Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Archer |
Level / Exp | 31 / 7% |
Size | medium |
Lifes / Deaths | Killed by Celia at level 27 on the 9th Haze 122nd year of Ascendancy at 09:34 / 2Killed by Eilinassra the elven warrior at level 31 on the 21st Haze 122nd year of Ascendancy at 15:52 |
Primary Stats
Strength | 76 (base 54) |
Dexterity | 102 (base 60) |
Constitution | 39 (base 19) |
Magic | 21 (base 10) |
Willpower | 32 (base 10) |
Cunning | 35 (base 12) |
Resources
Life | -23/938 |
Mana | 270/390 |
Stamina | 135/245 |
Healing Factor | 1.3162543368031 |
Regeneration | 14.807861289035 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +107.5% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 2 |
See Stealth | 37 |
See Invisible | 29 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 163 |
Accuracy | 60 |
Crit Chance | 36% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 30 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +9% |
Light | +3% |
Nature | +20% |
Acid | +9% |
All | 0% |
Offense: Damage Penetration
Light | +10% |
Nature | +30% |
Arcane | +20% |
Fire | +14% |
All | 0% |
Defense: Base
Armour (hardiness) | 19 (47.594633868923%) |
Defense | 66 |
Ranged Defense | 66 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 32 |
Mental Save | 46 |
Defense: Resistances
Acid | + 28%( 70%) |
Blight | + 62%( 70%) |
Physical | + 25%( 70%) |
Cold | + 13%( 70%) |
All | + 13%( 70%) |
Darkness | + 31%( 70%) |
Light | + 26%( 70%) |
Mind | + 20%( 70%) |
Fire | + 18%( 70%) |
Nature | + 19%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Disarm Resistance | 60% |
Bleed Resistance | 100% |
Teleport Resistance | 30% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 28% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 392 damage for 6 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 111 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 10 Travel Speed: 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 Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 48 up to 4 times. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 4/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Undead / Skeleton | 1.10 |
| 4/5 |
| 4/5 |
| 4/5 |
| 5/5 |
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 |
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. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)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 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+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 talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Adowe the bee swarm. Escort: lost warrior (level 4 of Old Forest) | failed |
You failed to protect the temporal explorer from death by Isuna the giant yellow ant. Escort: temporal explorer (level 3 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed orc heart. * '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.' | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Quiver | Branotoduthad the Tundrabolt (8/19, 60-85 power, 10 apr) Branotoduthad the Tundrabolt (8/19, 60-85 power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 60.5 - 84.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +14.0% Capacity: 19 On weapon hit: * Create an explosion dealing 55 cold damage (1/turn) On weapon crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +20 cold Damage (radius 1) on hit: +4 cold Damage (radius 2) on crit: +8 nature / +12 cold Arrows are used with bows to pierce your foes to death. |
Light source | dwarven lantern 'Galidur' dwarven lantern 'Galidur'Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 27% Changes stats: +4 Con Changes resistances: +9% blight / +15% acid Mental save: +19 (+6 eff.) Life regen: +7.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +9% Light radius: +5 See stealth: +22 See invisible: +14 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Tool | dragonbone totem of healing 'Prismserpent' [power 416] (15 cooldown) dragonbone totem of healing 'Prismserpent' [power 416] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +3% acid Changes resistances penetration: +10% light Changes damage: +9% acid Light radius: +2 It can be used to heal yourself and all friendly characters within 10 spaces for 416 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 22% for 2 turns. * Increase the duration of 2 beneficial effects by 2. * Heal for 87. Natural totems are made by powerful wilders to store nature power. |
On fingers | Gloomclash GloomclashInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 4 mind Changes resistances: +8% blight / +7% nature / +9% mind Changes damage: +9% darkness Maximum encumbrance: +25 Poison immunity: +17% Disease immunity: +17% Disarm immunity: +23% Pinning immunity: +30% Knockback immunity: +28% Maximum life: +31.00 Rings make your fingers look great! |
On fingers | Ivotta IvottaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +12% blight Changes resistances penetration: +20% arcane Critical mult.: +15.00% Spell save: +12 (+6 eff.) Mana each turn: +0.28 Spellpower: +8 (+4 eff.) Rings make your fingers look great! |
Around waist | Dazzlenail DazzlenailInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes damage: +3% light Blindness immunity: +20% Stun/Freeze immunity: +10% Teleport immunity: +10% Life regen: +4.00 Maximum life: +36.00 A belt that goes around your waist. |
