











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! 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 | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 32 / 2% |
| Size | big |
| Lifes / Deaths | Killed by Cartavlou the human at level 31 on the 3rd Profit 123rd year of Ascendancy at 15:55 / 2Killed by Mirror Image (Aerigarin the vampire lord) at level 32 on the 14th Profit 123rd year of Ascendancy at 21:37 |
Primary Stats
| Strength | 124 (base 60) |
| Dexterity | 40 (base 32) |
| Constitution | 58 (base 41) |
| Magic | 8 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 20 (base 15) |
Resources
| Life | -481/1509 |
| Stamina | 30/240 |
| Healing Factor | 1.3201339505268 |
| Regeneration | 5.6105692897391 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 6 |
| See Stealth | 21.388114253578 |
| See Invisible | 21.388114253578 |
Offense: Mainhand
| Damage | 203 |
| Accuracy | 66 |
| Crit Chance | 22% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Lightning | +13% |
| Cold | +6% |
| Mind | +9% |
| Physical | +3% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +23% |
| Fire | +38% |
| Cold | +18% |
| Physical | +47% |
| Mind | +53% |
| All | +13% |
Defense: Base
| Armour (hardiness) | 42.08934837382 (81.151787968034%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 0 |
| Physical Save | 53 |
| Spell Save | 30 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Blight | + 15%( 70%) |
| Physical | + 18%( 70%) |
| Cold | + 33%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 31%( 70%) |
| Temporal | + 18%( 70%) |
| Lightning | + 34%( 70%) |
| Mind | + 26%( 70%) |
| Fire | + 34%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Stun Resistance | 48% |
| Poison Resistance | 10% |
| Blind Resistance | 100% |
| Silence Resistance | 10% |
| Bleed Resistance | 0% |
| Teleport Resistance | 10% |
| Pinning Resistance | 61% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 81% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 498% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 630 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 95 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 4/5 |
| 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 |
You failed to protect the lone alchemist from death by Aerigarin the vampire lord. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost sun paladin from death by cold drake hatchling. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)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. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 40. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of 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 skeleton mage skull. * You've found the needed black mamba head. * '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.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 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 | Brenyregogen the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 10% chance to reduce all saves and defense by 24 Changes resistances: +9% fire / +12% mind / +9% cold Reduces incoming crit damage: 10.00% Poison immunity: +10% Knockback immunity: +20% Teleport immunity: +10% Maximum life: +100.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Velessra'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +10 Changes stats: +2 Wil Changes resistances: +12% nature Reduces incoming crit damage: 10.00% Maximum life: +86.00 Mindpower: +10 (+5 eff.) Light radius: +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 | Zanugas the cashmere wizard hat (2 def, 6 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Changes stats: +3 Dex Changes resistances: +19% lightning Changes resistances penetration: +15% physical Changes damage: +13% lightning Stamina each turn: +3.00 Only die when reaching: -40.00 life Mindpower: +25 (+10 eff.) A pointy cloth hat, very wizardly... |
| Tool | iron pickaxe 'Magmastar' (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +1 Str Changes resistances: +12% acid / +9% fire / +6% darkness / +3% blight Silence immunity: +10% Only die when reaching: -80.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 16% chance to reduce all saves and defense by 24 Damage (Melee): 17 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 24 Damage (Ranged): 23 physical Changes stats: +5 Cun / +2 Dex Changes resistances penetration: +15% mind / +10% physical Changes damage: +9% mind / +3% physical Physical save: +3 (+1 eff.) Disarm immunity: +48% Pinning immunity: +41% Stun/Freeze immunity: +26% Knockback immunity: +41% Life regen: +4.00 Hate when firing a critical mind attack: +2.00 Only die when reaching: -20.00 life Maximum life: +29.00 Maximum hate: +8.00 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation puts all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around waist | GlaciercrackInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 24 Changes resistances: +9% cold Changes resistances penetration: +5% mind / +5% cold Changes damage: +6% cold Maximum life: +35.00 A belt that goes around your waist. |
