











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. 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! 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 28 / 25% |
| Size | medium |
| Lifes / Deaths | Killed by poison spore at level 28 on the 1st Loss 122nd year of Ascendancy at 09:29 / 1 |
Primary Stats
| Strength | 33 (base 12) |
| Dexterity | 10 (base 10) |
| Constitution | 36 (base 10) |
| Magic | 81 (base 56) |
| Willpower | 84 (base 53) |
| Cunning | 22 (base 15) |
Resources
| Life | -25/891 |
| Mana | 507/632 |
| Equilibrium | 47 |
| Healing Factor | 1.2979202340232 |
| Regeneration | 0.32448005850581 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 30.531537443297 |
| See Invisible | 33.531537443297 |
Offense: Mainhand
| Damage | 58 |
| Accuracy | 36 |
| Crit Chance | 7% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 25 |
| Accuracy | 36 |
| Crit Chance | 7% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Physical | +5% |
| Nature | +33% |
| Arcane | +14% |
| Fire | +24% |
| All | +0% |
Offense: Damage Penetration
| Arcane | +5% |
| Cold | +20% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 58.551211628464 (73.607947236566%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 37 |
| Physical Save | 49 |
| Spell Save | 58 |
| Mental Save | 51 |
Defense: Resistances
| Acid | 30%( 70%) |
| Arcane | 15%( 70%) |
| Cold | 27%( 70%) |
| All | 6%( 70%) |
| Darkness | 24%( 70%) |
| Light | 9%( 70%) |
| Physical | 15%( 70%) |
| Lightning | 28%( 70%) |
| Fire | 25%( 70%) |
| Mind | 17%( 70%) |
Defense: Immunities
| Teleport Resistance | 10% |
| Disarm Resistance | 21% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 100% |
| Knockback Resistance | 100% |
| Stun Resistance | 23% |
| Poison Resistance | 20% |
| Blind Resistance | 60% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 261 life over 5 turns. Its effects scale with your Constitution stat. |
| 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. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 505 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: 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 -482 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 964 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 Magic stat. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Eldritch stone | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Earthen power | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Earthen vines | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | 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 Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Ngricin. Escort: temporal explorer (level 3 of Dreadfell) | failed |
From bellow, it devours | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;s center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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&WHITESLATE039;Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.&WHITESLATE039;Needed: one mummified bone. That is, a bone from a corpse that&039;re certain to find when you kick a mummy apart. I recommend finding one that doesn&039; The Brotherhood of Alchemists* &039;re creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.&WHITELIGHT_GREEN039;ve found the needed snow giant kidney. * You&WHITESLATE039;Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...& | 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 within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Xomirialle the pair of iron boots (5 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Acc +10 (+5 eff.) Apr +3 ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +2% ---------- misc Stam/turn +3.00 Rush: Puts all charms on 19 cooldown Level 3.0 Pwr.cost 19 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | Isonor2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Dex +4 Mag +2 Cun +5 Con ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +8 See.Invis +11 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 | Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Mag +10 Wil +10 Con dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +60% Confus- +60% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| On hands | dwarven-steel gauntlets &039; (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +11 Mag +7 Wil dps ---------- Spell.pwr +8 (+3 eff.) Melee+ 6 arcane Dmg.mod +14% arcane +12% nature Phasing +30% ----- def ----- Armour +2 Fatigue +3% Resists +5% arcane Learn an unarmed attack talent or enable &039; to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Earthmistress [power 176] (12 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% nature Res.pen +10% nature On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 25 * 20% chance to slow global speed by 54% * 20% chance to reduce damage dealt by 22% ----- def ----- Resists +9% darkness Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 12 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| On fingers | Shiverweeper0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Str +3 Wil +4 Con dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +20% cold Melee Ret 4 physical ----- def ----- Defense +10 (+4 eff.) Phys.save +3 (+1 eff.) ---------- misc Stam/turn +2.00 Rings make your fingers look great! |
| Around neck | Ashhue0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Spell.crit +1% Dmg.mod +15% fire Res.pen +5% arcane Melee Ret 2 arcane ----- def ----- Resists +12% mind +3% light Confus- +20% Amulets make your neck look great! |