In main hand | blazebringer's elven-wood longbow of true flight blazebringer's elven-wood longbow of true flightRequires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (radius 2) on crit: +38 fire When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +14.0% Changes resistances penetration: +14% fire Global speed: +8% Longbows are used to shoot arrows at your foes. |
On hands | Gluth the Flarebutcher (0 def, 12 armour) Gluth the Flarebutcher (0 def, 12 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +12 Armour Hardiness: +9% Changes stats: +2 Dex / +4 Cun / +16 Con Changes resistances: +6% fire / +9% physical Reduces incoming crit damage: 10.00% Physical save: +10 (+5 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +37% Mana each turn: +0.23 Spellpower: +11 (+5 eff.) Spell crit. chance: +7% 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. |
Main armor | radiant reinforced leather armour of the hero (12 def, 7 armour) radiant reinforced leather armour of the hero (12 def, 7 armour)Requires: - Strength 18 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Changes stats: +5 Str / +7 Dex / +7 Mag / +9 Wil / +6 Cun Changes resistances: +18% blight / +18% darkness Maximum life: +41.00 Light radius: +2 A suit of armour made of leather. |
Cloak | Vorilaith the Shinequench (27 def, 0 armour) Vorilaith the Shinequench (27 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +5 Defense: +27 (+7 eff.) Damage when hit (Melee): 4 acid Changes stats: +3 Cun / +3 Dex Changes resistances: +15% light / +3% darkness Spell save: +15 (+8 eff.) Maximum life: +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Ichorraptor IchorraptorInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex Changes resistances: +9% blight Changes resistances penetration: +15% nature Mental save: +18 (+6 eff.) Teleport immunity: +20% Healing mod.: +10% Amulets make your neck look great! |
Inventory
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the duelist (range 10; phase 26; cd 17) blink rune of the duelist (range 10; phase 26; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 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 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 5; phase 14; cd 11) blink rune of the sneak (range 5; phase 14; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 6; phase 20; cd 13) blink rune of the sneak (range 6; phase 20; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 122; cd 20) shatter afflictions rune of the duelist (absorb 122; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 122 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 Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 122; cd 18) shatter afflictions rune of the duelist (absorb 122; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 122 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 Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 126; cd 13) shatter afflictions rune of the titan (absorb 126; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 126 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 167; dur 4; cd 14) shielding rune of the titan (absorb 167; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 167 damage for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 341; dur 4; cd 17) shielding rune of the warrior (absorb 341; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 341 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the wizard (threshold 1; blocks 3; dur 4; cd 14) stormshield rune of the wizard (threshold 1; blocks 3; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 1 up to 3 times. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Arcpeal the copper amulet Arcpeal the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +3% temporal / +3% fire Changes resistances penetration: +15% lightning Amulets make your neck look great! |
Earthmistress the copper amulet Earthmistress the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 48% Damage when hit (Melee): 8 darkness Changes stats: +3 Str Changes resistances: +3% fire / +6% darkness / +6% nature Changes resistances penetration: +5% fire Amulets make your neck look great! |
Elanne the copper amulet Elanne the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +20 (+6 eff.) Changes stats: +4 Con Changes resistances penetration: +5% physical Changes damage: +3% acid Physical save: +3 (+1 eff.) Amulets make your neck look great! |
Flashslice FlashslicePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag / +2 Cun / +1 Con Changes resistances: +12% light Changes damage: +6% arcane Light radius: +3 Amulets make your neck look great! |
Murkwinter the steel amulet Murkwinter the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +4 Defense: +4 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 18% Changes resistances: +3% lightning / +4% physical Changes resistances cap: +3% all Physical save: +8 (+4 eff.) Only die when reaching: -40.00 life Maximum stamina: +30.00 Amulets make your neck look great! |
copper amulet 'Ulykath' copper amulet 'Ulykath'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex / +3 Wil Changes resistances: +3% blight / +3% darkness Physical save: +9 (+4 eff.) Amulets make your neck look great! |
copper amulet of vision copper amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Blindness immunity: +10% Infravision radius: +2 Sight radius: +2 See invisible: +6 Amulets make your neck look great! |
stabilizing gold amulet of murder stabilizing gold amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +13 Changes resistances: +16% temporal Critical mult.: +10.00% Pinning immunity: +23% Knockback immunity: +38% Amulets make your neck look great! |