| In main hand | stralite greatmaul 'Ulakalthorak' (55-82 power, 3 apr)Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 55.0 - 82.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (radius 2) on crit: +4 acid When wielded/worn: Accuracy: +37 (+10 eff.) Armour penetration: +13 Physical power: +13 (+2 eff.) Defense: +10 (+5 eff.) Changes stats: +7 Con Changes resistances: +3% acid / +6% temporal Changes resistances penetration: +13% all / +9% physical Changes damage: +12% acid Disarm immunity: +78% Massive two-handed mauls. |
| On hands | Kindleidol (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +20 (+5 eff.) Physical power: +12 (+2 eff.) Armour: +2 Fatigue: +3% Damage when hit (Melee): 6 light Changes stats: +4 Str / +7 Con Changes resistances penetration: +20% mind 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 | Malasta the Chargetitan (0 def, 9 armour)Requires: - Massive armour training - Strength 22 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +9 Fatigue: +22% Damage when hit (Melee): 6 acid Changes resistances: +9% acid / +6% physical / +6% lightning / +6% fire / +3% mind / +5% cold Changes resistances penetration: +10% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +21% Pinning immunity: +20% Stun/Freeze immunity: +22% Knockback immunity: +20% A suit of armour made of metal plates. |
| Cloak | Brightrip the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +37 (+10 eff.) Defense: +2 (+1 eff.) Fatigue: -13% Damage when hit (Melee): 2 fire Changes resistances penetration: +25% fire Changes damage: +6% fire Maximum life: +143.00 Maximum stamina: +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+5 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
shatter afflictions rune of the psychic (absorb 49; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 49 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 146; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 146 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Gaganne the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +6% lightning / +10% darkness / +9% acid / +13% fire / +10% cold / +13% light Talent mastery: +0.19 Technique / Warcries Blindness immunity: +22% Amulets make your neck look great! |
Issaharayabers the steel amuletInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag / +1 Wil Changes resistances: +12% light / +10% darkness Critical mult.: +10.00% Mental save: +6 (+3 eff.) Blindness immunity: +24% Cut immunity: +50% Confusion immunity: +11% Spellpower: +10 (+8 eff.) Mindpower: +5 (+3 eff.) Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 253 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Chillglory the copper ring =stam 3=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +3 Dex Changes resistances: +22% lightning / +6% cold / +6% nature Changes damage: +11% lightning Reduces incoming crit damage: 15.00% Knockback immunity: +20% Stamina each turn: +3.00 Rings make your fingers look great! |
Eledaba the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +25 (+13 eff.) Changes resistances: +24% acid Changes damage: +12% acid Stun/Freeze immunity: +20% Healing mod.: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
Wretchbraid the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +15 (+8 eff.) Changes stats: +3 Dex Changes resistances: +6% acid / +3% temporal / +9% darkness / +5% arcane / +6% nature Rings make your fingers look great! |
copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Defense: +8 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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! |
copper ring of the mountain (+10%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +10% physical Changes damage: +10% physical Rings make your fingers look great! |
gold quartz ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +18% acid / +16% fire / +12% lightning / +12% cold Stun/Freeze immunity: +30% Rings make your fingers look great! |
mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Rings make your fingers look great! |
steel ring 'Phlegmtrail'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun Changes resistances penetration: +10% mind / +5% nature Critical mult.: +15.00% Stun/Freeze immunity: +26% Life regen: +3.00 Maximum hate: +2.00 Mindpower: +10 (+5 eff.) Rings make your fingers look great! |
treant's steel ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% nature / +6% blight Poison immunity: +14% Disease immunity: +10% Life regen: +8.00 Maximum life: +46.00 Healing mod.: +12% Rings make your fingers look great! |
