











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Bikini Colors 1.7.0Modifies the Customize section of the character creation dialog to provide several color options under the "Special | Bikini / Mankini" section. Frequently Asked Questions: ZOmnibus Addon Pack 1.7.0Combines 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: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.3Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Possessor Bonus Class 1.7.3Donators/Buyers bonus! Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Embers of Rage 1.7.3Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Monsters tiles set 1.5.10Description Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Этот аддон позволит вам играть за Существо. Добавляет дополнительный сет тайлов, состоящий из слизней, шмелей, варгов, кошачьих и призраков в меню 'Custom tiles' Не меняет ветки скиллов или характеристики! Установка: Удаление: или в игре: Forbidden Cults 1.7.3Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 32 / 21% |
| Size | medium |
| Lifes / Deaths | Killed by Zubildatira the grannor'vin at level 6 on the 20th Voratun 122nd year of Ascendancy at 04:04 0 / 7Killed by Bethelrawyn the wolf at level 20 on the 20th Loss 122nd year of Ascendancy at 04:55 Killed by Weirdling Beast at level 26 on the 9th Shortage 122nd year of Ascendancy at 23:39 Killed by Weirdling Beast at level 26 on the 10th Shortage 122nd year of Ascendancy at 06:00 Killed by Salydawen the skeleton warrior at level 30 on the 42nd Steel 123rd year of Ascendancy at 21:30 Killed by Xanithra the lesser vampire at level 31 on the 43rd Steel 123rd year of Ascendancy at 15:06 Killed by The Master at level 32 on the 1st Gold 123rd year of Ascendancy at 22:20 |
Primary Stats
| Strength | 33 (base 12) |
| Dexterity | 13 (base 10) |
| Constitution | 71 (base 22) |
| Magic | 82 (base 60) |
| Willpower | 78 (base 52) |
| Cunning | 20 (base 12) |
Resources
| Life | -74/1262 |
| Mana | 447/626 |
| Equilibrium | 45 |
| Healing Factor | 1.381801953332 |
| Regeneration | 0.34545048833299 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 17 |
| Infravision | 5 |
| See Stealth | 29.388114253578 |
| See Invisible | 41.388114253578 |
Offense: Mainhand
| Damage | 88 |
| Accuracy | 48 |
| Crit Chance | 20% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 47 |
| Accuracy | 48 |
| Crit Chance | 20% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Nature | +6% |
| Fire | +12% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +50% |
| Fire | +35% |
| Arcane | +60% |
| Mind | +40% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 67.36174050493 (81.898876157654%) |
| Defense | 58 |
| Ranged Defense | 60 |
| Fatigue | 26 |
| Physical Save | 52 |
| Spell Save | 59 |
| Mental Save | 52 |
Defense: Resistances
| Lightning | + 25%( 70%) |
| Darkness | + 45%( 70%) |
| Blight | + 39%( 70%) |
| Acid | + 29%( 70%) |
| Cold | + 25%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Silence Resistance | 20% |
| Confusion Resistance | 79% |
| Knockback Resistance | 40% |
| Stun Resistance | 80% |
| Instadeath Resistance | 100% |
| Blind Resistance | 83% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 871% 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 104 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 196 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 779 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Eldritch stone | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 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 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| 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 grave | active |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by skeleton assassin. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lost tinker from death by Silema the hornet swarm. Escort: lost tinker (level 3 of Trollmire) | failed |
You failed to protect the lost warrior from death by Polodhekira the dreadmaster. Escort: lost warrior (level 6 of Dreadfell) | failed |
You failed to protect the repented thief from death by 3-headed hydra. Escort: repented thief (level 4 of Old Forest) | failed |
You failed to protect the temporal explorer from death by snow giant thunderer. Escort: temporal explorer (level 1 of Daikara) | 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. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vampire lord fang. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed vial of squid ink. * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed vial of elder vampire blood. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed black mamba head. * You've found the needed xorn fragment. | 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 within4 lumberjacks have died. | 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 | Nerolekira the pair of dwarven-steel boots (26 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Dex +10 Con offense ------ Physical Crit +2.0% Accuracy +25 (+8 eff.) When Hit 4 physical defense ------ Armor +4 Defense +26 (+7 eff.) Fatigue +3% Evasion: (Instant) Puts all charms on 30 cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 16% chance to evade melee and ranged attacks and 6 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. |