stabilizing steel amulet of willpower (+4) stabilizing steel amulet of willpower (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +18% temporal Pinning immunity: +24% Knockback immunity: +22% Amulets make your neck look great! |
starlit steel amulet of dexterity (+4) starlit steel amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex Changes resistances: +10% light / +12% darkness Blindness immunity: +20% Amulets make your neck look great! |
Icewolf IcewolfInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% acid / +6% cold / +20% nature Changes damage: +10% nature / +6% mind Rings make your fingers look great! |
Malildir the copper ring Malildir the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% mind / +3% acid Poison immunity: +20% Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +22% Life regen: +2.00 Maximum life: +20.00 Rings make your fingers look great! |
Sepsisking SepsiskingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +8 Cun Changes damage: +6% nature Psi when hit: +0.12 Spellpower: +7 (+3 eff.) Mindpower: +6 (+3 eff.) Mental crit. chance: +1% Rings make your fingers look great! |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.06 cold and 12.06 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
conjurer's steel ring conjurer's steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag / +5 Wil Spellpower: +7 (+3 eff.) Rings make your fingers look great! |
copper ring 'Lustretreason' copper ring 'Lustretreason'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% blight / +2% physical / +7% nature / +9% cold Changes damage: +12% light Blindness immunity: +20% Poison immunity: +12% Disease immunity: +12% Pinning immunity: +20% Rings make your fingers look great! |
gladiator's gold ring gladiator's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +5 Str / +5 Con Rings make your fingers look great! |
marksman's gold ring of frost (+24%) marksman's gold ring of frost (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Changes resistances: +24% cold Changes damage: +12% cold Rings make your fingers look great! |
marksman's steel ring of arcana (+0.15/turn) marksman's steel ring of arcana (+0.15/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Silence immunity: +20% Mana each turn: +0.15 Rings make your fingers look great! |
marksman's steel ring of power marksman's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +6 (+2 eff.) Changes stats: +4 Dex Spellpower: +6 (+3 eff.) Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
pixie's gold ring of clarity pixie's gold ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Mag Mental save: +7 (+2 eff.) Confusion immunity: +26% Spellpower: +9 (+4 eff.) Rings make your fingers look great! |
psionicist's copper ring of corrosion (+20%) psionicist's copper ring of corrosion (+20%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +20% acid Changes damage: +10% acid Mental save: +4 (+1 eff.) Rings make your fingers look great! |
psionicist's copper ring of corrosion (+24%) psionicist's copper ring of corrosion (+24%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +24% acid Changes damage: +12% acid Mental save: +6 (+2 eff.) Rings make your fingers look great! |
psionicist's gold ring of perseverance psionicist's gold ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+1 eff.) Stun/Freeze immunity: +25% Life regen: +2.00 Rings make your fingers look great! |
titan's steel ring of lightning (+20%) titan's steel ring of lightning (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +20% lightning Changes damage: +10% lightning Physical save: +4 (+2 eff.) Rings make your fingers look great! |
warrior's steel ring of nature (+22%) warrior's steel ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% nature Changes damage: +11% nature Rings make your fingers look great! |
wizard's steel ring of perseverance wizard's steel ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Stun/Freeze immunity: +21% Life regen: +1.00 Rings make your fingers look great! |
Ravenoblivion the dwarven-steel dagger (16-21 power, 7 apr) Ravenoblivion the dwarven-steel dagger (16-21 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.0 - 20.8 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 18% Damage (Melee): +8 lightning / +13 cold / +8 darkness When wielded/worn: Changes stats: +9 Cun / +2 Wil Mental save: +12 (+4 eff.) Sharp, short and deadly. |
Yarokhad the steel dagger (19-25 power, 6 apr) Yarokhad the steel dagger (19-25 power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 19.0 - 24.7 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +2 Mag Changes resistances: +6% blight / +6% lightning Knockback immunity: +20% Infravision radius: +2 Sharp, short and deadly. |
steel dagger 'Unlightwild' (13-17 power, 6 apr) steel dagger 'Unlightwild' (13-17 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 22 * 15% chance to reduce strength, dexterity, and constitution by 17 Damage (Melee): +11 blight / +4 darkness When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +2 Con Changes resistances penetration: +5% mind / +6% physical Changes damage: +3% darkness Disarm immunity: +12% Sharp, short and deadly. |