warrior's steel ring of frost (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +20% cold Changes damage: +10% cold Rings make your fingers look great! |
Rainhue the steel battleaxe (31-46 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 31.0 - 46.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +9 nature Damage (radius 1) on hit: +9 fire When wielded/worn: Changes resistances penetration: +20% cold Changes damage: +3% darkness / +3% cold Massive two-handed battleaxes. |
balanced steel battleaxe of persecution (18-28 power, 2 apr)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 18.5 - 27.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage against: +14% Unnatural When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +7 (+4 eff.) Changes stats: +2 Wil Disarm immunity: +32% Massive two-handed battleaxes. |
steel battleaxe 'Eremolar' (20-30 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +7 fire When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +12 Physical crit. chance: +9.0% Changes stats: +2 Wil Changes resistances penetration: +9% physical Massive two-handed battleaxes. |
truestriking iron greatmaul (18-27 power, 1 apr)Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 18.0 - 27.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +7 Changes resistances penetration: +9% physical Massive two-handed mauls. |
Unramahad the dwarven-steel greatsword (44-70 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 44.0 - 70.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (radius 1) on hit: +14 fire When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +5 (+1 eff.) Armour: +6 Changes damage: +3% mind Mental save: +9 (+5 eff.) Massive two-handed swords. |
plaguebringer's stralite greatsword of erosion (48-78 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.5 - 77.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 17% chance to reduce strength, dexterity, and constitution by 8 Damage (Melee): +7 blight / +13 nature When wielded/worn: Disease immunity: +15% Massive two-handed swords. |
steel greatsword 'Magmaclamor' (23-37 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 fire / +22 cold Damage (radius 2) on crit: +4 arcane When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +3 Con Changes resistances penetration: +9% physical Changes damage: +12% arcane Disarm immunity: +14% Massive two-handed swords. |
truestriking dwarven-steel greatsword of evisceration (36-58 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.5 - 58.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +10 Physical crit. chance: +10.0% Physical power: +9 (+1 eff.) Changes resistances penetration: +12% physical Massive two-handed swords. |
enhanced dwarven-steel waraxe of crippling (20-28 power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +7.0% Changes stats: +6 Str / +6 Dex / +6 Mag / +5 Wil / +7 Cun / +6 Con One-handed war axes. |
ChillwilderInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +2 Pinning immunity: +20% Stun/Freeze immunity: +10% Knockback immunity: +10% Life regen: +0.80 Healing mod.: +26% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
Glorodata the rough leather belt =4 cun=Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun Changes resistances: +6% acid / +6% blight Changes resistances penetration: +10% mind Changes damage: +6% mind Reduces incoming crit damage: 15.00% Light radius: +3 A belt that goes around your waist. |
Mirewalker the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 6 acid Changes stats: +1 Cun Changes resistances: +6% fire / +3% nature / +5% cold Changes damage: +3% nature A belt that goes around your waist. |
rough leather belt 'Moldwrecker'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% light / +6% darkness Changes damage: +3% nature Maximum life: +32.00 A belt that goes around your waist. |
Flashbreacher (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +6 (+3 eff.) Damage when hit (Melee): 2 physical Changes stats: +1 Mag / +2 Wil Changes resistances penetration: +10% physical Only die when reaching: -60.00 life Maximum stamina: +10.00 Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Smolderjam the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Cun / +2 Dex Changes resistances: +3% fire / +9% light / +6% darkness Cut immunity: +20% Stun/Freeze immunity: +20% Only die when reaching: -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. |
