









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 31 / 29% |
| Size | medium |
| Lifes / Deaths | Killed by Bobice at level 26 on the 18th Voratun 123rd year of Ascendancy at 04:36 2 / 5Killed by Grand Corruptor at level 28 on the 43rd Profit 123rd year of Ascendancy at 17:09 Killed by Grand Corruptor at level 28 on the 43rd Profit 123rd year of Ascendancy at 18:46 Killed by Mayoth the Guardian at level 31 on the 28th Wealth 123rd year of Ascendancy at 18:55 Killed by Bobice at level 31 on the 28th Wealth 123rd year of Ascendancy at 20:04 |
| Antimagic | Follower |
Primary Stats
| Strength | 82 (base 60) |
| Dexterity | 14 (base 11) |
| Constitution | 33 (base 14) |
| Magic | 12 (base 10) |
| Willpower | 32 (base 10) |
| Cunning | 66 (base 60) |
Resources
| Life | 1187/1187 |
| Stamina | 235/255 |
| Equilibrium | 30 |
| Healing Factor | 1.2289294477288 |
| Regeneration | 4.5071564803314 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -60% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 6 |
| See Stealth | 54.333229407893 |
| See Invisible | 54.333229407893 |
Offense: Mainhand
| Damage | 179 |
| Accuracy | 55 |
| Crit Chance | 38% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +24% |
| Light | +21% |
| Cold | +15% |
| Nature | +15% |
| Physical | +13% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Acid | +25% |
| Light | +15% |
| Physical | +26% |
| Cold | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 44 (60%) |
| Defense | 14 |
| Ranged Defense | 14 |
| Fatigue | 5 |
| Physical Save | 48 |
| Spell Save | 52 |
| Mental Save | 44 |
Defense: Resistances
| Arcane | + 26%( 70%) |
| Cold | + 45%( 70%) |
| All | + 22%( 70%) |
| Lightning | + 47%( 70%) |
| Light | + 27%( 70%) |
| Temporal | + 34%( 70%) |
| Physical | + 32%( 70%) |
| Mind | + 25%( 70%) |
| Nature | + 58%( 70%) |
Defense: Immunities
| Stun Resistance | 26% |
| Bleed Resistance | 20% |
| Confusion Resistance | 35% |
| Teleport Resistance | 10% |
| Disarm Resistance | 45% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 70% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 731% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 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 115 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 173 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. | failed |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by Bobice. Escort: injured seer (level 4 of Old Forest) | failed |
You failed to protect the lost defiler from death by skeleton master archer. Escort: lost defiler (level 5 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 71. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed vial of fire wyrm saliva. * You've found the needed honey tree root. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Dawnveil2.0 T1 lite [Rare] Nature While equipped: Stats +1 Cun +4 Mag dps ---------- Dmg.mod +3% light ----- def ----- Resists +9% lightning Crit.chn- 5.00% Max.HP +44.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | iron helm 'Ce'Naritira' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Dex +2 Con ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +12% temporal +5% arcane Def/telep +15 Res/telep +15% Dur/telep +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | yew totem of stinging 'Flashtide' [power 230] (13 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +9% light Res.pen +15% light Melee Ret 2 temporal ----- def ----- Resists +3% temporal Def/telep +5 Res/telep +5% Dur/telep +5% Sting an enemy dealing 264 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to increase all damage penetration by 12% for 2 turns. 100% to heal for 46. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Gleamquencher0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +13% physical ----- def ----- Resists +6% light +10% physical ---------- misc Max.stam +10.00 Light +2 Rings make your fingers look great! |
| On fingers | Arthikath the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% acid Res.pen +25% acid ----- def ----- Resists +3% mind Phys.save +9 (+3 eff.) Mind.save +6 (+2 eff.) Disarm- +10% Confus- +25% Knockbk- +20% Def/telep +5 Res/telep +5% Dur/telep +5% Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Nerildatira the Sleetgasher (62-100 power, 3 apr)3.0 T4 greatsword 2H weapon [Random Unique] Nature/Master Power 62.5 - 100.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +19 nature +8 light On Hit.r1 +8 light +12 cold While equipped: dps ---------- Dmg.mod +9% light Res.pen +10% cold +16% physical Acc +21 (+7 eff.) Apr +14 ----- def ----- Resists +9% cold Massive two-handed swords. |
| On hands | dwarven-steel gauntlets 'Relgeldil' (0 def, 4 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +4 Wil +1 Cun +4 Con ----- def ----- Armour +4 Fatigue +3% Resists +6% nature Max.HP +40.00 Heal.mod +5% Cut- +20% Disarm- +35% Confus- +10% ---------- misc Masteries +0.20 Technique/Grappling 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. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+8 eff.) Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
| Cloak | Gluravea (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil ----- def ----- Defense +1 (+1 eff.) Resists +1% physical Mind.save +5 (+2 eff.) Max.HP +80.00 Knockbk- +10% Teleport- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Porulaith'0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +10% physical Melee Ret 10 physical ----- def ----- Armour +14 Resists +17% lightning +2% physical Stun/Frz- +26% ---------- misc Stam/turn +2.00 Amulets make your neck look great! |
