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 | Cornac |
Class | Cursed |
Level / Exp | 19 / 91% |
Size | medium |
Lifes / Deaths | Killed by Velobeth the giant fire ant at level 19 on the 14th Dusk 122nd year of Ascendancy at 09:15 / 1 |
Primary Stats
Strength | 64 (base 47) |
Dexterity | 18 (base 10) |
Constitution | 23 (base 19) |
Magic | 10 (base 10) |
Willpower | 34 (base 30) |
Cunning | 13 (base 10) |
Resources
Life | -68/636 |
Hate | 99/100 |
Healing Factor | 1.1099022211821 |
Regeneration | 7.3808497708613 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +1.9984014443253E-12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
See Invisible | 15 |
Offense: Mainhand
Damage | 72 |
Accuracy | 36 |
Crit Chance | 12% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | 18 |
Accuracy | 36 |
Crit Chance | 16% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +9% |
Lightning | +3% |
Fire | +18% |
All | 0% |
Offense: Damage Penetration
Light | +5% |
Fire | +20% |
Temporal | +5% |
Defense: Base
Armour (hardiness) | 45.335093952971 (47.857809501309%) |
Defense | 10 |
Ranged Defense | 10 |
Fatigue | 3 |
Physical Save | 31 |
Spell Save | 27 |
Mental Save | 23 |
Defense: Resistances
Acid | + 24%( 70%) |
Blight | + 18%( 70%) |
Physical | + 11%( 70%) |
Cold | + 26%( 70%) |
All | + 10%( 70%) |
Lightning | + 35%( 70%) |
Light | + 13%( 70%) |
Temporal | + 15%( 70%) |
Fire | + 34%( 70%) |
Defense: Immunities
Stun Resistance | 43% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 341 life over 5 turns. Its effects scale with your Strength 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 86 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 177 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
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 lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Strength by +5. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | 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 Alchemists | 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 |
Equipment
On feet | pair of rough leather boots 'Samosta' (Shrouds) (0 def, 1 armour) pair of rough leather boots 'Samosta' (Shrouds) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Cun / +3 Dex Changes resistances: +12% fire / +3% light / +3% temporal Mental save: +3 (+1 eff.) Curse of Shrouds It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 94% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Light source | Armudil the Morningdare Armudil the MorningdarePowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +6 Effects on melee hit: * 20% chance to reduce damage dealt by 16% Damage when hit (Melee): 14 fire Changes stats: +3 Str Changes resistances: +6% fire Changes resistances penetration: +5% light Only die when reaching: -40.00 life Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Xanelradaba (Corpses) (0 def, 1 armour) =Base= Xanelradaba (Corpses) (0 def, 1 armour) =Base=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Con Changes resistances: +3% fire Maximum life: +60.00 See invisible: +15 Curse of Corpses A cap made of leather. |
On hands | voratun gauntlets of butchering (Shrouds) (0 def, 3 armour) voratun gauntlets of butchering (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +7 Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +5% Changes resistances: +6% blight Spell save: +14 (+7 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | iron pickaxe 'Boltvice' (dig speed 38 turns) iron pickaxe 'Boltvice' (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +2 Fatigue: -5% Changes stats: +3 Str Changes damage: +3% lightning Physical save: +6 (+3 eff.) Only die when reaching: -20.00 life Maximum life: +60.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | warrior's steel ring of power warrior's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +6 Changes stats: +3 Str Spellpower: +6 (+2 eff.) Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
On fingers | savior's copper ring of perseverance savior's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+3 eff.) Stun/Freeze immunity: +20% Life regen: +1.00 Rings make your fingers look great! |
Around neck | grounding copper amulet of willpower (+3) grounding copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +11% lightning Stun/Freeze immunity: +23% Amulets make your neck look great! |