Xerubredara the linen cloak (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +4 Defense: +6 (+3 eff.) Changes stats: +1 Con Physical save: +5 (+1 eff.) Only die when reaching: -20.00 life Healing mod.: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Growthwreath' (12 def, 6 armour) =nat res=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +12 (+6 eff.) Damage when hit (Melee): 8 nature Changes resistances: +12% nature Changes damage: +6% nature / +24% mind Physical save: +18 (+6 eff.) Spell save: +15 (+7 eff.) Mental save: +12 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Physical save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Natureraider' (1 def, 0 armour) =2 cun=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 24 Changes stats: +2 Cun / +1 Dex Changes resistances: +6% nature / +3% fire / +5% arcane / +6% light Changes resistances penetration: +5% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Elymina the Quenchdare (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +1 Changes resistances: +6% lightning / +6% temporal / +1% physical Changes damage: +3% cold / +3% physical Only die when reaching: -80.00 life A pair of boots made of leather. |
Gloomnail the pair of rough leather boots (0 def, 1 armour) =3 cun=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 10 blight Changes stats: +3 Cun Changes damage: +6% blight / +6% darkness Maximum hate: +2.00 Spellpower: +4 (+4 eff.) A pair of boots made of leather. |
Olyrath the pair of rough leather boots (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +5% arcane Light radius: +1 Infravision radius: +1 A pair of boots made of leather. |
pair of dwarven-steel boots 'Earydofang' (25 def, 4 armour) =5 con=Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +25 (+13 eff.) Fatigue: +3% Changes stats: +1 Mag / +2 Wil / +4 Cun / +5 Con Changes resistances: +6% lightning / +6% cold Physical save: +29 (+9 eff.) Mental save: +33 (+14 eff.) Mana each turn: +0.22 Maximum mana: +28.00 Spell crit. chance: +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 hardened leather boots 'Breneldil' (0 def, 3 armour) =6 cun=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -6% Changes stats: +6 Cun Maximum encumbrance: +38 Physical save: +7 (+2 eff.) Light radius: +3 See invisible: +15 A pair of boots made of leather. |
pair of hardened leather boots 'Manirath' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Armour: +3 Fatigue: -6% Changes stats: +4 Con Changes resistances: +3% physical Maximum encumbrance: +31 Physical save: +8 (+2 eff.) Cut immunity: +20% Stun/Freeze immunity: +20% A pair of boots made of leather. |
pair of rough leather boots 'Ravenwolf' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Effects on melee hit: * 20% chance to reduce damage dealt by 20% Changes stats: +3 Wil Changes resistances: +3% darkness Changes resistances penetration: +10% mind Mental save: +3 (+2 eff.) Stamina each turn: +0.30 Maximum life: +31.00 Mental crit. chance: +1% Movement speed: +10% A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
dwarven-steel gauntlets 'Cyryta' (0 def, 9 armour) =7 con=Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +9 Armour Hardiness: +10% Fatigue: +3% Changes stats: +3 Mag / +1 Wil / +7 Con Changes resistances: +9% mind / +6% physical Changes damage: +6% arcane Life regen: +3.00 Stamina each turn: +0.50 Maximum stamina: +10.00 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. |
rough leather gloves 'Radiancethorn' (0 def, 1 armour) =7 cun=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +7 Armour: +1 Changes stats: +7 Cun / +3 Dex Changes damage: +6% light / +9% mind Psi when hit: +0.16 Mindpower: +10 (+5 eff.) Light radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady dwarven-steel gauntlets of archery (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +7 Armour: +2 Fatigue: +3% Changes stats: +4 Cun / +4 Dex Physical save: +7 (+2 eff.) Mental save: +5 (+3 eff.) Disarm immunity: +27% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Gilagas the iron helm (10 def, 5 armour) =water=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Defense: +10 (+5 eff.) Fatigue: +5% Changes stats: +2 Con Changes resistances: +6% cold Changes resistances penetration: +10% physical Allows you to breathe in: water Physical save: +12 (+4 eff.) See invisible: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xanyyavena (10 def, 3 armour) =9 dex=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +3 Defense: +10 (+5 eff.) Fatigue: +3% Changes stats: +9 Str / +9 Dex Changes resistances: +3% light / +6% lightning It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 594.5 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
iron helm 'Bethoretira' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +3 Fatigue: +5% Changes stats: +3 Mag / +3 Wil / +2 Con Changes resistances: +6% blight Mental save: +5 (+3 eff.) Only die when reaching: -80.00 life Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Aeruntir' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +11% physical / +5% arcane / +3% nature Changes damage: +11% physical Mental save: +9 (+5 eff.) Equilibrium when hit: +0.04 Psi when hit: +0.04 Maximum psi: +40.00 Mindpower: +5 (+3 eff.) A pointy cloth hat, very wizardly... |