| In main hand | icy dwarven-steel shield (0 def, 6 armour, 30-37 power, 89 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 30.5 - 36.6 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +89 While equipped: dps ---------- Melee+ 19 cold Melee Ret 6 ice ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Hellwreck (0 def, 7 armour, 18-22 power, 79.5 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Psionic When used to Attack: Power 18.5 - 22.2 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +80 Melee+ +20 fire While equipped: dps ---------- Dmg.mod +12% nature +9% fire On Hit (Melee): * 9% chance to reduce all saves and defense by 27 On Melee Ret: * 17% chance to reduce all saves and defense by 27 ----- def ----- Armour +7 Fatigue +8% Heal.mod +10% Poison- +20% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Ivotira the cashmere cloak (32 def, 8 armour)2.0 T3 cloak armor [Rare] Master While equipped: ----- def ----- Armour +8 Defense +32 (+11 eff.) Resists +3% acid +16% cold +5% arcane +6% fire Confus- +20% Teleport- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Glorusewyn the steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +2 Mag +2 Con ----- def ----- Armour +9 Fatigue +22% Resists +24% lightning +5% physical +14% fire +6% cold +23% acid Spell.save +9 (+3 eff.) Disarm- +21% Stun/Frz- +23% Knockbk- +24% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
Primal Infusion (affinity 18%; reduction 3; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion (heal 44; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 44 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. |
movement infusion of the duelist (speed 495%; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 495% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 777%; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 777% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 17%; magical; dur 3; cd 16)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 17%; mental; dur 3; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 20%; physical; dur 2; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 20% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; blight, physical, mind, acid)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 blight, 4 physical, 3 mind, 4 acid Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the psychic (range 7; phase 22; cd 13)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 23; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 23 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Dayhack the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +3% light Res.pen +5% physical Apr +2 Melee Ret 2 physical ----- def ----- Defense +10 (+4 eff.) Resists +11% mind Confus- +22% Amulets make your neck look great! |
savior&0.1 T3 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +10 (+4 eff.) Spell.save +13 (+4 eff.) Mind.save +12 (+4 eff.) Amulets make your neck look great! |
stabilizing steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% temporal Heal.mod +10% Cut- +50% Pinning- +22% Knockbk- +24% Heal: Puts all charms on 27 cooldown Level 3.0 Pwr.cost 27 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 282 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
stabilizing steel amulet of magic (+3)0.1 T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag ----- def ----- Resists +13% temporal Pinning- +22% Knockbk- +28% Amulets make your neck look great! |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
copper ring of blight (+11%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% blight ----- def ----- Resists +11% blight Rings make your fingers look great! |
copper ring of light (+22%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Rings make your fingers look great! |
gold ring &039;0.1 T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% fire Res.pen +10% fire +20% cold Melee Ret 2 cold ----- def ----- Resists +15% acid +16% fire +18% lightning +21% cold Mind.save +6 (+2 eff.) Silence- +26% ---------- misc Mana/turn +0.18 Rings make your fingers look great! |
steel ring of clarity0.1 T2 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +7 (+2 eff.) Confus- +25% Rings make your fingers look great! |
titan&0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Rings make your fingers look great! |
warrior&0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
truestriking dwarven-steel battleaxe (34-50 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Master Power 33.5 - 50.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +14 (+6 eff.) Apr +12 Massive two-handed battleaxes. |
Moon (10-13 power, 0 apr)1.0 T3 dagger 1H weapon Reqs Cun 24 Dex 24 [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Str, 20% Dex Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
quick dwarven-steel dagger of massacre (26-34 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Power 26.5 - 34.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Acc +8 (+4 eff.) Sharp, short and deadly. |
steel dagger &039; (12-15 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Rare] Arcane Power 11.5 - 15.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 140 damage over 5 turns and reducing armor and accuracy by 18 While equipped: ----- def ----- Defense +5 (+2 eff.) Resists +24% lightning +3% fire +3% darkness +6% temporal Die.at -60.00 life Silence- +10% Def/telep +15 Res/telep +15% Dur/telep +15% Sharp, short and deadly. |