In main hand | steel mace 'Eilinitha' (Nightmares) (20-29 power, 3 apr) steel mace 'Eilinitha' (Nightmares) (20-29 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +8 nature When wielded/worn: Physical crit. chance: +8.0% Armour: +6 Changes resistances: +1% physical / +3% temporal Changes resistances penetration: +5% temporal Maximum life: +20.00 Curse of Nightmares Blunt and deadly. |
Around waist | Mighty Girdle (Shrouds) Mighty Girdle (Shrouds)Crafted 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 Curse of Shrouds 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 | Festerbraid the steel dagger (Misfortune) (20-25 power, 6 apr) Festerbraid the steel dagger (Misfortune) (20-25 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: 19.5 - 25.4 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 this weapon hits: Curse of Death (20% chance level 2). On weapon hit: * 10% chance to slow global speed by 45% Damage (Melee): +8 cold Damage (radius 2) on crit: +8 nature When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 45% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Misfortune Sharp, short and deadly. |
Cloak | linen cloak 'Ce'Noldariath' (Corpses) (1 def, 6 armour) linen cloak 'Ce'Noldariath' (Corpses) (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes stats: +3 Str / +3 Wil Changes resistances: +3% blight / +18% cold Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | stralite mail armour 'Lavabrace' (Misfortune) (4 def, 8 armour) stralite mail armour 'Lavabrace' (Misfortune) (4 def, 8 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+4 eff.) Fatigue: +12% Changes resistances: +17% lightning / +6% fire / +15% acid Changes resistances penetration: +20% fire Changes damage: +9% arcane / +18% fire Life regen: +5.40 Stamina each turn: +0.60 Curse of Misfortune A suit of armour made of mail. |
Inventory
movement infusion of the titan (speed 547%; cd 13) movement infusion of the titan (speed 547%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 nature gift Description: Activate the infusion to increase movement speed by 547% 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 Constitution stat. It can be used to 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 titan (speed 469%; cd 16) movement infusion of the titan (speed 469%; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 469% 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 Constitution stat. It can be used to 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 wizard (speed 525%; cd 9) movement infusion of the wizard (speed 525%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 525% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 268; 16 cd) regeneration infusion of the psychic (heal 268; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 268 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
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. |
shatter afflictions rune of the psychic (absorb 54; cd 12) shatter afflictions rune of the psychic (absorb 54; cd 12)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: 12 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 54 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 97; cd 14) shatter afflictions rune of the warrior (absorb 97; 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 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 97 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 102; cd 15) shatter afflictions rune of the warrior (absorb 102; cd 15)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: 15 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 102 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 190; dur 4; cd 17) shielding rune of the sneak (absorb 190; dur 4; cd 17)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: 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 190 damage for 4 turns. 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. |
shielding rune of the warrior (absorb 242; dur 4; cd 16) shielding rune of the warrior (absorb 242; dur 4; cd 16)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: 16 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 242 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. |
shielding rune of the warrior (absorb 277; dur 4; cd 15) shielding rune of the warrior (absorb 277; dur 4; cd 15)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: 15 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 277 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. |