stabilizing iron helm of strength (+2) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str Physical save: +10 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel mail armour 'Mucusimmortal' (3 def, 15 armour)Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +15 Defense: +3 (+2 eff.) Fatigue: +6% Effects on melee hit: * 20% chance to slow global speed by 50% Changes stats: +3 Wil Changes resistances: +14% blight / +13% darkness / +18% lightning Changes resistances penetration: +25% nature Changes damage: +3% arcane Physical save: +5 (+1 eff.) Light radius: +1 A suit of armour made of mail. |
steel plate armour 'Ivolratha' (23 def, 14 armour)Requires: - Massive armour training - Strength 28 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour penetration: +2 Physical power: +15 (+3 eff.) Armour: +14 Defense: +23 (+12 eff.) Fatigue: +22% Changes stats: +3 Cun / +2 Wil Changes resistances penetration: +20% mind Changes damage: +6% physical Mental save: +14 (+7 eff.) Equilibrium when hit: +0.20 Only die when reaching: -80.00 life A suit of armour made of metal plates. |
3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
552 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Curebloom' (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 50% * 20% chance to reduce all saves and defense by 24 Changes stats: +2 Cun / +1 Str Changes resistances: +6% light / +3% nature Changes resistances penetration: +10% nature Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
BlindarcInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 50% Changes resistances: +6% light / +3% nature Changes resistances penetration: +5% light Changes damage: +3% light Maximum life: +42.00 Light radius: +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. |
StarviperCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 6 light Changes stats: +3 Cun / +1 Con Changes resistances penetration: +5% lightning Reduces incoming crit damage: 15.00% Light radius: +7 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 brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +5 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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
iron torque of gale force 'Beokalthosadir' [power 105] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 2 blight Changes resistances penetration: +5% arcane Mana each turn: +0.16 Maximum vim: +10.00 Damage Shield penetration: +10% It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 108 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Poralle the Crackleward [power 45] (17 cooldown) =accuracy=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Accuracy: +25 (+7 eff.) Defense: +15 (+8 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 24 Changes resistances: +12% lightning / +3% physical Changes damage: +3% physical It can be used to harden the skin for 7 turns increasing armour by 45 and armour hardiness by 50% Activation puts all charms on cooldown for 17 turns. When used: * Increase all damage by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of stinging 'Foresttide' [power 182] (13 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes damage: +15% nature / +3% fire It can be used to sting an enemy dealing 182 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 1 beneficial effects by 1. * Gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
powerful elm totem of healing [power 110] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
elm wand of clairvoyance 'Hathalen' [power 9] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Defense: +25 (+13 eff.) Changes stats: +1 Con It can be used to reveal the area around you, dispelling darkness (radius 9, power 32 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of lightning storm 'Kheluharalach' [power 116] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Armour: +4 Changes resistances: +9% fire Physical save: +3 (+1 eff.) Teleport immunity: +10% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 26 lightning damage and will be dazed for 1 turn (131 total damage) Activation puts all charms on cooldown for 13 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
evasive elm wand of clairvoyance [power 9] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 32 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 13 turns. When used: * Gain a 13% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By James Wilson the Dwarf Berserker level 26
6th Loss 122nd year of Ascendancy at 12:37 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By James Wilson the Dwarf Berserker level 20