Inventory
healing infusion of the warrior (heal 210; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 210 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the wizard (speed 572%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 572% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
blink rune of the duelist (range 4; phase 16; cd 10)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the warrior (range 6; phase 25; cd 18)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (278.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 278.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 437; dur 6; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 437 damage for 6 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Brenarig0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +6 Cun dps ---------- Dmg.mod +9% arcane ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Psi/ret +0.12 Mana/s.crit +2.00 Max.mana +100.00 Amulets make your neck look great! |
Radhogodor the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Dmg.mod +3% mind ----- def ----- Resists +12% lightning +6% mind HP.reg +4.00 Heal.mod +20% Def/telep +5 Res/telep +5% Dur/telep +5% Amulets make your neck look great! |
copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
insulating copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +11% fire +13% cold Amulets make your neck look great! |
Gilastir0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% mind Res.pen +5% mind ----- def ----- Blind- +22% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Infravis +4 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
Tulyhad the copper ring0.1 T1 ring jewelry [Rare] Arcane While equipped: ----- def ----- Defense +5 (+5 eff.) Resists +3% acid Crit.chn- 10.00% Max.HP +20.00 Blind- +25% Stun/Frz- +20% ---------- misc Infravis +3 See.Stealth +7 See.Invis +6 Rings make your fingers look great! |
warrior's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Str ----- def ----- Armour +6 Mind.save +6 (+2 eff.) Confus- +20% Rings make your fingers look great! |
titan's steel ring of lightning (+22%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Phys.save +6 (+2 eff.) Rings make your fingers look great! |
warrior's stralite ring of pilfering0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +4 Str dps ---------- Acc +10 (+4 eff.) Apr +9 ----- def ----- Armour +8 Defense +12 (+9 eff.) Disengage: Puts all charms on 9 cooldown Level 3.5 Pwr.cost 9 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 162% 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! |
shimmering ash magestaff of channeling (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +18 (+13 eff.) Dmg.mod +15% fire ---------- misc Mana/turn +0.43 Max.mana +41.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 cooldown Staves designed for wielders of magic, by the greats of the art. |
magelord's yew vilestaff of might (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +13% Spell.pwr +16 (+12 eff.) Melee+ 32 arcane Dmg.mod +20% blight ---------- misc Max.mana +31.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing iron battleaxe (16-24 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Arcane Power 16.0 - 24.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed battleaxes. |
steel battleaxe 'Brightreign' (32-48 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Master Power 32.0 - 48.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit.r2 +12 acid While equipped: dps ---------- Dmg.mod +3% light ----- def ----- Armour +6 Blind- +20% ---------- misc Light +3 Massive two-handed battleaxes. |
enhanced dwarven-steel battleaxe of massacre (36-54 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Nature/Master Power 36.0 - 54.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +10 Str +10 Dex +9 Mag +9 Wil +9 Cun +9 Con Massive two-handed battleaxes. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 4.5 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 147% damage. If the attack hits, the target's armour and saves are reduced by 23 for 8 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 75% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Cracklevile (16-24 power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Disrupt Power 16.0 - 24.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit.r1 +12 lightning While equipped: dps ---------- Dmg.mod +3% nature ----- def ----- Resists +10% acid +15% lightning +10% fire +12% cold +3% all Spell.save +9 (+3 eff.) ---------- misc Light +1 Massive two-handed mauls. |
Silysenor the Hazebone (27-40 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Disrupt Power 27.0 - 40.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +8 acid On Hit.r1 +16 cold On Hit: * 14% chance to slow global speed by 52% While equipped: Stats +3 Str +3 Dex +4 Cun +6 Con ----- def ----- Crit.chn- 10.00% ---------- misc Light +3 Massive two-handed mauls. |
quick steel greatmaul of crippling (25-38 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego++] Master Power 25.0 - 37.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Dex dps ---------- Phys.crit +10.0% Phys.spd +10% Acc +12 (+4 eff.) Massive two-handed mauls. |
iron greatsword (18-28 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 17.5 - 28.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
truestriking steel greatsword of shearing (24-39 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego++] Master Power 24.5 - 39.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +12% all +7% physical Acc +25 (+8 eff.) Apr +23 Massive two-handed swords. |