Cracklewolf CracklewolfInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 6 lightning Changes resistances: +6% lightning / +11% fire / +3% darkness / +12% cold Changes resistances penetration: +5% cold Changes damage: +6% cold Spell save: +6 (+3 eff.) Amulets make your neck look great! |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
cleansing copper amulet cleansing copper amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% nature / +12% blight Poison immunity: +21% Disease immunity: +24% Amulets make your neck look great! |
wanderer's copper amulet wanderer's copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +4 Dex / +3 Cun / +3 Con Life regen: +2.00 Stamina each turn: +0.30 Movement speed: +10% Amulets make your neck look great! |
psionicist's copper ring of nature (+22%) psionicist's copper ring of nature (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% nature Changes damage: +11% nature Mental save: +6 (+3 eff.) Rings make your fingers look great! |
savior's copper ring of darkness (+22%) savior's copper ring of darkness (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% darkness Changes damage: +11% darkness Physical save: +6 (+3 eff.) Spell save: +7 (+4 eff.) Mental save: +7 (+3 eff.) Rings make your fingers look great! |
warrior's steel ring of sensing warrior's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Blindness immunity: +20% Infravision radius: +3 See stealth: +7 See invisible: +5 Rings make your fingers look great! |
Lavaoozer (Corpses) (10-14 power, 5 apr) Lavaoozer (Corpses) (10-14 power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 12% chance to reduce all saves and defense by 19 Damage (Melee): +7 mind When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 13% Damage when hit (Melee): 2 fire Changes stats: +1 Cun / +2 Wil Changes resistances: +3% fire Changes resistances penetration: +15% acid Changes damage: +6% fire Curse of Corpses Sharp, short and deadly. |
Unerring Scalpel (Nightmares) (15-20 power, 25 apr) Unerring Scalpel (Nightmares) (15-20 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+8 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Nightmares This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
balanced voratun dagger (Corpses) (38-50 power, 9 apr) balanced voratun dagger (Corpses) (38-50 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+3 eff.) Defense: +5 (+5 eff.) Disarm immunity: +41% Curse of Corpses Sharp, short and deadly. |
chilling steel dagger of daylight (Shrouds) (12-16 power, 6 apr) chilling steel dagger of daylight (Shrouds) (12-16 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +5 light / +5 cold Damage against: +6% Undead Curse of Shrouds Sharp, short and deadly. |
flaming iron dagger (Shrouds) (9-12 power, 5 apr) flaming iron dagger (Shrouds) (9-12 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (radius 1) on hit: +5 fire Curse of Shrouds Sharp, short and deadly. |
flaming iron dagger of vileness (Corpses) (11-14 power, 5 apr) flaming iron dagger of vileness (Corpses) (11-14 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 6% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +6 blight Damage (radius 1) on hit: +6 fire Curse of Corpses Sharp, short and deadly. |
flaming steel dagger of vileness (Corpses) (12-16 power, 6 apr) flaming steel dagger of vileness (Corpses) (12-16 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 5% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +8 blight Damage (radius 1) on hit: +5 fire Curse of Corpses Sharp, short and deadly. |
warbringer's steel dagger of the mystic (Misfortune) (11-14 power, 6 apr) warbringer's steel dagger of the mystic (Misfortune) (11-14 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +2 Mag / +1 Wil / +3 Con Changes resistances penetration: +6% physical Disarm immunity: +13% Spellpower: +6 (+2 eff.) Curse of Misfortune Sharp, short and deadly. |
Dourradiance the steel greatmaul (Madness) (26-38 power, 2 apr) Dourradiance the steel greatmaul (Madness) (26-38 power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 25.5 - 38.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +10 darkness / +10 nature Damage (radius 1) on hit: +12 darkness Damage (radius 2) on crit: +8 darkness Damage against: +13% Living When wielded/worn: Physical crit. chance: +9.0% Changes damage: +3% mind Mental save: +6 (+3 eff.) Curse of Madness Massive two-handed mauls. |
Nuharaneg the Shiverrend (Shrouds) (24-38 power, 1 apr) Nuharaneg the Shiverrend (Shrouds) (24-38 power, 1 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (radius 1) on hit: +12 darkness When wielded/worn: Damage when hit (Melee): 2 darkness / 2 cold Changes resistances penetration: +5% cold Curse of Shrouds Massive two-handed swords. |
