6/20 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 278 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 1 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. |
innervating elven-wood wand of conjuration [power 330] (6/15 cooldown)2.0 T4 wand charm [Ego] Arcane Fire a magical bolt dealing 337 acid damage Puts all charms on 15 cooldown 100% to reduce fatigue by 31% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By garden dwarf the Dwarf Stone Warden level 27
15th Stralite 123rd year of Ascendancy at 09:39 see stats
Don't Poosh it! (Nightmare (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By garden dwarf the Dwarf Stone Warden level 29
3rd Voratun 123rd year of Ascendancy at 17:50 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By garden dwarf the Dwarf Stone Warden level 23
39th Steel 123rd year of Ascendancy at 18:52 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By garden dwarf the Dwarf Stone Warden level 19
17th Shortage 122nd year of Ascendancy at 17:03 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By garden dwarf the Dwarf Stone Warden level 28
41st Stralite 123rd year of Ascendancy at 18:46 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By garden dwarf the Dwarf Stone Warden level 31
10th Profit 123rd year of Ascendancy at 00:14 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By garden dwarf the Dwarf Stone Warden level 27
15th Stralite 123rd year of Ascendancy at 10:11 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By garden dwarf the Dwarf Stone Warden level 10
28th Dearth 122nd year of Ascendancy at 03:52 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By garden dwarf the Dwarf Stone Warden level 20
18th Shortage 122nd year of Ascendancy at 02:39 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By garden dwarf the Dwarf Stone Warden level 30
2nd Profit 123rd year of Ascendancy at 23:35 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By garden dwarf the Dwarf Stone Warden level 27
39th Stralite 123rd year of Ascendancy at 01:18 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By garden dwarf the Dwarf Stone Warden level 5
19th Voratun 122nd year of Ascendancy at 00:54 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By garden dwarf the Dwarf Stone Warden level 10
28th Dearth 122nd year of Ascendancy at 04:06 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By garden dwarf the Dwarf Stone Warden level 27
15th Stralite 123rd year of Ascendancy at 09:39 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By garden dwarf the Dwarf Stone Warden level 22
33rd Steel 123rd year of Ascendancy at 03:42 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By garden dwarf the Dwarf Stone Warden level 18
13rd Shortage 122nd year of Ascendancy at 23:15 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By garden dwarf the Dwarf Stone Warden level 21
20th Shortage 122nd year of Ascendancy at 20:45 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By garden dwarf the Dwarf Stone Warden level 26
14th Stralite 123rd year of Ascendancy at 14:39 see stats
Log
Your premonition allows you to raise a shield just in time!
Ghast misses garden dwarf.
The Master hits garden dwarf for 186 cold damage.
--------------------------------
Garden dwarf uses Infusion: Primal.
Garden dwarf attunes to the wild.
Garden dwarf uses Rockwalk.
Ghast performs a diseased attack against garden dwarf.
Ghast misses garden dwarf.
Ghast misses garden dwarf.
garden dwarf hits Ghast for 92 physical, 10 fire, 21 arcane, 16 fire, 93 physical, 19 fire, 10 fire, 21 arcane (282 total damage).
garden dwarf hits Ghast for 13 fire damage.
garden dwarf hits Ghoul for 16 fire damage.
Ghast misses garden dwarf.
garden dwarf HEALS from cold damage!
garden dwarf HEALS from darkness damage!
Spikes of Decrepitude hits garden dwarf for 22 cold, 6 healing, 21 darkness, 6 healing (43 total damage) [12 healing].
garden dwarf HEALS from blight damage!
Stone Vine from Garden dwarf hits Ghast for 27 nature, 19 arcane (45 total damage).
Rotting Disease from Ghoulking hits garden dwarf for 42 blight, 14 healing (42 total damage) [14 healing].
Ghoul receives 85 healing from Ghast's purging blight area effect.
Ghast receives 85 healing from Ghast's purging blight area effect.
Ghast receives 85 healing from Ghast's purging blight area effect.
The Master receives 64 healing from Ghast's purging blight area effect.
Ghast receives 85 healing from Ghast's purging blight area effect.
Ghast misses garden dwarf.
The Master casts Freeze.
The Master hits garden dwarf for 257 cold damage.
garden dwarf the level 31 dwarf stone warden was frozen and shattered into a million little shards to death by The Master and raised as his tortured undead thrall on level 9 of Dreadfell.

































































































































