











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official 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:
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:
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 Amazingly Generous Levels Plus One 1.7.4The base mod, but with an extra +1 stat per lvl and no +1 stat on lvl 2. That's it. I only upload it so the * hash thing doesn't appear. + 5 to MaxHP per level. (Double at level 2) 5 stat points per level. (5 at level 2) 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 | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 23 / 92% |
| Size | big |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 16 on the 17th Loss 122nd year of Ascendancy at 02:09 0 / 6Killed by Animated infernal ash starstaff of breaching at level 17 on the 24th Loss 122nd year of Ascendancy at 23:23 Killed by Emylrada the Guardian at level 23 on the 22nd Iron 123rd year of Ascendancy at 22:45 Killed by Xanyrin the orc high pyromancer at level 23 on the 23rd Iron 123rd year of Ascendancy at 18:33 Killed by Xanyrin the orc high pyromancer at level 23 on the 23rd Iron 123rd year of Ascendancy at 21:15 Killed by Polokira the ghoulking at level 23 on the 22nd Steel 123rd year of Ascendancy at 02:05 |
| Antimagic | Follower |
Primary Stats
| Strength | 67 (base 53) |
| Dexterity | 12 (base 11) |
| Constitution | 64 (base 53) |
| Magic | 11 (base 10) |
| Willpower | 58 (base 45) |
| Cunning | 23 (base 10) |
Resources
| Life | -310/999 |
| Stamina | 205/297 |
| Equilibrium | 31 |
| Healing Factor | 1.4493965053825 |
| Regeneration | 20.503383943007 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 3 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 138 |
| Accuracy | 50 |
| Crit Chance | 26% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +3% |
| Lightning | +10% |
| Light | +10% |
| Cold | +10% |
Offense: Damage Penetration
| Arcane | +10% |
Defense: Base
| Armour (hardiness) | 46.723073231957 (96.438666929426%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 4 |
| Physical Save | 51 |
| Spell Save | 58 |
| Mental Save | 44 |
Defense: Resistances
| Lightning | + 24%( 70%) |
| Light | + 41%( 70%) |
| Darkness | + 39%( 70%) |
| Nature | + 20%( 70%) |
| Physical | + 17%( 70%) |
| Cold | + 24%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Pinning Resistance | 22% |
| Disarm Resistance | 20% |
| Confusion Resistance | 20% |
| Silence Resistance | 20% |
| Stun Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 5/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by large white snake. Escort: lost warrior (level 3 of Trollmire) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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: 23. | 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 AlchemistsMarus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed orc heart. * You've found the needed snow giant kidney. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed honey tree root. * You've found the needed hummerhorn wing. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 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 |
Equipment
| On feet | miner's pair of iron boots of tirelessness (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +11.00 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | 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.(115 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 37.25 to 111.76 lightning damage (74.51 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 1 turns) 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. |
| On fingers | warrior's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Max.HP +20.00 Disarm- +20% Pinning- +22% Knockbk- +22% Rings make your fingers look great! |
| On fingers | Duathelpower the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Wil +5 Cun +4 Con dps ---------- Mind.pwr +7 (+3 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Resists +9% darkness Phys.save +8 (+3 eff.) HP.reg +3.00 Stun/Frz- +22% Rings make your fingers look great! |
| Around waist | rough leather belt 'Daimyntir'1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +10% arcane ----- def ----- Resists +12% darkness +2% physical Phys.save +6 (+2 eff.) Mind.save +9 (+3 eff.) Die.at -40.00 life ---------- misc Size +1 A belt that goes around your waist. |
| In main hand | Arthathel the dwarven-steel greatsword (48-76 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Master Power 47.5 - 76.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +3% arcane ----- def ----- Resists +6% nature Crit.chn- 15.00% Disease- +20% Silence- +20% Massive two-handed swords. |
| On hands | hardened leather gloves 'Marduregrim' (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Master/Psionic While equipped: Stats +4 Str +3 Dex +3 Mag +3 Cun dps ---------- Phys.pwr +8 (+2 eff.) S.pwr/crit +10 Acc +17 (+5 eff.) ----- def ----- Armour +2 Resists +7% darkness ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | impenetrable steel plate armour of resilience (0 def, 18 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +18 Fatigue +22% Max.HP +20.00 A suit of armour made of metal plates. |
| Cloak | Unlightream (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Defense +1 (+0 eff.) Max.HP +30.00 HP.reg +2.00 Confus- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+7 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