Frostsweep the ash longbow Frostsweep the ash longbowRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (Ranged): +4 temporal When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +8 Changes stats: +10 Dex Changes resistances penetration: +9% all / +11% physical Changes damage: +3% temporal / +12% cold Longbows are used to shoot arrows at your foes. |
Porimina =FInishHalflingComplex= Porimina =FInishHalflingComplex=Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Travel speed: +200% When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +9 Physical power: +9 (+3 eff.) Changes stats: +3 Str / +1 Dex / +4 Wil / +3 Cun / +2 Con Changes resistances: +3% mind Changes resistances penetration: +9% all Light radius: +1 Combat speed: +10% Longbows are used to shoot arrows at your foes. |
Rhyzilagrim the elm longbow Rhyzilagrim the elm longbowRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +2.0% Ammo reloads per turn: +1 Changes stats: +4 Con / +3 Wil Critical mult.: +5.00% Only die when reaching: -80.00 life See invisible: +3 Longbows are used to shoot arrows at your foes. |
Surefire SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 105% Firing range: +9 When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
ash longbow of enduring =CON= ash longbow of enduring =CON=Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When wielded/worn: Changes stats: +11 Con / +8 Wil Maximum life: +29.00 Longbows are used to shoot arrows at your foes. |
Dawnstinger (26-37 power, 4 apr) Dawnstinger (26-37 power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 26.5 - 37.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +8 nature When wielded/worn: Accuracy: +10 (+3 eff.) Damage when hit (Melee): 4 arcane Changes stats: +13 Str / +6 Dex / +6 Mag / +5 Wil / +5 Cun / +3 Con Changes resistances penetration: +5% light / +5% arcane Changes damage: +6% light / +5% physical Light radius: +1 Blunt and deadly. |
dwarven-steel mace 'Blastwrither' (26-36 power, 4 apr) dwarven-steel mace 'Blastwrither' (26-36 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 25.5 - 35.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +8 Con / +8 Wil Changes resistances: +3% lightning / +12% mind Changes resistances penetration: +15% lightning Maximum life: +10.00 Light radius: +2 Blunt and deadly. |
Charravage the rough leather belt Charravage the rough leather beltInfused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 18% Changes resistances: +6% acid / +9% fire / +3% darkness / +6% blight Changes resistances penetration: +20% fire / +10% cold A belt that goes around your waist. |
Darkweeper the rough leather belt Darkweeper the rough leather beltInfused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Mag / +2 Con Changes resistances: +6% acid / +6% blight Changes resistances penetration: +20% darkness Equilibrium when hit: +0.04 Psi when hit: +0.12 A belt that goes around your waist. |
Isubrelle the Radiancepain Isubrelle the RadiancepainCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 light Changes stats: +4 Dex / +3 Cun / +6 Lck Changes resistances: +3% light Changes damage: +6% acid Trap disarming bonus: +6 Stealth bonus: +5 Mental save: +3 (+1 eff.) Poison immunity: +10% Infravision radius: +3 A belt that goes around your waist. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 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. |
balancing hardened leather belt of shielding balancing hardened leather belt of shieldingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Armour: +7 Changes stats: +3 Cun / +4 Dex Mental crit. chance: +7% It can be used to create a temporary shield that absorbs 254 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
hardened leather belt 'Layodata' hardened leather belt 'Layodata'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +8 Mag Critical mult.: +10.00% Maximum encumbrance: +20 Spellpower: +5 (+2 eff.) Spell crit. chance: +2% A belt that goes around your waist. |
hardened leather belt 'Nimbusspire' hardened leather belt 'Nimbusspire'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +4 Wil Changes resistances: +12% fire Changes resistances penetration: +10% lightning Changes damage: +9% lightning Mental save: +8 (+3 eff.) Maximum life: +61.00 Light radius: +2 A belt that goes around your waist. |
hardened leather belt 'Yvyta' hardened leather belt 'Yvyta'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +9% lightning / +8% temporal / +3% darkness / +1% physical Physical save: +9 (+4 eff.) Pinning immunity: +20% Maximum hate: +6.00 Mindpower: +5 (+2 eff.) Mental crit. chance: +4% A belt that goes around your waist. |
rough leather belt 'Blazecut' rough leather belt 'Blazecut'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 22 Changes resistances: +3% light Changes resistances penetration: +15% mind Changes damage: +3% mind Physical save: +6 (+3 eff.) Mindpower: +2 (+1 eff.) Light radius: +3 A belt that goes around your waist. |
