











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Items Vault 1.7.0Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Quick Transmo Chest Management 1.6.7Adds a new key bind to transmogrify things faster. Currently, hitting the key on an item in the transmog chest puts it into your normal inventory, while hitting the key on an item in your normal inventory immediately transmogs it with no confirmation. The key bind only works if you have a transmog chest and only if the selected item is transmog-able. I got annoyed at how slow transmog is and made this. I'll probably make its behavior configurable in a future update. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Inventory Keys 1.7.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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 Enhanced Wield Replace 1.7.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Marauder |
| Level / Exp | 24 / 44% |
| Size | medium |
| Lifes / Deaths | Killed by Mayatta the master vampire at level 24 on the 2nd Loss 122nd year of Ascendancy at 06:36 / 1 |
Primary Stats
| Strength | 52 (base 41) |
| Dexterity | 51 (base 46) |
| Constitution | 35 (base 22) |
| Magic | 8 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 33 (base 12) |
Resources
| Life | -35/787 |
| Stamina | 9/176 |
| Healing Factor | 1.5216660017318 |
| Regeneration | 18.640408521214 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 4 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 88 |
| Accuracy | 60 |
| Crit Chance | 24% |
| APR | 24 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 69 |
| Accuracy | 60 |
| Crit Chance | 22% |
| APR | 21 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +21% |
| Light | +6% |
| Fire | +9% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Fire | +5% |
Defense: Base
| Armour (hardiness) | 35 (43.594633868923%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 0 |
| Physical Save | 48 |
| Spell Save | 30 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Blight | + 16%( 70%) |
| Physical | + 1%( 70%) |
| Cold | + 6%( 70%) |
| All | 0%( 70%) |
| Lightning | + 30%( 70%) |
| Light | + 36%( 70%) |
| Temporal | + 3%( 70%) |
| Mind | + 3%( 70%) |
| Darkness | + 16%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 80% |
| Confusion Resistance | 20% |
| Poison Resistance | 77% |
| Blind Resistance | 26% |
| Disarm Resistance | 75% |
| Bleed Resistance | 20% |
| Pinning Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (3/3)
| 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 304 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 146 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 5/5 |
Effects
Quests
You failed to protect the injured seer from death by snow giant thunderer. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Shardskin. Escort: temporal explorer (level 4 of Old Forest) | failed |
You failed to protect the worried loremaster from death by greater shivgoroth. Escort: worried loremaster (level 3 of Norgos Lair) | 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 Shardskin. * 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. | 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. | 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 precision. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * '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 vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' 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 bloated horror heart. * You've found the needed naga tongue. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' 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 sandworm tooth. * You've found the needed warg claw. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots 'Ashvengeance' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Cun +1 Con dps ---------- Phys.pwr +20 (+5 eff.) Res.pen +5% fire On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Resists +1% physical Phys.save +12 (+4 eff.) Mind.save +11 (+4 eff.) A pair of boots made of leather. |
| Light source | Spidergrind2.0 T1 lite [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Resists +3% light +3% acid Max.HP +45.00 Heal.mod +20% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Skullcr.mult +2 Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Tool | Dimward the dwarven-steel pickaxe (dig speed 22 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Cun dps ---------- Dmg.mod +21% darkness Acc +5 (+1 eff.) Melee Ret 2 darkness On Hit (Melee): * 20% chance to slow global speed by 44% * 20% chance to reduce damage dealt by 15% ----- def ----- Resists +6% cold ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Guneharatar0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Cun dps ---------- Crit.mult +5.00% Mind.pwr +10 (+5 eff.) Dmg.mod +3% mind Melee Ret 10 mind ----- def ----- Defense +6 (+2 eff.) Resists +7% nature +10% blight Max.HP +53.00 HP.reg +9.00 Heal.mod +13% Poison- +17% Disease- +18% ---------- misc Equi/ret +0.04 Rings make your fingers look great! |
| On fingers | Mardugund the gold ring0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 11 physical Ranged+ 11 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 18 On Hit (Ranged): * 14% chance to reduce all saves and defense by 18 ----- def ----- Armour +8 Defense +5 (+2 eff.) Resists +6% blight Crit.chn- 15.00% Mind.save +9 (+3 eff.) Poison- +10% ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Light +1 Bleeding Edge: Puts all charms on 20 cooldown Level 5.2 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 69%. Rings make your fingers look great! |