stormbringer&1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Nature Power 28.0 - 36.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +19 lightning +5 cold While equipped: dps ---------- Mov.spd +32% Res.pen +11% lightning +5% cold Sharp, short and deadly. |
inquisitor&5.0 T4 greatmaul 2H weapon Reqs Str 35 [Ego++] Disrupt/Master Power 55.5 - 83.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Deals 73 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Phys.crit +13.0% Massive two-handed mauls. |
plaguebringer&5.0 T2 greatmaul 2H weapon [Ego+] Arcane Power 29.0 - 43.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 blight On Hit: 20% Epidemic 2 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 25 While equipped: ----- def ----- Disease- +28% Massive two-handed mauls. |
dwarven-steel greatsword (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon [Normal] Power 36.0 - 57.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
plaguebringer&3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego+] Arcane Power 47.5 - 76.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +9 blight On Hit: 20% Epidemic 4 On Hit: * 16% chance to reduce strength, dexterity, and constitution by 25 While equipped: ----- def ----- Disease- +17% Massive two-handed swords. |
mighty yew longbow4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +6 Str dps ---------- Phys.pwr +12 (+4 eff.) Longbows are used to shoot arrows at your foes. |
dwarven-steel longsword (22-30 power, 4 apr)3.0 T3 longsword 1H weapon [Normal] Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
thought-forged dwarven-steel longsword of erosion (25-35 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Nature/Psionic Power 25.0 - 35.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +10 mind +7 nature On Hit: * 17% chance to reduce all saves and defense by 27 While equipped: Stats +3 Cun +3 Wil Sharp, long, and deadly. |
acidic steel mace of massacre (22-30 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane/Master Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 140 damage over 5 turns and reducing armor and accuracy by 18 Blunt and deadly. |
gifted vined mindstar of gales (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+3 eff.) Dmg.mod +4% lightning +6% cold +6% physical ----- def ----- Defense +12 (+5 eff.) Pinning- +17% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar &039; (10-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 9.5 - 10.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit: * 20% chance to slow global speed by 54% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee Ret 10 nature 4 temporal On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Resists +6% temporal +6% fire Mind.save +5 (+1 eff.) ---------- misc Max.psi +29.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Gandur4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Resists +9% lightning Max.HP +80.00 Silence- +20% ---------- misc Equi/ret +0.20 Max.hate +8.00 Slings are used to hurl stones or metal shots at your foes. |
Hare-Skin Sling4.0 T3 sling 1H weapon Reqs Dex 35 Shoot [Unique] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+4 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 7 out of 8/8. Range melee/personal Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it& |
infernal yew magestaff of greater warding (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Crit.mult +23.00% Spell.pwr +14 (+5 eff.) Melee+ 21 fire Dmg.mod +20% cold ----- def ----- Armour +8 Defense +6 (+3 eff.) ---------- misc See.Invis +8 Wards +3 cold Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging yew magestaff (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) S.pwr/crit +3 Dmg.mod +20% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Neradaba (20-28 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +11 fire While equipped: Stats +6 Mag dps ---------- Crit.mult +15.00% Dmg.mod +12% arcane +15% acid ---------- misc Max.vim +30.00 One-handed war axes. |
Ivywe the Infernobreak1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Str +2 Con dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +9% physical Res.pen +10% fire Apr +1 ----- def ----- Resists +6% temporal Phys.save +6 (+2 eff.) A belt that goes around your waist. |
noble&1.0 T3 belt armor [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +4 (+1 eff.) Against +20% Summoned ----- def ----- D.Red.from +19% Summoned Phys.save +7 (+3 eff.) A belt that goes around your waist. |
rough leather belt &039;1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Resists +7% blight +6% darkness +9% acid The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+0 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
stargazer&2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +3 Cun dps ---------- Spell.crit +8% Spell.pwr +20 (+7 eff.) Dmg.mod +17% darkness +10% light +8% all ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dazzlewell (0 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +4 Con +6 Wil dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +6% light Res.pen +7% physical ----- def ----- Armour +3 Resists +5% arcane +12% temporal Spell.save +6 (+2 eff.) Blindside: Puts all charms on 19 cooldown Level 3.0 Pwr.cost 19 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable &039; to see combat stats. These gloves are coated with a thick, green liquid. |
dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable &039; to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Aletta&2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 7 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 89.60 mind damage and cripples the target&LIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTWHITELASTWHITEANTIQUE_WHITE |
Pyreraptor the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +11 Str +6 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +3% arcane Res.pen +10% fire Melee Ret 2 arcane ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
Quasit&3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Ravenwasp the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Dmg.mod +12% darkness Res.pen +20% mind Apr +6 Melee Ret 4 mind 4 darkness ----- def ----- Armour +4 Fatigue +4% Resists +15% mind +6% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul&LASTYELLOWLASTORANGE+5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Un&039;s Cap (1 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+3 eff.) Mind.pwr +8 (+3 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +10% temporal +10% physical Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.0 Pwr.cost 12 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
rough leather cap &039; (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Str +1 Dex +2 Cun dps ---------- Mind.crit +1% Res.pen +20% mind ----- def ----- Armour +1 Fatigue +1% Resists +7% cold ---------- misc Hate/m.crit +1.00 Breathe water A cap made of leather. |
Nutir (2 def, 13 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Con dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +9% mind Res.pen +15% mind ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +12% ---------- misc Stam/turn +3.00 A suit of armour made of mail. |
cured leather armour (6 def, 4 armour)9.0 T2 light armor [Normal] While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% A suit of armour made of leather. |
hardened leather armour of the hero (9 def, 6 armour)9.0 T3 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +5 Str +5 Dex +6 Mag +3 Wil +5 Cun ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Max.HP +36.00 A suit of armour made of leather. |
Wrathroot&7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 21.5 - 30.1 Physical Uses 150% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+4 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
steel shield (0 def, 4 armour, 12-14 power, 43 block)7.0 T2 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 12.0 - 14.4 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +43 While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield &039; (0 def, 4 armour, 18-21 power, 79 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 17.5 - 21.0 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +79 Melee+ +8 light While equipped: dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +12% light Res.pen +10% physical On shield block: * Cause enemies within radius 6 to bleed for 174 physical damage over 5 turns (1/turn) ----- def ----- Armour +4 Fatigue +8% Resists +5% physical Die.at -40.00 life ---------- misc Talents +1 Block Handheld deflection devices. |
5 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. |
114 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. |
9 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
7 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Hanadehad (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% Resists +6% acid +3% darkness +3% fire +6% nature +3% mind While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe (dig speed 32 turns)3.0 T3 digger tool [Normal] While equipped: Stats +2 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 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. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+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. |
Hettidoldil2.0 T1 lite [Rare] Master While equipped: ----- def ----- Resists +6% fire Max.HP +40.00 Heal.mod +10% Pinning- +10% ---------- misc Light +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. |
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.(138 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
scorching alchemist&1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Dmg.mod +7% darkness Melee Ret 10 fire ----- def ----- Resists +5% light +6% fire Affinity +5% darkness ---------- misc Light +4 Infravis +3 Moonlight Ray: Puts all charms on 7 cooldown Level 4.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 139.08 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 7 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 172.29 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp& |
Prox&2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling&039;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&039;s clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target&LIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLAST999900LASTANTIQUE_WHITE |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 153 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&VIOLETLASTCRIMSONLASTYELLOWLASTffff66LAST999900LASTANTIQUE_WHITE039;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. |
barbed pouch of dwarven-steel shots of vileness (19/19, 35-42 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego+] Arcane/Master Power 35.0 - 42.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +12.0% Capacity 19 Ranged+ +13 blight On Hit: * 5% chance to reduce strength, dexterity, and constitution by 25 On Crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