Betuyareda the linen cloak (1 def, 0 armour) Betuyareda the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 10 acid Changes stats: +2 Cun / +2 Dex Changes resistances: +5% arcane Changes damage: +3% acid / +9% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Dazzlesting the linen cloak (16 def, 0 armour) Dazzlesting the linen cloak (16 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +16 (+4 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +12% lightning / +3% blight Changes damage: +3% light / +3% cold Blindness immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glorodhevena the Arcclash (1 def, 0 armour) Glorodhevena the Arcclash (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Damage when hit (Melee): 4 lightning Changes stats: +2 Cun / +2 Dex Changes resistances: +5% arcane / +2% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Grinythel the cashmere cloak (2 def, 0 armour) Grinythel the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +3 Con Changes resistances: +20% blight Changes damage: +6% blight / +18% arcane / +30% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hellswing (27 def, 0 armour) Hellswing (27 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +27 (+7 eff.) Changes stats: +3 Str / +4 Con Changes resistances penetration: +25% fire Maximum stamina: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Poryredherin the Chilldream (2 def, 0 armour) Poryredherin the Chilldream (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 cold Changes stats: +4 Str / +2 Con Changes damage: +9% physical Physical save: +9 (+4 eff.) Stamina each turn: +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Prismtickler (2 def, 0 armour) Prismtickler (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 10 light Changes resistances: +6% light Changes resistances penetration: +20% arcane / +15% fire Spell save: +9 (+5 eff.) Mental save: +10 (+3 eff.) Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Gorefist' (2 def, 0 armour) cashmere cloak 'Gorefist' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +35% nature / +15% blight Changes resistances penetration: +25% acid Changes damage: +12% nature / +6% lightning Life regen: +4.00 Healing mod.: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Flashbrawn' (7 def, 0 armour) linen cloak 'Flashbrawn' (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Changes stats: +4 Wil Changes resistances: +6% lightning Changes resistances penetration: +15% lightning Changes damage: +3% lightning Physical save: +6 (+3 eff.) Maximum psi: +30.00 Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Poruwyn' (1 def, 0 armour) linen cloak 'Poruwyn' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +3 Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to slow global speed by 48% Damage when hit (Melee): 2 mind Changes stats: +2 Cun / +2 Dex Changes resistances: +3% blight / +6% cold / +9% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Armerath the woollen robe (0 def, 0 armour) Armerath the woollen robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Physical power: +15 (+5 eff.) Changes stats: +1 Wil / +4 Cun / +2 Con Changes resistances: +17% blight / +9% all Changes damage: +17% blight / +25% light / +23% darkness Physical save: +9 (+4 eff.) Only die when reaching: -80.00 life Spellpower: +13 (+6 eff.) Spell crit. chance: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+5 eff.) Mindpower: +8 (+4 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 29.87 to 37.33 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Cleanseobeisance (6 def, 4 armour) Cleanseobeisance (6 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +3% Damage when hit (Melee): 6 nature / 10 light Changes stats: +9 Dex Changes resistances: +12% lightning Changes resistances penetration: +15% nature / +20% lightning Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Giliruidar (0 def, 1 armour) Giliruidar (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes resistances: +9% blight Maximum encumbrance: +21 Physical save: +6 (+3 eff.) Spell save: +3 (+2 eff.) Mana when firing critical spell: +2.00 A pair of boots made of leather. |
Glintsin (10 def, 3 armour) Glintsin (10 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +10 (+3 eff.) Damage when hit (Melee): 10 light Changes stats: +5 Str / +3 Con Changes resistances penetration: +10% light Maximum stamina: +30.00 Light radius: +3 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: 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. A pair of boots made of leather. |
Layimilaith the pair of rough leather boots (0 def, 1 armour) Layimilaith the pair of rough leather boots (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +1 Changes stats: +2 Str / +3 Wil / +3 Cun Changes resistances: +1% physical Critical mult.: +5.00% Physical save: +9 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Stamina each turn: +3.00 A pair of boots made of leather. |
Silyna the pair of hardened leather boots (0 def, 3 armour) Silyna the pair of hardened leather boots (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +3 Changes stats: +5 Str / +1 Con Changes resistances: +7% lightning / +8% temporal / +6% darkness / +5% arcane Stamina each turn: +2.00 A pair of boots made of leather. |
pair of dwarven-steel boots 'Gloomgore' (0 def, 4 armour) pair of dwarven-steel boots 'Gloomgore' (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -1% Effects on melee hit: * 20% chance to reduce armor by 27% Damage when hit (Melee): 2 acid Changes stats: +5 Str / +6 Mag Changes resistances: +3% darkness Stamina each turn: +0.20 Maximum life: +42.00 Light radius: +3 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Eilinelle' (0 def, 1 armour) pair of rough leather boots 'Eilinelle' (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +15% lightning Spellpower: +4 (+2 eff.) Healing mod.: +15% A pair of boots made of leather. |