acidic steel greatsword of massacre (Nightmares) (33-53 power, 2 apr) acidic steel greatsword of massacre (Nightmares) (33-53 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 33.0 - 52.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Curse of Nightmares Massive two-handed swords. |
caustic steel greatsword of massacre (Nightmares) (36-58 power, 2 apr) caustic steel greatsword of massacre (Nightmares) (36-58 power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 36.0 - 57.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +10 acid / +21 nature When wielded/worn: Armour penetration: +13 Changes resistances penetration: +7% acid / +10% nature Curse of Nightmares Massive two-handed swords. |
Gara the ash longbow (Corpses) Gara the ash longbow (Corpses)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. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When wielded/worn: Accuracy: +8 (+4 eff.) Physical crit. chance: +3.0% Physical power: +12 (+4 eff.) Changes stats: +3 Str / +5 Dex / +2 Mag / +2 Wil / +2 Cun Changes resistances penetration: +9% physical Infravision radius: +1 Curse of Corpses Longbows are used to shoot arrows at your foes. |
ash longbow 'Emelaba' (Corpses) ash longbow 'Emelaba' (Corpses)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. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 On weapon hit: * 10% chance to reduce armor by 13% When wielded/worn: Physical power: +9 (+3 eff.) Effects on ranged hit: * 20% chance to reduce armor by 13% Changes stats: +3 Str / +10 Dex Changes resistances penetration: +8% physical Changes damage: +9% mind Curse of Corpses Longbows are used to shoot arrows at your foes. |
elm longbow 'Ivorassra' (Corpses) elm longbow 'Ivorassra' (Corpses)Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When wielded/worn: Changes stats: +7 Dex / +2 Mag / +3 Con Changes resistances: +6% fire Spell save: +6 (+3 eff.) Psi when hit: +0.08 Hate when firing a critical mind attack: +4.00 Curse of Corpses Longbows are used to shoot arrows at your foes. |
Layitira (Misfortune) (22-32 power, 3 apr) Layitira (Misfortune) (22-32 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 11% chance to reduce strength, dexterity, and constitution by 5 On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (Melee): +6 blight / +8 darkness Damage against: +7% Living When wielded/worn: Defense: +15 (+12 eff.) Critical mult.: +5.00% Curse of Misfortune Sharp, long, and deadly. |
Moregolen the steel mace (Corpses) (16-23 power, 3 apr) Moregolen the steel mace (Corpses) (16-23 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 16.5 - 23.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +7 darkness Damage (radius 1) on hit: +6 fire Damage against: +6% Living When wielded/worn: Physical crit. chance: +7.0% Changes stats: +2 Cun Changes damage: +6% mind Maximum hate: +2.00 Maximum psi: +30.00 Curse of Corpses Blunt and deadly. |
Quenchkiller the thorny mindstar (Nightmares) (10-10 power, 24 apr, mind damage) Quenchkiller the thorny mindstar (Nightmares) (10-10 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 cold Damage (radius 1) on hit: +8 blight When wielded/worn: Damage (Melee): 6 mind / 5 darkness Damage when hit (Melee): 6 blight Changes stats: +2 Cun Changes resistances penetration: +20% blight Changes damage: +3% cold / +4% mind / +4% darkness Talent granted: +1 Attune Mindstar Critical mult.: +7.00% Physical save: +4 (+2 eff.) Spell save: +3 (+2 eff.) Mental save: +4 (+2 eff.) Equilibrium when hit: +0.90 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Curse of Nightmares 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. |
acidic steel waraxe of paradox (Corpses) (14-20 power, 3 apr) acidic steel waraxe of paradox (Corpses) (14-20 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (Melee): +6 temporal When wielded/worn: Changes resistances: +7% temporal Curse of Corpses One-handed war axes. |
chilling dwarven-steel waraxe of paradox (Nightmares) (20-27 power, 4 apr) chilling dwarven-steel waraxe of paradox (Nightmares) (20-27 power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +7 cold / +10 temporal When wielded/worn: Changes resistances: +7% temporal Curse of Nightmares One-handed war axes. |