| Around neck | Gloraba the Kindleoracle0.1 T3 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +15% lightning +3% temporal +18% light +15% fire +10% darkness Blind- +26% Cut- +20% Amulets make your neck look great! |
| In main hand | Silent Blade (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 35% Str, 65% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
| Around waist | reinforced rough leather belt of recklessness1.0 T1 belt armor [Ego++] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +6.00% Phys.pwr +4 (+1 eff.) ----- def ----- Armour +6 Defense +6 (+2 eff.) Phys.save +10 (+4 eff.) A belt that goes around your waist. |
| In off hand | dwarven-steel dagger 'Sunwinter' (119% power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 120% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +20 light While equipped: dps ---------- Dmg.mod +6% light Acc +7 (+1 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 15% * 20% chance to reduce all saves and defense by 18 ----- def ----- Defense +10 (+4 eff.) Resists +6% darkness +3% mind Disarm- +35% ---------- misc Light +1 Sharp, short and deadly. |
| Cloak | Brightmight the cashmere cloak (8 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Str +2 Cun +2 Con dps ---------- Dmg.mod +9% mind +9% fire ----- def ----- Defense +8 (+3 eff.) Resists +15% light +15% fire Stealth +7 Max.HP +30.00 ---------- misc Equi/ret +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+6 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 35.84 to 107.52 lightning damage (71.68 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
healing infusion of the sneak (heal 125; 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 125 then cleanse 1 wound, poison, and disease effect. 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. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd 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. 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 30; dur 4; cd 16)0.1 rune scroll [Normal] 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 unleash a cone dealing 30.00 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. |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Eilinetha the Smearwasp0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +5% nature ----- def ----- Armour +6 Defense +5 (+2 eff.) Resists +11% lightning +12% cold Die.at -20.00 life HP.reg +2.00 Silence- +10% Stun/Frz- +20% Amulets make your neck look great! |
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... |
steel amulet0.1 T2 amulet jewelry [Normal] Amulets make your neck look great! |
wanderer's steel amulet of manastreaming0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +1 Mag +4 Cun +3 Con dps ---------- S.pwr/crit +3 Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.50 Mana/turn +0.17 Max.mana +21.00 Amulets make your neck look great! |
Gorichik the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +5% arcane +6% fire Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Max.HP +100.00 HP.reg +1.00 Pinning- +20% Stun/Frz- +24% Rings make your fingers look great! |
conjurer's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +7 (+7 eff.) Acc +9 (+2 eff.) Apr +9 ----- def ----- Defense +9 (+3 eff.) Resists +10% blight Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! It was hardened by the digestive sack. |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
warrior's gold ring of luminosity0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Str +3 Mag dps ---------- Melee+ 22 light Ranged+ 13 light Dmg.mod +12% light ----- def ----- Armour +8 Rings make your fingers look great! |
steel battleaxe 'Durusarand' (120% power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Nature Power 121% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Str +9 Dex +7 Mag +9 Wil +5 Cun +7 Con ----- def ----- Defense +10 (+4 eff.) Resists +3% blight +9% light +3% darkness +3% mind Def/telep +15 Res/telep +15% Dur/telep +15% Massive two-handed battleaxes. |
Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Urthyfast the iron dagger (98% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 99% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +8 mind While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +5 (+2 eff.) Resists +6% mind Max.HP +60.00 Heal.mod +5% Poison- +10% Disarm- +22% Sharp, short and deadly. |
balanced dwarven-steel dagger of erosion (119% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Nature/Master Power 120% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +10 nature While equipped: dps ---------- Acc +7 (+1 eff.) ----- def ----- Defense +8 (+3 eff.) Disarm- +20% Sharp, short and deadly. |
steel dagger of evisceration (104% power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 105% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +6 (+1 eff.) Sharp, short and deadly. |
warbringer's steel dagger of corruption (102% power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Arcane/Master Power 102% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: 20% Curse of Vulnerability 2 While equipped: Stats +1 Con dps ---------- Phys.pwr +7 (+1 eff.) Res.pen +7% physical ----- def ----- Disarm- +13% Sharp, short and deadly. |
Corpsebow4.0 T2 longbow 2H weapon Reqs Shoot [Unique] Arcane/Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 25% Epidemic 1 On Hit: 25% Cyst Burst 1 While equipped: dps ---------- Spell.pwr +10 (+10 eff.) Ranged+ 20 blight Dmg.mod +20% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Disease- +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