healing infusion (heal 41; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 41 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the titan (heal 172; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 172 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the titan (heal 169; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 169 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the titan (die at -393; dur 6; cd 33)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 33 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -393 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 786 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 279; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 279 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 288; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 288 life over 5 turns. 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. |
shatter afflictions rune of the titan (absorb 84; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 84 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Layiwyn the copper amulet0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +1 Wil +3 Mag dps ---------- Spell.crit +1% Dmg.mod +12% acid ----- def ----- Resists +3% acid ---------- misc Max.mana +20.00 Amulets make your neck look great! |
cleansing copper amulet0.1 T1 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +11% nature +11% blight Poison- +20% Disease- +22% Amulets make your neck look great! |
grounding copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +11% lightning Stun/Frz- +20% Amulets make your neck look great! |
stabilizing copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +13% temporal Pinning- +22% Knockbk- +24% Amulets make your neck look great! |
Adolaith0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Mag dps ---------- Dmg.mod +9% temporal ----- def ----- Resists +6% light Silence- +22% ---------- misc Mana/turn +0.10 See.Invis +6 Rings make your fingers look great! |
Zubevena the Charswift0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Crit.mult +10.00% ----- def ----- Resists +9% blight +9% fire Mind.save +13 (+4 eff.) Confus- +20% ---------- misc Psi/ret +0.12 Rings make your fingers look great! |
gold ring of fire (+28%)0.1 T3 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +14% fire ----- def ----- Resists +28% fire Rings make your fingers look great! |
rogue's copper ring of time (+12%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +12% temporal ----- def ----- Defense +6 (+3 eff.) Resists +12% temporal Rings make your fingers look great! |
rogue's gold ring of lightning (+20%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +8 (+4 eff.) Resists +20% lightning Rings make your fingers look great! |
Elenohek (18-24 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Random Unique] Nature/Disrupt/Master Power 18.5 - 24.1 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 nature On Hit.r1 +4 acid On Hit: * 7% chance to slow global speed by 51% While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +6% fire Sharp, short and deadly. |
iron dagger 'Blizzardnoon' (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Psionic Power 10.5 - 13.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 darkness Against +6% Living On Crit.r2 +8 cold While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Defense +5 (+2 eff.) Teleport- +10% Sharp, short and deadly. |
dwarven-steel greatmaul of rage (39-58 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Master Power 39.0 - 58.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Dmg.mod +7% physical Acc +7 (+2 eff.) Massive two-handed mauls. |
steel greatmaul of massacre (40-59 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Master Power 39.5 - 59.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
flaming iron greatsword of daylight (16-26 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 16.0 - 25.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 light Against +9% Undead On Hit.r1 +9 fire Massive two-handed swords. |
iron greatsword (15-24 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 15.0 - 24.0 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. |
iron greatsword of massacre (25-40 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Master Power 25.0 - 40.0 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. |
Poltergeist's steel longsword 'Curemonster' (16-22 power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Master/Psionic Power 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 10% chance to slow global speed by 51% * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con dps ---------- Dmg.mod +3% nature +15% fire Acc +7 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +21% Sharp, long, and deadly. |
Poltergeist's Sepsisbender the cured leather sling4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Random Unique] Nature/Disrupt/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +2 Str +5 Dex +2 Mag +10 Wil +4 Cun +12 Con dps ---------- Phys.crit +2.0% Mind.pwr +5 (+2 eff.) Res.pen +5% nature Acc +6 (+2 eff.) On Hit (Ranged): * 6 arcane resource burn ----- def ----- Max.HP +14.00 ---------- misc Light +2 Infravis +2 Masteries +0.10 Wild-gift/Antimagic Slings are used to hurl stones or metal shots at your foes. |
steady rough leather sling of fire4.0 T1 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +5 fire While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +9% fire Acc +5 (+1 eff.) Slings are used to hurl stones or metal shots at your foes. |
ash magestaff of invocation (15-18 power, 3 apr, lightning 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 +11 (+10 eff.) S.pwr/crit +6 Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 24.53 to 29.44 lightning damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