15th Wealth 122nd year of Ascendancy at 15:45 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By James Wilson the Dwarf Berserker level 23
41st Dearth 122nd year of Ascendancy at 15:32 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By James Wilson the Dwarf Berserker level 32
7th Profit 123rd year of Ascendancy at 08:46 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By James Wilson the Dwarf Berserker level 30
25th Voratun 123rd year of Ascendancy at 12:58 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By James Wilson the Dwarf Berserker level 31
1st Profit 123rd year of Ascendancy at 17:50 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By James Wilson the Dwarf Berserker level 10
29th Voratun 122nd year of Ascendancy at 18:10 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By James Wilson the Dwarf Berserker level 20
5th Wealth 122nd year of Ascendancy at 03:12 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By James Wilson the Dwarf Berserker level 30
8th Voratun 123rd year of Ascendancy at 12:34 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By James Wilson the Dwarf Berserker level 26
23rd Loss 122nd year of Ascendancy at 19:18 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By James Wilson the Dwarf Berserker level 24
4th Loss 122nd year of Ascendancy at 17:50 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By James Wilson the Dwarf Berserker level 5
18th Voratun 122nd year of Ascendancy at 14:24 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By James Wilson the Dwarf Berserker level 28
33rd Stralite 123rd year of Ascendancy at 22:17 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By James Wilson the Dwarf Berserker level 10
30th Voratun 122nd year of Ascendancy at 12:54 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By James Wilson the Dwarf Berserker level 28
26th Gold 123rd year of Ascendancy at 21:25 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By James Wilson the Dwarf Berserker level 10
1st Acquisition 122nd year of Ascendancy at 05:52 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By James Wilson the Dwarf Berserker level 29
8th Voratun 123rd year of Ascendancy at 11:00 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By James Wilson the Dwarf Berserker level 23
35th Dearth 122nd year of Ascendancy at 18:21 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By James Wilson the Dwarf Berserker level 16
33rd Profit 122nd year of Ascendancy at 12:51 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By James Wilson the Dwarf Berserker level 31
3rd Profit 123rd year of Ascendancy at 15:55 see stats
Log
Aerigarin the vampire lord casts Earthen Missiles.
Aerigarin the vampire lord's spell attains critical power!
Mirror Image (Aerigarin the vampire lord) casts Earthen Missiles.
Mirror Image (Aerigarin the vampire lord)'s Earthen Missiles hits James Wilson for 0 physical, 0 physical (0 total damage).
Mirror Image (Aerigarin the vampire lord)'s Earthen Missiles hits James Wilson for 0 physical, 0 physical (0 total damage).
Mirror Image (Aerigarin the vampire lord)'s Earthen Missiles hits James Wilson for 0 physical, 0 physical (0 total damage).
Aerigarin the vampire lord's Earthen Missiles hits James Wilson for 0 physical, 0 physical (0 total damage).
Aerigarin the vampire lord's Earthen Missiles hits James Wilson for 0 physical, 0 physical (0 total damage).
Aerigarin the vampire lord's Earthen Missiles hits James Wilson for 0 physical, 0 physical (0 total damage).
Skeleton magus misses James Wilson.
Skeleton master archer uses Pinning Shot.
Aerigarin the vampire lord casts Lightning.
Aerigarin the vampire lord's spell attains critical power!
Mirror Image (Aerigarin the vampire lord) casts Lightning.
Mirror Image (Aerigarin the vampire lord) hits James Wilson for 0 lightning damage.
Aerigarin the vampire lord hits James Wilson for 0 lightning damage.
Ghoul misses James Wilson.
James Wilson resists!
James Wilson resists the knockback!
Skeleton master archer's Pinning Shot hits James Wilson for 0 physical, 0 fire, 0 physical (0 total damage).
James Wilson is returned to normal time.
Aerigarin the vampire lord is no longer invisible.
Skeleton magus misses James Wilson.
Aerigarin the vampire lord casts Manathrust.
Mirror Image (Aerigarin the vampire lord) casts Manathrust.
Mirror Image (Aerigarin the vampire lord) hits James Wilson for 77 arcane damage.
Aerigarin the vampire lord hits James Wilson for 257 arcane damage.
James Wilson the level 32 dwarf berserker was dweomered to death by a Mirror Image (Aerigarin the vampire lord) on level 1 of Dreadfell.
James Wilson's rage subsides!
James Wilson no longer revels in blood quite so much.







































































