potent yew starstaff of breaching (127% power, 4 apr, light element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 127% 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 +12 (+12 eff.) Dmg.mod +24% light Res.pen +12% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
chilling blue-steel trident of vileness (117% power, 8 apr)3.0 T2 trident 2H weapon [Ego] Arcane Power 117% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Atk.spd 100% Melee+ +12 blight +9 cold On Hit: * 9% chance to reduce strength, dexterity, and constitution by 5 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Aralranne (120% power, 4 apr)3.0 T3 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 121% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +8 mind +10 fire On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +7 (+1 eff.) ----- def ----- Mind.save +9 (+3 eff.) ---------- misc Equi/ret +0.12 Psi/ret +0.08 One-handed war axes. |
Betemikira the Sparkrock (119% power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Psionic Power 120% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +16 lightning +12 cold On Crit.r2 +16 lightning +12 cold On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: ----- def ----- Crit.chn- 10.00% ---------- misc Light +1 One-handed war axes. |
Skullcleaver (120% power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 121% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Jaw of Rogroth1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+5 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Bleakobsidian the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness ----- def ----- Defense +2 (+1 eff.) Resists +13% acid +7% fire +8% cold +12% nature +12% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Thunderstake (0 def, 0 armour)2.0 T4 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +5 Cun dps ---------- Spell.crit +10% Crit.mult +10.00% Spell.pwr +7 (+7 eff.) Dmg.mod +14% acid +25% mind +12% light +8% darkness Res.pen +10% lightning Phasing +20% ----- def ----- Resists +21% acid +25% mind +13% all ---------- misc Max.vim +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
invigorating pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Nature While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +3 Fatigue -6% Max.HP +36.00 ---------- misc Stam/turn +0.40 A pair of boots made of leather. |
Dawnroar (0 def, 5 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +5 Cun +1 Wil dps ---------- Res.pen +10% mind ----- def ----- Armour +5 Resists +6% light Mind.save +7 (+2 eff.) Max.HP +48.00 ---------- misc Max.hate +10.00 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. |
Duathelknave (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +6 Str dps ---------- Crit.mult +10.00% Phys.pwr +5 (+1 eff.) Dmg.mod +12% physical Acc +5 (+1 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Armour +1 Fatigue +1% Resists +3% darkness Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Die.at -20.00 life Disarm- +22% 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. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
polar rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 6 cold Dmg.mod +4% cold ----- def ----- Armour +1 Resists +6% cold 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 dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +22 (+5 eff.) ----- def ----- Armour +2 Phys.save +5 (+2 eff.) Mind.save +7 (+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. |
Galepierce the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +5 Mag +3 Con dps ---------- Dmg.mod +9% lightning Phasing +30% ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane A cap made of leather. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag 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. |
dwarven-steel helm 'Belossra' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +6% acid +12% darkness +8% fire +11% cold +3% mind +7% lightning Max.HP +80.00 Disease- +10% Stun/Frz- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Nature's Blessing (8 def, 6 armour)9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+3 eff.) Rng.Def +4 (+2 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+9 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Poladhevena the Airvenom (3 def, 2 armour)9.0 T1 light armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid +6% nature Res.pen +15% lightning On Hit (Melee): * 20% chance to reduce armor by 13% ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +3% lightning +3% acid Max.HP +25.00 A suit of armour made of leather. |
Rimewilter (36 def, 6 armour)9.0 T3 light armor [Rare] Master While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +12% cold Apr +12 ----- def ----- Armour +6 Defense +36 (+11 eff.) Fatigue +8% Resists +15% acid +12% fire +6% light Max.HP +80.00 Stun/Frz- +20% ---------- misc Stam/turn +1.00 Second Wind: (Instant) Puts all charms on 35 cooldown Level 4.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 79 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
53 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. |
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. |
7 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Betidhenor (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +3 Dex +1 Mag dps ---------- Res.pen +5% physical ----- def ----- Defense +10 (+4 eff.) Resists +6% darkness +5% fire Phys.save +6 (+2 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