strafer's steel steamgun of life draining4.0 T2 steamgun 1H weapon Reqs Dex 16 Shoot Steam Pool [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +6 draining blight Uses 2.0 Steam While equipped: dps ---------- Acc +5 (+1 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Thundervortex (13-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Arcane Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 blight On Hit: * 9% chance to reduce strength, dexterity, and constitution by 6 While equipped: dps ---------- Dmg.mod +9% acid +3% mind Res.pen +15% acid On Hit (Melee): * 20% chance to reduce armor by 16% ----- def ----- Resists +3% acid +12% lightning One-handed war axes. |
Zanegund the hardened leather belt1.0 T3 belt armor [Rare] Disrupt While equipped: Stats +5 Cun dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +6% mind ----- def ----- Resists +11% acid +8% blight ---------- misc Psi/ret +0.16 Max.psi +40.00 A belt that goes around your waist. |
rough leather belt of resilience1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Max.HP +32.00 A belt that goes around your waist. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak of battle (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master/Psionic While equipped: Stats +3 Wil dps ---------- Phys.crit +1.0% Phys.pwr +1 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -3% Mind.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. |
thick linen cloak of battle (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +1 (+1 eff.) ----- def ----- Armour +6 Defense +1 (+0 eff.) Fatigue -2% Resists +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of the Shaloren (1 def, 6 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +1 Wil ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Velyyathra the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +4 Con dps ---------- Dmg.mod +10% nature +15% fire ----- def ----- Resists +9% lightning +16% darkness +5% arcane +22% fire +12% mind +11% all Crit.chn- 5.00% Phys.save +14 (+5 eff.) Spell.save +13 (+4 eff.) Mind.save +20 (+6 eff.) Poison- +26% Disease- +30% Knockbk- +10% Teleport- +20% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +10 (+9 eff.) Dmg.mod +17% arcane +8% all ----- def ----- Resists +11% all ---------- misc Max.mana +19.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.30 Max.stam +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Burnvault the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +6% fire Acc +10 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +6% lightning Phys.save +12 (+4 eff.) Mind.save +3 (+1 eff.) HP.reg +4.00 Heal.mod +10% 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. |
Eilinakira (10 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Phys.crit +2.0% Crit.mult +5.00% Dmg.mod +6% blight Acc +6 (+2 eff.) Apr +7 ----- def ----- Armour +2 Defense +10 (+5 eff.) Fatigue +3% Resists +4% physical Die.at -40.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd 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. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 47.26 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Giluduhir the hardened leather gloves (0 def, 18 armour)1.0 T2 hands armor [Rare] Nature While equipped: ----- def ----- Armour +18 Resists +6% nature HP.reg +2.70 Pinning- +10% ---------- misc Stam/turn +0.80 Psi/turn +0.18 Mana/s.crit +1.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets of strength (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
restful rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Psionic While equipped: ----- def ----- Armour +1 HP.reg +1.00 ---------- misc Stam/turn +0.50 Max.stam +11.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Darkwind the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +1 Mag dps ---------- Dmg.mod +3% darkness ----- def ----- Defense +1 (+0 eff.) Resists +6% temporal Mind.save +5 (+1 eff.) ---------- misc See.Invis +3 A pointy cloth hat, very wizardly... |
Emelonor the Flashvice (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Crit.mult +5.00% Mind.pwr +4 (+2 eff.) Dmg.mod +6% mind ----- def ----- Armour +1 Fatigue +1% ---------- misc Psi/ret +0.08 Light +2 A cap made of leather. |
bladed rough leather cap of the depths (0 def, 1 armour)2.0 T1 head armor [Ego+] Nature/Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% Resists +6% cold ---------- misc Breathe water Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 149.4 Physical damage. If the attack hits, the target is confused (26% 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. |
rough leather cap of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
stabilizing iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Phys.save +11 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+4 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Nature's Blessing (8 def, 6 armour)9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+4 eff.) Rng.Def +4 (+2 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+5 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Brightbearer the quiver of elm arrows (13/13, 14-20 power, 5 apr)3.0 T1 arrow ammo [Rare] Psionic Power 14.0 - 19.6 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 13 Ranged+ +20 fire +8 light +8 physical On Crit.r2 +4 light On Hit: * 20% chance to knock the target back 3 spaces and deal 154 physical damage Arrows are used with bows to pierce your foes to death. |
flaming quiver of elm arrows (20/20, 16-23 power, 5 apr)3.0 T1 arrow ammo [Ego] Arcane Power 16.5 - 23.1 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 20 On Hit.r1 +8 fire Arrows are used with bows to pierce your foes to death. |
14 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. |