Arthatar the Sewerbone (0 def, 2 armour) Arthatar the Sewerbone (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Physical power: +7 (+2 eff.) Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 48% Damage (Melee): 5 blight Changes stats: +3 Cun / +3 Str Changes resistances: +6% blight / +7% darkness / +3% nature Changes resistances penetration: +15% nature Changes damage: +3% blight / +3% nature Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+2 eff.) Maximum life: +20.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Vorutira (0 def, 13 armour) Vorutira (0 def, 13 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +13 Effects on melee hit: * 10% chance to reduce all saves and defense by 22 Damage (Melee): 15 physical Damage when hit (Melee): 2 temporal Changes stats: +3 Str / +3 Wil / +2 Con Changes damage: +6% temporal / +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +20% 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. |
alchemist's hardened leather gloves of spellstriking (0 def, 2 armour) alchemist's hardened leather gloves of spellstriking (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 5 acid / 4 cold / 5 fire / 7 arcane / 3 lightning Changes stats: +9 Mag / +9 Wil Changes resistances: +5% arcane Changes damage: +5% arcane Spellpower: +6 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Prismpulverizer' (0 def, 7 armour) hardened leather gloves 'Prismpulverizer' (0 def, 7 armour)Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +7 Changes stats: +3 Str / +2 Con Changes resistances: +3% light Changes resistances penetration: +10% light Changes damage: +12% mind Physical save: +15 (+6 eff.) Spell save: +6 (+3 eff.) Mental save: +12 (+4 eff.) Disarm immunity: +20% Maximum life: +40.00 Mental crit. chance: +4% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand hardened leather gloves of spellstriking (0 def, 7 armour) sand hardened leather gloves of spellstriking (0 def, 7 armour)Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +7 Damage (Melee): 9 arcane / 7 physical Changes stats: +5 Mag / +5 Wil Changes resistances: +4% arcane Changes damage: +7% arcane / +6% physical Spellpower: +7 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aruriayarin the Breezeclash (0 def, 1 armour) Aruriayarin the Breezeclash (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Changes stats: +1 Str / +2 Dex / +4 Mag / +3 Cun / +1 Con Changes resistances: +3% nature Changes resistances penetration: +10% nature A cap made of leather. |
Chaleromitar the rough leather cap (0 def, 1 armour) Chaleromitar the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Physical power: +8 (+3 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str / +3 Con Changes resistances: +3% physical Maximum stamina: +10.00 A cap made of leather. |
Glorilethra the Hailresolve (0 def, 3 armour) Glorilethra the Hailresolve (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to reduce armor by 27% Changes stats: +6 Wil / +7 Con Changes resistances: +3% acid / +6% cold Changes damage: +6% cold Reduces incoming crit damage: 10.00% Light radius: +3 Infravision radius: +3 A cap made of leather. |
Infernogore (1 def, 0 armour) Infernogore (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 fire Changes stats: +4 Mag Changes resistances: +3% cold / +6% fire Changes resistances penetration: +15% temporal Changes damage: +9% temporal Spell save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Ivelaith the linen wizard hat (1 def, 0 armour) Ivelaith the linen wizard hat (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 mind / 6 temporal Changes stats: +6 Wil Changes resistances penetration: +10% temporal Reduces incoming crit damage: 5.00% Physical save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Khelidunarin the hardened leather cap (0 def, 7 armour) Khelidunarin the hardened leather cap (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Changes stats: +4 Con Changes resistances: +9% acid / +3% nature Changes resistances penetration: +20% mind Physical save: +12 (+5 eff.) Only die when reaching: -40.00 life A cap made of leather. |
Neritira (0 def, 3 armour) Neritira (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +3 Fatigue: +5% Changes stats: +3 Str Changes resistances: +6% lightning / +6% temporal / +2% physical Physical save: +3 (+1 eff.) Stamina each turn: +1.00 Only die when reaching: -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Pureenvy (1 def, 0 armour) Pureenvy (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +5 Cun / +1 Wil Changes resistances: +19% fire Changes resistances penetration: +10% nature Changes damage: +11% fire Reduces incoming crit damage: 5.00% A pointy cloth hat, very wizardly... |
Relgosta the Sepsisward (8 def, 0 armour) Relgosta the Sepsisward (8 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +25 (+7 eff.) Defense: +8 (+2 eff.) Changes stats: +1 Str / +7 Mag / +7 Wil / +4 Cun / +7 Con Changes resistances penetration: +10% nature Changes damage: +11% acid / +9% physical / +10% lightning / +9% fire / +20% arcane / +10% cold Critical mult.: +5.00% Mental save: +21 (+7 eff.) Only die when reaching: -40.00 life Mental crit. chance: +6% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Tempestwitch the rough leather cap (0 def, 1 armour) =CUN= Tempestwitch the rough leather cap (0 def, 1 armour) =CUN=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 lightning Changes stats: +5 Str / +2 Dex / +11 Cun / +2 Con Changes resistances penetration: +20% mind A cap made of leather. |