dwarven-steel pickaxe of delving (dig speed 30 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +3 Str +2 Con ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
3 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(56 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Isabressra'2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Phys.crit +3.0% Phys.pwr +10 (+2 eff.) Dmg.mod +6% mind +6% temporal Apr +2 ---------- misc Vim/s.crit +1.00 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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
Chillkiller [power 105] (20/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +3% physical Res.pen +10% cold Apr +1 ----- def ----- Die.at -60.00 life Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 100] (20/15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 112 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
ash totem of healing 'Blazeworm' [power 194] (20/15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +18% cold +6% fire Res.pen +20% lightning +25% fire Melee Ret 4 fire ----- def ----- Resists +12% lightning Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 cooldown 100% to heal for 50. Natural totems are made by powerful wilders to store nature power. |
overpowered ash totem of healing [power 272] (20/21 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 272 Puts all charms on 21 cooldown Natural totems are made by powerful wilders to store nature power. |
yew totem of healing [power 242] (20/15 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 242 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
4 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. |
piercing ash wand of shielding [power 194] (20/20 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
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. |
2 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. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Fulen the Dwarf Marauder level 21
34th Dearth 122nd year of Ascendancy at 08:02 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Fulen the Dwarf Marauder level 20
20th Dearth 122nd year of Ascendancy at 22:27 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Fulen the Dwarf Marauder level 19
19th Dearth 122nd year of Ascendancy at 23:14 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Fulen the Dwarf Marauder level 10
4th Profit 122nd year of Ascendancy at 11:26 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Fulen the Dwarf Marauder level 20
20th Dearth 122nd year of Ascendancy at 07:44 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Fulen the Dwarf Marauder level 19
20th Wealth 122nd year of Ascendancy at 16:57 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Fulen the Dwarf Marauder level 6
19th Voratun 122nd year of Ascendancy at 09:15 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Fulen the Dwarf Marauder level 14
14th Profit 122nd year of Ascendancy at 16:03 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Fulen the Dwarf Marauder level 19
19th Dearth 122nd year of Ascendancy at 15:09 see stats
Log
Mayatta the master vampire speeds up.
Mayatta the master vampire is not stunned anymore.
Mayatta the master vampire is cured!
Mayatta the master vampire receives 231 healing.
Mayatta the master vampire's Beyond the Flesh performs a melee critical strike against Fulen!
Fulen is afflicted by a crippling illness!
Mayatta the master vampire casts Flame.
Mayatta the master vampire's spell attains critical power!
Burning from Mayatta the master vampire hits Fulen for 46 fire damage.
Mayatta the master vampire's Beyond the Flesh hits Fulen for 37 physical, 5 blight, 4 lightning, 6 fire, 54 fire, 13 physical (119 total damage).
Melee retaliation hits Mayatta the master vampire for (2 to psi shield), 3 mind, (1 to psi shield), 1 darkness (5 total damage).
Fulen performs a melee critical strike against Mayatta the master vampire!
Mayatta the master vampire slows down.
Mayatta the master vampire is cut deeply.
Fulen hits Mayatta the master vampire for (42 to psi shield), 64 physical, (4 to psi shield), (6 ignored), 0 physical, (67 to psi shield), (100 ignored), 0 physical, (4 to psi shield), (6 ignored), 0 physical, 32 light (96 total damage).
Mayatta the master vampire casts Arcane Strike.
Fulen resists!
Mayatta the master vampire casts Flame.
Mayatta the master vampire casts Flame.
Mayatta the master vampire hits Fulen for 32 arcane, 12 cold, 4 lightning, 6 fire, 39 fire, 13 physical, 44 arcane, 12 cold, 4 lightning, 6 fire, 39 fire, 13 physical (223 total damage).
Melee retaliation hits Mayatta the master vampire for (2 to psi shield), 3 mind, (1 to psi shield), 1 darkness, (4 to psi shield), 7 mind, (1 to psi shield), 1 darkness (13 total damage).
Mayatta the master vampire casts Flame.
Mayatta the master vampire's spell attains critical power!
Melee retaliation hits Mayatta the master vampire for (2 to psi shield), 3 mind, (1 to psi shield), (1 ignored), 0 darkness (3 total damage).
Deep Wound from Fulen hits Mayatta the master vampire for (15 to psi shield), 23 physical (23 total damage).
Mayatta the master vampire's Beyond the Flesh hits Fulen for 41 physical, 5 blight, 4 lightning, 6 fire, 54 fire, 13 physical (123 total damage).
Fulen the level 24 dwarf marauder was ground to death by Mayatta the master vampire on level 3 of Rhelach.
Fulen is dazed!
Fulen no longer revels in blood quite so much.
































































































