42 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. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 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. |
6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
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. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Blindbane the pouch of steel shots (18/18, 20-25 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Rare] Psionic Power 20.5 - 24.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 18 On Hit.r1 +8 mind +20 darkness On Hit: * 20% chance to reduce all saves and defense by 25 * 20% chance to reduce damage dealt by 20% * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
deadly pouch of iron shots of paradox (15/18, 19-23 power, 1 apr)3.0 T1 shot ammo [Ego] Arcane/Master Power 19.0 - 22.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 18 Ranged+ +6 temporal On Hit: * 6% chance to gain 10% of a turn (3/turn limit) Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of steel shots (24/24, 21-25 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego+] Psionic Power 21.0 - 25.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 24 Ranged+ +11 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 154 physical damage Shots are used with slings to pummel your foes to death. |
iron torque of mindblast [power 100] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
8 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. |
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. |
8 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. |
10 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. |
9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Doumi the Dwarf Berserker level 14
3rd Wealth 122nd year of Ascendancy at 11:42 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Doumi the Dwarf Berserker level 23
18th Steel 123rd year of Ascendancy at 11:40 see stats
Exterminator
Killed 1000 creatures.By Doumi the Dwarf Berserker level 19
9th Shortage 122nd year of Ascendancy at 01:24 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Doumi the Dwarf Berserker level 16
21st Loss 122nd year of Ascendancy at 16:30 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Doumi the Dwarf Berserker level 23
4th Iron 123rd year of Ascendancy at 20:53 see stats
Level 10
Got a character to level 10.By Doumi the Dwarf Berserker level 10
30th Profit 122nd year of Ascendancy at 10:02 see stats
Level 20
Got a character to level 20.By Doumi the Dwarf Berserker level 20
9th Shortage 122nd year of Ascendancy at 18:54 see stats
Size matters
Did over 600 damage in one attack.By Doumi the Dwarf Berserker level 15
14th Dearth 122nd year of Ascendancy at 18:45 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Doumi the Dwarf Berserker level 5
19th Voratun 122nd year of Ascendancy at 03:35 see stats
That was close
Killed your target while having only 1 life left.By Doumi the Dwarf Berserker level 17
24th Loss 122nd year of Ascendancy at 23:23 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Doumi the Dwarf Berserker level 15
16th Dearth 122nd year of Ascendancy at 08:46 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Doumi the Dwarf Berserker level 15
15th Dearth 122nd year of Ascendancy at 16:55 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Doumi the Dwarf Berserker level 18
26th Loss 122nd year of Ascendancy at 14:06 see stats
Log
Bleeding from Doumi hits Ghoul for 57 physical damage.
Ghoul hits Doumi for 1 physical damage.
Cyremissra the master vampire's Shoot hits Doumi for (44 antimagic), 0 cold, (4 antimagic), 0 cold (0 total damage).
Steamgun turret's Steamgun Turret hits Doumi for 57 physical damage.
Bleeding from Doumi hits Celia for 19 physical damage.
Cyriba the heavy bone giant's light area effect hits Doumi for (35 antimagic), 0 light (0 total damage).
Bethukira the vampire loses 7 health to the entropy.
Bleeding from Doumi hits Bethukira the vampire for 27 physical damage.
Bleeding from Cyriba the heavy bone giant hits Doumi for 25 physical damage.
Rotting Disease from Polokira the ghoulking hits Doumi for (14 antimagic), 0 blight (0 total damage).
Decrepitude Disease from Polokira the ghoulking hits Doumi for (13 antimagic), 0 blight (0 total damage).
Doumi shrugs off Cyremissra the master vampire's 'Incendiary Grenade'!
Cyremissra the master vampire's Grenade Launcher hits Doumi for (17 antimagic), 0 cold, (4 antimagic), 0 cold (0 total damage).
Celia casts Invoke Darkness.
Cyremissra the master vampire shoots!
Bethukira the vampire casts Netherblast.
Celia hits Doumi for (64 antimagic), 24 darkness (24 total damage).
Doumi hits Bethukira the vampire for 15 lightning damage.
Doumi hits Celia for 11 lightning damage.
Doumi hits Polokira the ghoulking for (11 flat reduction), 0 lightning (0 total damage).
Doumi hits Cyremissra the master vampire for (8 exoskeleton), 8 lightning (8 total damage).
Doumi hits Steamgun turret for 16 lightning damage.
Doumi hits Cyriba the heavy bone giant for (14 flat reduction), 0 lightning (0 total damage).
Doumi hits Ghoul for 16 lightning damage.
Polokira the ghoulking throws a finishing uppercut.
Doumi shrugs off the effect 'Stunned'!
Cyremissra the master vampire's Shoot hits Doumi for (47 antimagic), 0 cold, (4 antimagic), 0 cold (0 total damage).
Polokira the ghoulking hits Doumi for 70 physical damage.
Doumi the level 23 dwarf berserker was eviscerated to death by Polokira the ghoulking on level 2 of Last Hope Graveyard.
Doumi no longer revels in blood quite so much.






















































































