| Light source | Shinegasher1.0 Encumbrance T3 lite [Rare] Master While equipped: defense ------ Resistance +3% blight Blind Resist +23% Silence Resist +20% Confus Resist +19% Pinning Resist +20% other ------- Light +11 See Stealth +8 See Invis +11 Track: Puts all charms on 40 cooldown Effective talent level: 5.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +10 Mag +10 Wil +10 Con offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +60% Confus Resist +60% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| On hands | Toxinbane (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: offense ------ Physical Crit +10.0% Spell Crit +14% Mind Crit +10% Critical power +18.00% Damage +6% nature Ignore resists +20% arcane When Hit 8 nature defense ------ Armor +2 Fatigue +3% Unarmed combat: Weapon Damage 24.0 - 33.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +16.0% Attack Speed 83% On Crit: 20% Cripple 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Chargeriver [power 554] (15/15 cooldown)2.0 Encumbrance T5 totem charm [Rare] Nature While equipped: Stats +3 Con offense ------ Physical Power +25 (+6 eff.) Damage +12% fire Ignore resists +25% lightning defense ------ Resistance +12% lightning Sting an enemy dealing 587 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to heal for 74. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Wheel of Fate0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Str +1 Dex +4 Mag +8 Cun +9 Con offense ------ Physical Power +8 (+2 eff.) Spellpower +6 (+2 eff.) Ignore resists +15% mind defense ------ Defense +8 (+2 eff.) Crit Resistance 15.00% other ------- See Invis +9 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Kyrak the Scaldvortex0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +6 Str +4 Con offense ------ Physical Power +29 (+7 eff.) Ignore resists +10% fire Ignore Armor +4 defense ------ Armor +10 other ------- Max stamina +30.00 Rings make your fingers look great! |
| Around neck | Aeraldara the Hazejam0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Con +8 Wil defense ------ Resistance +12% cold Crit Resistance 15.00% Amulets make your neck look great! |
| In main hand | Black Mesh (8 def, 2 armour, 40-48 power, 120 block)7.0 Encumbrance T3 shield armor [Unique] Nature When used to Attack: Weapon Damage 40.0 - 48.0 Physical Uses 100% Str Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +5.0% Block +120 While equipped: Stats +5 Wil offense ------ On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it defense ------ Armor +2 Defense +8 (+2 eff.) Ranged Defense +8 (+2 eff.) Fatigue +6% Resistance +25% blight +25% darkness other ------- Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Adymina the stralite shield (0 def, 8 armour, 47-56 power, 151.5 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training Str 35 [Random Unique] Nature/Master When used to Attack: Weapon Damage 47.0 - 56.4 Physical Uses 100% Str Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +152 While equipped: offense ------ Spell Crit +1% Spellpower/crit +4 On-Hit 20 lightning Ignore resists +15% arcane When Hit 10 lightning defense ------ Armor +8 Fatigue +8% Resistance +17% acid Life +112.00 other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | Radhysin the linen cloak (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +5 Str +1 Dex +2 Con offense ------ Damage +3% mind defense ------ Defense +6 (+2 eff.) Unlife -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Revenant (8 def, 20 armour)17.0 Encumbrance T3 massive armor [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con defense ------ Armor +20 Defense +8 (+2 eff.) Fatigue +12% Physical save +12 (+4 eff.) Spell save +12 (+3 eff.) Mind save +12 (+4 eff.) Silence Resist +0% Confus Resist +0% Pinning Resist +0% Stun Resist +80% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Inventory
heroism infusion of the warrior (die at -481; dur 6; cd 32)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 32 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 -481 life. The duration and life will increase by 1% for every 1% life you have lost (currently 989 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -399; dur 6; cd 25)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 25 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 -399 life. The duration and life will increase by 1% for every 1% life you have lost (currently 820 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 510 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
shatter afflictions rune of the wizard (absorb 102; cd 21)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 21 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 102 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 |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- 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... |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+4 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Belaba the Frozencrack0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str +12 Dex +4 Wil offense ------ Damage +6% cold When Hit 4 cold defense ------ Resistance +15% temporal Pinning Resist +22% Knockbk Resist +26% other ------- Equi when Hit +0.04 Psi when Hit +0.08 Max psi +40.00 Amulets make your neck look great! |
Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+2 eff.) defense ------ Blind Resist +100% other ------- 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. |
Moronik0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Con offense ------ Critical power +10.00% Mindpower +15 (+5 eff.) Damage +9% mind other ------- Equi when Hit +0.08 Hate-on-crit +1.00 Amulets make your neck look great! |
Iceroar0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +11% darkness +9% mind Ignore resists +10% fire +5% mind +15% cold defense ------ Resistance +6% cold +22% darkness +3% mind Rings make your fingers look great! |
savior's copper ring of corrosion (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +11% acid defense ------ Resistance +22% acid Physical save +7 (+3 eff.) Spell save +7 (+2 eff.) Mind save +6 (+2 eff.) Rings make your fingers look great! |
Glarewedge the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +6 Str offense ------ Mind Crit +3% Damage +6% light Ignore resists +20% light defense ------ Armor +12 other ------- Equi when Hit +0.16 Max psi +20.00 Rings make your fingers look great! |
Mayyldarin the Blackhacker0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +15% darkness Ignore resists +15% darkness When Hit 2 temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +18% darkness +9% temporal Mind save +8 (+2 eff.) Confus Resist +26% Rings make your fingers look great! |
Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 17.86 cold and 17.86 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. |
psionicist's steel ring of power0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil offense ------ Physical Power +6 (+1 eff.) Spellpower +5 (+2 eff.) Mindpower +7 (+3 eff.) defense ------ Mind save +6 (+2 eff.) Rings make your fingers look great! |
solipsist's steel ring of power0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Physical Power +7 (+2 eff.) Spellpower +6 (+2 eff.) Mindpower +13 (+5 eff.) Rings make your fingers look great! |
psionicist's stralite ring of life0.1 Encumbrance T4 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +7 Wil defense ------ Mind save +14 (+4 eff.) Life +58.00 Life Regen +9.00 Healmod +12% Rings make your fingers look great! |
swashbuckler's stralite shield of resistance (0 def, 8 armour, 51-61 power, 142 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training Str 35 [Ego++] Nature/Master When used to Attack: Weapon Damage 51.0 - 61.2 Physical Uses 100% Str Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +142 While equipped: Stats +5 Str +3 Dex offense ------ Accuracy +8 (+2 eff.) defense ------ Armor +8 Fatigue +8% Resistance +8% acid +5% fire +6% lightning +7% cold other ------- Talents +1 Block Handheld deflection devices. |
Glorivea (3 def, 14 armour)14.0 Encumbrance T3 heavy armor [Random Unique] Nature/Master While equipped: Stats +4 Str +3 Con defense ------ Armor +14 Defense +3 (+1 eff.) Fatigue +12% Resistance +18% acid +6% lightning Life +80.00 Life Regen +4.00 Healmod +13% Stun Resist +10% Teleport Resist +20% A suit of armour made of mail. |
Alilelar the Sunkarma (5 def, 22 armour)14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training Str 48 [Rare] Nature While equipped: Stats +3 Dex offense ------ Ignore resists +20% physical Accuracy +20 (+6 eff.) When Hit 2 light defense ------ Armor +22 Defense +5 (+2 eff.) Fatigue +12% Resistance +5% arcane +9% temporal Life +68.00 Life Regen +7.00 Healmod +14% A suit of armour made of mail. |
steel plate armour 'Ivareda' (20 def, 11 armour)17.0 Encumbrance T2 massive armor [Rare] Nature While equipped: Stats +3 Dex +7 Con defense ------ Armor +11 Defense +20 (+5 eff.) Fatigue +22% Resistance +7% acid +8% cold +2% physical other ------- Breathe water A suit of armour made of metal plates. |
Borfast's Cage (10 def, 20 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training Str 35 [Unique] Master While equipped: Stats +5 Con defense ------ Armor +20 Defense +10 (+3 eff.) Fatigue +24% Resistance -15% acid +15% physical Crit Avoidance 20% Physical save +15 (+5 eff.) Life +50.00 Life Regen +2.00 Knockbk Resist +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
noble's rough leather belt of transcendence1.0 Encumbrance T1 belt armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Against +16% Summoned defense ------ Resist Against +15% Summoned Physical save +6 (+2 eff.) A belt that goes around your waist. |
Branirin the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: Stats +5 Mag offense ------ Damage +9% blight When Hit 10 mind defense ------ Resistance +20% blight +10% light +11% darkness A belt that goes around your waist. |