flaming iron waraxe of daylight (Corpses) (13-18 power, 2 apr) flaming iron waraxe of daylight (Corpses) (13-18 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +6 light Damage (radius 1) on hit: +6 fire Damage against: +5% Undead Curse of Corpses One-handed war axes. |
Boldir the rough leather belt (Corpses) Boldir the rough leather belt (Corpses)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Physical crit. chance: +1.0% Physical power: +5 (+2 eff.) Changes stats: +4 Mag Changes damage: +9% acid / +3% physical Critical mult.: +10.00% Mana each turn: +0.11 Maximum mana: +23.00 Curse of Corpses A belt that goes around your waist. |
Ce'Nata (Shrouds) Ce'Nata (Shrouds)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +20 (+15 eff.) Damage when hit (Melee): 2 temporal Changes resistances: +6% lightning / +5% temporal / +3% nature / +3% mind Healing mod.: +20% Curse of Shrouds A belt that goes around your waist. |
Quenchknave the rough leather belt (Corpses) Quenchknave the rough leather belt (Corpses)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +4 Changes resistances: +5% fire / +6% temporal / +5% cold Changes resistances penetration: +5% cold Stun/Freeze immunity: +10% Curse of Corpses A belt that goes around your waist. |
noble's rough leather belt (Corpses) noble's rough leather belt (Corpses)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +3 Wil Damage against: +17% Summoned Reduced damage from: +16% Summoned Curse of Corpses A belt that goes around your waist. |
rough leather belt 'Manykalthobar' (Corpses) rough leather belt 'Manykalthobar' (Corpses)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+9 eff.) Damage when hit (Melee): 2 mind Changes stats: +2 Str Changes resistances: +6% mind Stealth bonus: +5 Stamina each turn: +2.00 Curse of Corpses A belt that goes around your waist. |
rough leather belt of unlife (Shrouds) rough leather belt of unlife (Shrouds)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Shrouds A belt that goes around your waist. |
Ce'Nirebeth the Serpentbore (Shrouds) (1 def, 0 armour) Ce'Nirebeth the Serpentbore (Shrouds) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 45% Changes stats: +1 Str / +1 Con Changes resistances penetration: +5% lightning Changes damage: +3% mind Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Deepsmalice the linen cloak (Corpses) (6 def, 0 armour) Deepsmalice the linen cloak (Corpses) (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+6 eff.) Changes stats: +2 Str / +1 Cun / +1 Con Changes resistances: +3% physical Changes resistances penetration: +5% mind / +5% darkness Mental crit. chance: +1% Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Zubylenor' (Madness) (1 def, 2 armour) linen cloak 'Zubylenor' (Madness) (1 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +2 Defense: +1 (+1 eff.) Changes stats: +1 Str / +2 Mag / +2 Wil / +4 Con Critical mult.: +5.00% Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vestments of the Conclave (Misfortune) (0 def, 0 armour) Vestments of the Conclave (Misfortune) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+4 eff.) Spell crit. chance: +15% Curse of Misfortune An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Morningmalice (Nightmares) (0 def, 7 armour) Morningmalice (Nightmares) (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +20 (+8 eff.) Armour: +7 Fatigue: +2% Changes stats: +1 Dex Changes resistances: +6% fire / +6% cold Light radius: +3 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Relgerebers (Misfortune) (0 def, 3 armour) Relgerebers (Misfortune) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +1 Con Changes resistances: +18% lightning Reduces incoming crit damage: 5.00% Stamina each turn: +0.40 Maximum stamina: +14.00 Infravision radius: +3 Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Urthanik the pair of iron boots (Nightmares) (0 def, 3 armour) Urthanik the pair of iron boots (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Str / +1 Wil / +4 Cun / +1 Con Changes damage: +12% mind Life regen: +2.00 Infravision radius: +2 Healing mod.: +11% Curse of Nightmares 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 'Voidkin' (Corpses) (0 def, 1 armour) pair of rough leather boots 'Voidkin' (Corpses) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Effects on melee hit: * 10% chance to reduce damage dealt by 16% Damage when hit (Melee): 6 darkness Changes resistances: +3% nature Changes resistances penetration: +5% darkness / +10% cold Maximum encumbrance: +20 Physical save: +6 (+3 eff.) Curse of Corpses A pair of boots made of leather. |