Aerelin (14-19 power, 5 apr)3.0 T2 longsword 1H weapon [Rare] Psionic Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +3.0% Atk.spd 100% Melee+ +10 darkness Against +11% Living While equipped: dps ---------- Acc +15 (+5 eff.) ----- def ----- Resists +6% acid +2% physical +15% nature HP.reg +4.00 Sharp, long, and deadly. |
Darktickler (26-36 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Arcane Power 26.0 - 36.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Spell.crit +5% Spell.pwr +25 (+16 eff.) S.pwr/crit +6 Dmg.mod +6% blight Res.pen +20% darkness +25% fire ----- def ----- Resists +12% darkness Blunt and deadly. |
psychokinetic quiver of ash arrows of crippling (19/19, 20-29 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Ego++] Master/Psionic Power 20.5 - 28.7 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +12.5% Capacity 19 Ranged+ +26 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 158 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
Poloma the linen robe (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +2 Str +2 Dex dps ---------- Dmg.mod +11% cold Res.pen +15% physical Apr +1 ----- def ----- Resists +16% cold +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+9 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 43.09 to 53.86 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Emelothra the Scaldrace (3 def, 2 armour)9.0 T1 light armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light Melee Ret 2 fire ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Resists +3% temporal +6% fire Max.HP +22.00 A suit of armour made of leather. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
impenetrable stralite plate armour of temporal resistance (0 def, 20 armour)17.0 T4 massive armor Reqs Massive armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +20 Fatigue +22% Resists +19% temporal A suit of armour made of metal plates. |
Squalorquencher the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Mind.crit +1% Res.pen +10% temporal Melee Ret 2 nature ----- def ----- Fatigue -5% ---------- misc Max.enc +21 Hate/m.crit +4.00 A belt that goes around your waist. |
insulating rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +5% fire +5% cold A belt that goes around your waist. |
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. |
grounding hardened leather belt of the mystic1.0 T3 belt armor [Ego] Arcane/Nature While equipped: dps ---------- Spell.pwr +5 (+5 eff.) ----- def ----- Resists +8% lightning +10% temporal Mind.save +8 (+3 eff.) A belt that goes around your waist. |
linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of the voidstalker (1 def, 5 armour)2.0 T1 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +11% temporal +11% darkness +11% cold Def/telep +11 Res/telep +11% Dur/telep +10% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dawnborn (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +3 Mag +14 Wil +4 Cun +4 Con dps ---------- Mind.crit +6% ----- def ----- Defense +2 (+2 eff.) Resists +9% light ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xetha the cashmere cloak (22 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +3 Str +4 Wil +7 Con dps ---------- Phys.pwr +20 (+5 eff.) Dmg.mod +9% physical ----- def ----- Defense +22 (+14 eff.) Mind.save +10 (+3 eff.) Die.at -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Duvirendil the pair of rough leather boots (10 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +4 Cun +1 Con dps ---------- Spell.pwr +4 (+4 eff.) ----- def ----- Armour +1 Defense +10 (+8 eff.) Resists +3% darkness Crit.chn- 15.00% Spell.save +3 (+1 eff.) A pair of boots made of leather. |
Elitira (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Phys.pwr +15 (+4 eff.) Apr +1 ----- def ----- Armour +3 Resists +3% acid ---------- misc Infravis +2 A pair of boots made of leather. |
Kilnroar (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Dmg.mod +3% arcane +3% fire Res.pen +10% arcane +10% fire Melee Ret 4 arcane ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of dwarven-steel boots (0 def, 7 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +7 Fatigue +3% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves of butchering (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Acc +6 (+2 eff.) Apr +7 ----- def ----- Armour +2 Resists +5% blight Spell.save +12 (+4 eff.) 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. |
heroic hardened leather gloves of sorrow (0 def, 6 armour)1.0 T2 hands armor [Ego++] Master/Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 22 mind 13 darkness On Hit (Melee): * 10% chance to reduce all saves and defense by 25 ----- def ----- Armour +6 Mind.save -4 (-1 eff.) Max.HP +55.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring voratun gauntlets of the iron hand (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Disrupt/Master While equipped: Stats +3 Str +4 Wil +3 Con dps ---------- On Melee Ret: * 23 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Spell.save +14 (+5 eff.) Disarm- +30% ---------- misc Masteries +0.20 Technique/Grappling 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. |
cleansing cashmere wizard hat of fire (+8%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +13% fire ----- def ----- Defense +2 (+2 eff.) Resists +8% blight +19% fire +8% nature A pointy cloth hat, very wizardly... |