Beostir the Nightsquall (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +5 Dex offense ------ Physical Crit +1.0% Physical Power +20 (+5 eff.) Accuracy +4 (+1 eff.) Ignore Armor +4 When Hit 4 darkness defense ------ Defense +1 (+0 eff.) Physical save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Morningglamour (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +3 Dex +5 Wil +1 Cun defense ------ Defense +1 (+0 eff.) Crit Resistance 15.00% Mind save +6 (+2 eff.) other ------- Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Eldoral (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +2 Dex defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eruldil the cashmere cloak (2 def, 9 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +2.0% Critical power +20.00% Accuracy +10 (+3 eff.) When Hit 2 mind 6 physical defense ------ Armor +9 Defense +2 (+1 eff.) Resistance +15% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Boltfame the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Ignore resists +5% lightning When Hit 4 lightning defense ------ Armor +1 Resistance +3% lightning +6% fire +9% light Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) A pair of boots made of leather. |
Eremidir the Voidvenom (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Dex +2 Mag +1 Wil +3 Con +6 Lck offense ------ Damage +3% light defense ------ Armor +1 Resistance +6% darkness Crit Resistance 15.00% Stealth +6 A pair of boots made of leather. |
dreamer's pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Psionic While equipped: Stats +3 Cun +2 Wil defense ------ Armor +1 Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) A pair of boots made of leather. |
pair of rough leather boots 'Aranne' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +2 Con offense ------ Physical Crit +3.0% Accuracy +15 (+5 eff.) defense ------ Armor +1 Silence Resist +20% Confus Resist +23% Stun Resist +23% other ------- Stamina/turn +1.00 A pair of boots made of leather. |
pair of rough leather boots 'Woeraze' (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Spell Crit +3% Spellpower +20 (+7 eff.) Spellpower/crit +4 Damage +6% blight Ignore resists +5% darkness When Hit 6 darkness defense ------ Armor +3 other ------- Infravision +2 A pair of boots made of leather. |
rough leather gloves 'Lustrefury' (25 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +1 Str offense ------ Physical Crit +2.0% Critical power +10.00% Mindpower +5 (+2 eff.) On-Hit 6 fire Damage +4% fire When Hit 6 light defense ------ Armor +1 Defense +25 (+7 eff.) Resistance +6% fire Unarmed combat: Weapon Damage 6.5 - 7.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +6 fire On Hit: 10% Fire Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cashmere wizard hat 'Charquencher' (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +3 Str +3 Mag offense ------ Damage +14% nature +12% fire defense ------ Defense +2 (+1 eff.) Resistance +21% nature Crit Resistance 15.00% other ------- Light +3 Infravision +3 A pointy cloth hat, very wizardly... |
Cyrusera the elven-silk wizard hat (3 def, 6 armour)2.0 Encumbrance T5 head armor [Rare] Nature While equipped: Stats +3 Str +2 Con offense ------ Physical Crit +3.0% Damage +6% mind +18% cold Ignore resists +5% mind defense ------ Armor +6 Defense +3 (+1 eff.) Resistance +27% cold Unlife -80.00 life A pointy cloth hat, very wizardly... |
Arolach the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Damage +3% mind On-Hit (Melee): * 20% chance to reduce armor by 35% defense ------ Armor +1 Fatigue +1% A cap made of leather. |
rough leather cap 'Flashlace' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 10% chance to slow global speed by 53% * 10% chance to reduce armor by 35% defense ------ Armor +1 Fatigue +1% Resistance +6% fire +6% cold +6% light +9% darkness other ------- Breathe water A cap made of leather. |
rough leather cap 'Hazerain' (0 def, 5 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Str +1 Dex offense ------ Ignore resists +15% cold Ignore Armor +2 defense ------ Armor +5 Fatigue +1% Resistance +6% lightning +6% temporal Unlife -20.00 life A cap made of leather. |
Anerion (0 def, 3 armour)2.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +6 Str +16 Dex +3 Wil defense ------ Armor +3 Fatigue +3% Resistance +28% darkness Spell save +9 (+2 eff.) other ------- Mana-on-crit +2.00 Infravision +7 Skullcracker: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 185.9 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
iron helm 'Ivenn' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Mag +4 Con defense ------ Armor +3 Fatigue +5% Resistance +6% blight +6% mind Healmod +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of constitution (+4) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +4 Con defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+4 eff.) Spell save +12 (+3 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 Encumbrance 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. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical 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. |
3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 Encumbrance 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. |
8 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical 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. |
5 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