rough leather cap 'Sunstrike' (0 def, 1 armour) rough leather cap 'Sunstrike' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 light Changes resistances: +9% blight / +5% fire / +6% nature / +6% cold Changes damage: +9% lightning Light radius: +1 A cap made of leather. |
Amuvon (12 def, 8 armour) Amuvon (12 def, 8 armour)Requires: - Strength 14 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Fatigue: +7% Changes stats: +2 Cun / +2 Wil Changes resistances: +13% blight / +15% cold / +10% darkness Changes resistances penetration: +15% arcane Changes damage: +12% arcane Mental save: +10 (+3 eff.) Light radius: +1 A suit of armour made of leather. |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +3 Con Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
hardened leather armour 'Vorireda' (9 def, 6 armour) =MasterCampingStairs= hardened leather armour 'Vorireda' (9 def, 6 armour) =MasterCampingStairs=Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 2 arcane Changes stats: +5 Str / +5 Dex / +6 Mag / +5 Wil / +4 Cun Changes resistances: +13% physical Physical save: +20 (+8 eff.) Mana when firing critical spell: +2.00 Maximum life: +41.00 Damage Shield penetration: +20% A suit of armour made of leather. |
hardened leather armour of the hero (9 def, 6 armour) hardened leather armour of the hero (9 def, 6 armour)Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Changes stats: +4 Str / +5 Dex / +5 Mag / +4 Wil / +4 Cun Maximum life: +44.00 A suit of armour made of leather. |
Hathobar the quiver of yew arrows (21/21, 34-47 power, 10 apr) Hathobar the quiver of yew arrows (21/21, 34-47 power, 10 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 33.5 - 46.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +16.0% Capacity: 21 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 128 physical damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +20 acid / +20 fire / +8 physical Damage (radius 1) on hit: +16 temporal Damage (radius 2) on crit: +8 fire Arrows are used with bows to pierce your foes to death. |
Quiver of the Sun (25/25, 34-48 power, 15 apr) Quiver of the Sun (25/25, 34-48 power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6 Uses stats: 60% Dex, 20% Mag, 50% Str Damage type: Bright light Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +2.0% Capacity: 25 On weapon hit: * 25% chance to blind Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
986 alchemist agate 986 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 onyx 5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Bethetta (dig speed 19 turns) Bethetta (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +5 Str / +1 Mag / +3 Wil Changes resistances: +5% darkness / +6% fire Light radius: +1 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Camudir the Ichorfear (dig speed 30 turns) Camudir the Ichorfear (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +9 Str / +6 Mag / +1 Con Changes resistances penetration: +10% nature Reduces incoming crit damage: 15.00% Light radius: +1 See invisible: +9 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Glimmerspar (dig speed 30 turns) Glimmerspar (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Damage when hit (Melee): 4 light Changes stats: +3 Str / +5 Con Changes resistances penetration: +15% light Changes damage: +3% light Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Issuleg the Sootfiend (dig speed 37 turns) Issuleg the Sootfiend (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +3 Str / +8 Mag / +2 Cun / +2 Con Changes resistances: +15% darkness Changes resistances penetration: +10% mind Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Bleakworm' (dig speed 25 turns) dwarven-steel pickaxe 'Bleakworm' (dig speed 25 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 18% Changes stats: +3 Str / +4 Mag / +3 Cun Infravision radius: +3 See invisible: +9 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Lightningbile the brass lantern =Good= Lightningbile the brass lantern =Good=Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +15 (+5 eff.) Changes resistances penetration: +20% lightning / +10% physical Physical save: +6 (+3 eff.) Only die when reaching: -60.00 life Light radius: +3 Healing mod.: +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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(86 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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 Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Blindrune the steel torque of gale force [power 175] (15 cooldown) Blindrune the steel torque of gale force [power 175] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +8 Cun / +2 Dex Changes damage: +12% lightning See invisible: +6 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 175 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 46. Torques are made by powerful psionics to store psionic powers. |