Erelagen the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Res.pen +25% blight On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Armour +1 Fatigue +1% Resists +3% blight ---------- misc Psi/ret +0.08 A cap made of leather. |
grounding rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +5% temporal A cap made of leather. |
hardened leather cap of precognition (6 def, 3 armour)2.0 T3 head armor [Ego+] Nature While equipped: Stats +4 Cun dps ---------- Acc +6 (+2 eff.) On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +6 (+6 eff.) Fatigue +3% A cap made of leather. |
thaloren hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +4 Wil ----- def ----- Armour +3 Fatigue +3% Resists +7% blight Mind.save +8 (+3 eff.) A cap made of leather. |
Mayelevena the Tempestmoon (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Str +3 Wil +3 Cun +1 Con dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +12% lightning Melee Ret 2 lightning ----- def ----- Armour +3 Fatigue +5% ---------- misc See.Invis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding iron helm of dexterity (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Dex ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
10 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
9 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 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. |
3 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. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
102 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(86 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +44.00 ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
preserving alchemist's lamp of the zealot1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +2 Con ----- def ----- Resists +8% blight +3% all Spell.save +8 (+3 eff.) HP.reg +4.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
woodsman's iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Achievements
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Bobice the Dwarf Berserker level 21
23rd Iron 123rd year of Ascendancy at 07:00 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Bobice the Dwarf Berserker level 14
34th Profit 122nd year of Ascendancy at 00:26 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Bobice the Dwarf Berserker level 20
16th Iron 123rd year of Ascendancy at 17:31 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Bobice the Dwarf Berserker level 26
11st Voratun 123rd year of Ascendancy at 02:15 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Bobice the Dwarf Berserker level 26
19th Voratun 123rd year of Ascendancy at 11:50 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Bobice the Dwarf Berserker level 10
3rd Profit 122nd year of Ascendancy at 15:08 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Bobice the Dwarf Berserker level 20
15th Iron 123rd year of Ascendancy at 06:03 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Bobice the Dwarf Berserker level 30
25th Wealth 123rd year of Ascendancy at 17:11 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Bobice the Dwarf Berserker level 19
22nd Dearth 122nd year of Ascendancy at 18:19 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Bobice the Dwarf Berserker level 21
18th Iron 123rd year of Ascendancy at 21:03 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Bobice the Dwarf Berserker level 28
43rd Profit 123rd year of Ascendancy at 18:43 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Bobice the Dwarf Berserker level 11
6th Profit 122nd year of Ascendancy at 01:12 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Bobice the Dwarf Berserker level 19
26th Shortage 122nd year of Ascendancy at 14:31 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Bobice the Dwarf Berserker level 16
29th Wealth 122nd year of Ascendancy at 12:53 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Bobice the Dwarf Berserker level 28
43rd Profit 123rd year of Ascendancy at 09:30 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Bobice the Dwarf Berserker level 19
22nd Dearth 122nd year of Ascendancy at 15:24 see stats
Utterly Destroyed (Nightmare (Adventure) difficulty)
Died on the Eidolon Plane.By Bobice the Dwarf Berserker level 31
28th Wealth 123rd year of Ascendancy at 20:04 see stats
Log
Barrow wight's glacial vapour area effect hits Armoured skeleton warrior for 87 cold damage.
Bobice the level 31 dwarf berserker was frozen and shattered into a million little shards to death by Mayoth the Guardian on level 6 of Dreadfell.
Bobice's rage subsides!
Bobice no longer revels in blood quite so much.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Mayoth the Guardian's desolate waste area effect killed Bobice!
Saving game...
Resting starts...
Talent Stunning Blow is ready to use.
Talent Perfect Strike is ready to use.
Talent Death Dance is ready to use.
Talent Antimagic Shield is ready to use.
Talent Vitality is ready to use.
Bobice activates Antimagic Shield.
Talent Shattering Blow is ready to use.
Talent Infusion: Healing is ready to use.
Talent Infusion: Healing is ready to use.
Talent Berserker Rage is ready to use.
Talent Blinding Speed is ready to use.
Talent Infusion: Movement is ready to use.
Talent Resilience of the Dwarves is ready to use.
Talent Unstoppable is ready to use.
Rested for 38 turns (stop reason: all resources and life at maximum).
Saving done.
Bobice activates Berserker Rage.
Personal New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!




















































































