117 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 Encumbrance lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(133 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Essence of Bearness3.0 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +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 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
Glesevena [power 275] (15/15 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: defense ------ Defense +10 (+3 eff.) Resistance +5% physical +6% nature +9% darkness Physical save +6 (+2 eff.) Spell save +9 (+2 eff.) other ------- Max psi +30.00 Blast the opponent's mind dealing 283 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Lightbringer's Wand2.0 Encumbrance T3 wand charm [Unique] Arcane While equipped: offense ------ Damage +10% light When Hit 18 light defense ------ Resistance +12% darkness +12% light Spell save +15 (+4 eff.) other ------- Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 94 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
Achievements
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Stone Warden the Dwarf Stone Warden level 28
11st Steel 123rd year of Ascendancy at 10:41 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Stone Warden the Dwarf Stone Warden level 15
6th Wealth 122nd year of Ascendancy at 16:37 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Stone Warden the Dwarf Stone Warden level 31
44th Steel 123rd year of Ascendancy at 21:50 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Stone Warden the Dwarf Stone Warden level 20
19th Loss 122nd year of Ascendancy at 17:34 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Stone Warden the Dwarf Stone Warden level 22
3rd Shortage 122nd year of Ascendancy at 11:25 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Stone Warden the Dwarf Stone Warden level 29
38th Steel 123rd year of Ascendancy at 12:53 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Stone Warden the Dwarf Stone Warden level 10
19th Profit 122nd year of Ascendancy at 07:20 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Stone Warden the Dwarf Stone Warden level 20
19th Loss 122nd year of Ascendancy at 06:00 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Stone Warden the Dwarf Stone Warden level 30
39th Steel 123rd year of Ascendancy at 06:30 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Stone Warden the Dwarf Stone Warden level 19
18th Loss 122nd year of Ascendancy at 10:07 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Stone Warden the Dwarf Stone Warden level 28
11st Steel 123rd year of Ascendancy at 22:53 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Stone Warden the Dwarf Stone Warden level 6
18th Voratun 122nd year of Ascendancy at 20:09 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Stone Warden the Dwarf Stone Warden level 27
10th Steel 123rd year of Ascendancy at 05:51 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Stone Warden the Dwarf Stone Warden level 9
12nd Profit 122nd year of Ascendancy at 02:54 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Stone Warden the Dwarf Stone Warden level 9
15th Profit 122nd year of Ascendancy at 08:43 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Stone Warden the Dwarf Stone Warden level 23
5th Shortage 122nd year of Ascendancy at 02:33 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Stone Warden the Dwarf Stone Warden level 16
21st Dearth 122nd year of Ascendancy at 20:49 see stats
Log
Spikes of Decrepitude hits Stone Warden for 11 cold, 10 darkness (21 total damage).
Bleeding from Stone Warden hits The Master for (7 to minion: ghoul), 28 physical (28 total damage).
Insidious Poison from Stone Warden hits The Master for (2 to minion: ghoul), 10 nature (10 total damage).
Ghoul misses Stone Warden.
Stone Warden instinctively hardens her skin and ignores the attack!
Stone Warden repels an attack from Dread.
Stone Warden uses Infusion: Regeneration.
Stone Warden starts regenerating health quickly.
Ghoul misses Stone Warden.
Stone Warden casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Ghoul is no longer poisoned.
The Master receives 19 healing from Ghoul's purging blight area effect.
Ghoul's purging blight area effect hits Stone Warden for 16 blight damage.
Dread receives 33 healing from Ghoul's purging blight area effect.
Ghoul receives 46 healing from Ghoul's purging blight area effect.
Ghoul receives 61 healing from Ghoul's purging blight area effect.
Dread receives 67 healing from Ghoul's purging blight area effect.
Ghoul receives 92 healing from Ghoul's purging blight area effect.
Ghoul receives 92 healing from Ghoul's purging blight area effect.
Ghoul's purging blight area effect hits Stone Warden for 16 blight damage.
Ghoulking receives 92 healing from Ghoul's purging blight area effect.
The Master receives 38 healing from Ghoul's purging blight area effect.
Ghoul misses Stone Warden.
Ghoulking misses Stone Warden.
Ghoul misses Stone Warden.
The Master casts Invoke Darkness.
The Master hits Stone Warden for 49 darkness damage.
Stone Warden the level 32 dwarf stone warden was darkened to death by The Master and raised as his tortured undead thrall on level 9 of Dreadfell.










































































