Brodantir the dwarven-steel torque of clear mind [power 2] (25 cooldown) Brodantir the dwarven-steel torque of clear mind [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+3 eff.) Changes resistances penetration: +15% arcane / +15% physical Changes damage: +3% arcane / +9% physical It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. * Increase all damage by 19% for 2 turns. * Increase all damage penetration by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind 'Murkreaper' [power 1] (25 cooldown) iron torque of clear mind 'Murkreaper' [power 1] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 48% Changes resistances: +3% mind Changes damage: +3% mind It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of clear mind 'Growthwilder' [power 2] (25 cooldown) steel torque of clear mind 'Growthwilder' [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 4 temporal Changes resistances: +9% temporal It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Aereldathra the Gleamhunter [power 206] (15 cooldown) Aereldathra the Gleamhunter [power 206] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +4 Mag / +1 Wil / +1 Cun Changes resistances: +15% lightning / +6% light Reduces incoming crit damage: 5.00% Spell save: +3 (+2 eff.) It can be used to sting an enemy dealing 247 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Gain a 15% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Xerelaith the yew totem of healing [power 278] (15 cooldown) Xerelaith the yew totem of healing [power 278] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour penetration: +2 Damage when hit (Melee): 6 physical Changes resistances: +15% lightning Changes resistances penetration: +10% mind Changes damage: +9% physical Physical save: +6 (+3 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 278 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Nerothra the Stormquick [power 272] (20 cooldown) Nerothra the Stormquick [power 272] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +2 Mag / +2 Con Changes resistances: +21% lightning Changes resistances penetration: +5% lightning Changes damage: +3% lightning It can be used to create a shield absorbing up to 272 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce fatigue by 22% for 2 turns. * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of shielding 'Anumarach' [power 194] (20 cooldown) ash wand of shielding 'Anumarach' [power 194] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +2 Str / +4 Con Changes damage: +12% physical Infravision radius: +3 It can be used to create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
6 quartz 6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Clinkz the Skeleton Archer level 30
21st Haze 122nd year of Ascendancy at 02:50 see stats
By Clinkz the Skeleton Archer level 21
46th Dusk 122nd year of Ascendancy at 02:33 see stats
By Clinkz the Skeleton Archer level 10
9th Mirth 122nd year of Ascendancy at 19:22 see stats
By Clinkz the Skeleton Archer level 20
40th Dusk 122nd year of Ascendancy at 15:43 see stats
By Clinkz the Skeleton Archer level 30
18th Haze 122nd year of Ascendancy at 11:04 see stats
By Clinkz the Skeleton Archer level 28
15th Haze 122nd year of Ascendancy at 10:41 see stats
By Clinkz the Skeleton Archer level 27
5th Haze 122nd year of Ascendancy at 11:48 see stats
By Clinkz the Skeleton Archer level 25
1st Time of Equilibrium 122nd year of Ascendancy at 13:54 see stats
By Clinkz the Skeleton Archer level 9
6th Mirth 122nd year of Ascendancy at 13:22 see stats
By Clinkz the Skeleton Archer level 18
17th Dusk 122nd year of Ascendancy at 11:35 see stats
By Clinkz the Skeleton Archer level 21
46th Dusk 122nd year of Ascendancy at 14:43 see stats
By Clinkz the Skeleton Archer level 15
10th Flare 122nd year of Ascendancy at 18:25 see stats
By Clinkz the Skeleton Archer level 27
9th Haze 122nd year of Ascendancy at 09:35 see stats
Log
Clinkz's Intuitive Shots performs a ranged critical strike against Clinkz!
Belalebeth the mean looking elven guard's temporal clone's Arrow Stitching performs a ranged critical strike against Clinkz!
Clinkz is recovering from the damage!
Belalebeth the mean looking elven guard's temporal clone's Arrow Stitching hits Clinkz for (54 to ice), 82 physical, (5 to ice), 7 nature (89 total damage).
Eilinassra the elven warrior's Soul Rot hits Clinkz for (106 to ice), 158 blight (158 total damage).
Clinkz's Intuitive Shots hits Iceblock for 100 physical, 16 cold (114 total damage).
Wretchling's acid area effect hits Eilinassra the elven warrior for 31 acid damage.
Wretchling's acid area effect hits Ritch flamespitter for 33 acid damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Layomira the ogre mauler for 33 acid damage.
Wretchling's acid area effect hits Something for 30 acid damage.
Wretchling's acid area effect hits Giant spider for 19 acid damage.
Wretchling's acid area effect hits Eilinassra the elven warrior for 31 acid damage.
Wretchling's acid area effect hits Ritch flamespitter for 33 acid damage.
Wretchling's acid area effect hits Clinkz for (14 to ice), 21 acid (21 total damage).
Wretchling's acid area effect hits Something for 30 acid damage.
Wretchling's acid area effect hits Belalebeth the mean looking elven guard for 33 acid damage.
Clinkz is free from the ice.
Belalebeth the mean looking elven guard's temporal clone's Arrow Stitching hits Clinkz for 101 physical, 12 nature (113 total damage).
Elven blood mage activates his torque!
Clinkz reacts to damage from Elven blood mage, mitigating the blow!.
Clinkz is silenced!
Elven blood mage hits Clinkz for (65 reacted , -5 stam), 177 mind (177 total damage).
Clinkz is no longer cursed.
Curse of Death from Eilinassra the elven warrior hits Clinkz for 54 darkness damage.
Eilinassra the elven warrior casts Drain.
Eilinassra the elven warrior's spell attains critical power!
Overkill hits Belalebeth the mean looking elven guard for 13 blight damage.
Eilinassra the elven warrior hits Clinkz for 164 blight damage.
Clinkz the level 31 skeleton archer was poxed to death by Eilinassra the elven warrior on level 4 of Dark crypt.