flaming pouch of dwarven-steel shots (15/15, 36-43 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Arcane Power 35.5 - 42.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 15 On Hit.r1 +10 fire Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots (24/24, 33-40 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Normal] Power 33.0 - 39.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 24 Shots are used with slings to pummel your foes to death. |
Smolderwrither [power 2] (19 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% acid +9% mind Res.pen +15% mind Melee Ret 10 fire ----- def ----- Resists +3% mind +6% fire Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 19 cooldown 100% to reduce fatigue by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of mindblast [power 225] (12 cooldown)2.0 T3 torque charm [Ego] Psionic Blast the opponent&ORANGELASTLIGHT_GREENLASTORANGELASTLIGHT_GREENLASTLAST999900LASTANTIQUE_WHITE |
11 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
piercing elm wand of conjuration [power 100] (12 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 124 fire damage Puts all charms on 12 cooldown 100% to increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing yew wand of conjuration [power 275] (12 cooldown)2.0 T3 wand charm [Ego+] Arcane Fire a magical bolt dealing 275 cold damage Puts all charms on 12 cooldown 100% to 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. |
6 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. |
8 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. |
12 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
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Ngricin the Dwarf Stone Warden level 14
36th Profit 122nd year of Ascendancy at 10:13 see stats
Earth Master (Nightmare (Roguelike) difficulty)
30th Dearth 122nd year of Ascendancy at 07:59 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Ngricin the Dwarf Stone Warden level 20
2nd Dearth 122nd year of Ascendancy at 14:12 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ngricin the Dwarf Stone Warden level 23
18th Dearth 122nd year of Ascendancy at 03:02 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Ngricin the Dwarf Stone Warden level 24
30th Dearth 122nd year of Ascendancy at 03:52 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Ngricin the Dwarf Stone Warden level 10
3rd Acquisition 122nd year of Ascendancy at 22:01 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Ngricin the Dwarf Stone Warden level 20
2nd Dearth 122nd year of Ascendancy at 03:33 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Ngricin the Dwarf Stone Warden level 24
28th Dearth 122nd year of Ascendancy at 06:26 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Ngricin the Dwarf Stone Warden level 5
18th Voratun 122nd year of Ascendancy at 13:43 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Ngricin the Dwarf Stone Warden level 27
45th Dearth 122nd year of Ascendancy at 06:22 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Ngricin the Dwarf Stone Warden level 10
3rd Acquisition 122nd year of Ascendancy at 22:03 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Ngricin the Dwarf Stone Warden level 11
6th Profit 122nd year of Ascendancy at 04:13 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Ngricin the Dwarf Stone Warden level 27
44th Dearth 122nd year of Ascendancy at 11:48 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ngricin the Dwarf Stone Warden level 19
24th Wealth 122nd year of Ascendancy at 05:58 see stats
Log
Forge-giant hits Stone Half (Ngricin) for 159 physical damage.
Melee retaliation hits Ngricin for 28 fire, 28 fire (55 total damage).
Melee retaliation hits Forge-giant for 4 cold, 4 physical, 17 arcane (25 total damage).
Ngricin hits Forge-giant for 23 nature, 20 cold, 43 arcane, 19 nature, 0 fire, 20 cold, 43 arcane (168 total damage).
Forge-giant is seized by a stone vine.
Burning from Forge-giant hits Ngricin for 28 fire damage.
Poison from Poison spore hits Ngricin for 115 nature damage.
Ngricin uses Infusion: Heroism.
Ngricin casts Stone Spikes.
You collect a new ingredient: vial of greater demon bile (1).
Forge-giant is poisoned!
Forge-giant is silenced!
Forge-giant is disarmed!
Forge-giant&fbd578LASTLIGHT_REDLASTLIGHT_REDLAST0 total damage).
Ngricin hits Forge-giant for 85 arcane, 75 physical (160 total damage).
Ngricin hits Something for 85 arcane damage.
Poison spore&fbd578LASTLIGHT_GREENLASTLAST039;s poison area effect hits Forge-giant for 36 nature damage.
Forge-giant is no longer poisoned.
Forge-giant speeds up.
Forge-giant hits Forge-giant for 0 fire damage.
Bleeding from Crystaline Half (Ngricin) hits Forge-giant for 41 physical damage.
Insidious Poison from Ngricin hits Forge-giant for 18 nature damage.
Stone Vine from Ngricin hits Forge-giant for 64 nature, 41 arcane (105 total damage).
Poison from Poison spore hits Forge-giant for 63 nature damage.
Forge-giant is silenced and cannot use Firebeam.
Ngricin stops burning.
Poison from Poison spore hits Ngricin for 95 nature damage.
Ngricin the level 28 dwarf stone warden was splurged to death by a poison spore on level 5 of Dreadfell.



































































































