Flamewrought (Madness) (0 def, 2 armour) Flamewrought (Madness) (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 43.22 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Spellhunt Remnants (Misfortune) (1 def, 2 armour) Spellhunt Remnants (Misfortune) (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 (+1 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. Curse of Misfortune 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. |
Torufast the hardened leather gloves (Shrouds) (0 def, 2 armour) Torufast the hardened leather gloves (Shrouds) (0 def, 2 armour)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +13 (+4 eff.) Armour: +2 Effects on melee hit: * 10% chance to reduce all saves and defense by 19 Changes stats: +3 Str Changes damage: +12% mind Life regen: +2.30 Stamina each turn: +0.60 Mana each turn: +0.13 Psi each turn: +0.19 Spellpower: +7 (+2 eff.) Spell crit. chance: +4% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Velatha (Misfortune) (0 def, 2 armour) Velatha (Misfortune) (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 5 blight / 5 arcane Changes stats: +1 Str / +8 Mag / +4 Wil Changes resistances: +5% blight / +5% arcane Changes damage: +4% blight / +3% arcane Reduces incoming crit damage: 15.00% Life regen: +3.00 Stamina each turn: +0.80 Maximum stamina: +21.00 Spellpower: +6 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
alchemist's rough leather gloves (Madness) (0 def, 1 armour) alchemist's rough leather gloves (Madness) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 3 acid / 4 fire / 4 cold / 3 lightning Changes stats: +3 Mag / +2 Wil Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Scorchcrack' (Shrouds) (0 def, 2 armour) dwarven-steel gauntlets 'Scorchcrack' (Shrouds) (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+4 eff.) Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 45% Changes resistances: +6% fire Changes resistances penetration: +15% fire Changes damage: +12% nature / +15% fire Physical save: +7 (+3 eff.) Mental save: +8 (+4 eff.) Disarm immunity: +27% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Silylaith' (Nightmares) (0 def, 7 armour) iron gauntlets 'Silylaith' (Nightmares) (0 def, 7 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Damage (Melee): 6 physical Changes resistances: +3% physical Changes damage: +4% physical Critical mult.: +5.00% Equilibrium when hit: +0.08 Psi when hit: +0.08 Maximum hate: +2.00 Maximum psi: +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of dexterity (+2) (Misfortune) (0 def, 1 armour) iron gauntlets of dexterity (+2) (Misfortune) (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+5 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Dex Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
Cloud Caller (Misfortune) (0 def, 0 armour) Cloud Caller (Misfortune) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Curse of Misfortune It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 28.65 to 85.95 lightning damage (57.30 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Coalweeper the rough leather cap (Madness) (0 def, 1 armour) Coalweeper the rough leather cap (Madness) (0 def, 1 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to reduce damage dealt by 16% Changes stats: +1 Mag Changes resistances: +12% nature / +6% blight Changes resistances penetration: +5% darkness Curse of Madness A cap made of leather. |
Frostonslaught the linen wizard hat (Corpses) (1 def, 4 armour) Frostonslaught the linen wizard hat (Corpses) (1 def, 4 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +4 Defense: +1 (+1 eff.) Changes stats: +1 Dex / +2 Con Changes resistances: +16% lightning Changes resistances penetration: +20% cold Changes damage: +11% lightning Only die when reaching: -80.00 life Curse of Corpses A pointy cloth hat, very wizardly... |
Layenne the Stormtaint (Nightmares) (0 def, 3 armour) Layenne the Stormtaint (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Cun Changes resistances: +3% lightning / +6% fire / +3% blight / +6% cold Changes resistances penetration: +15% blight Mindpower: +10 (+5 eff.) Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Smolderwreath (Corpses) (0 def, 3 armour) Smolderwreath (Corpses) (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Cun / +3 Wil Changes resistances: +3% nature / +3% light / +5% arcane Changes resistances penetration: +5% fire Mental save: +3 (+1 eff.) Stun/Freeze immunity: +20% Only die when reaching: -80.00 life Mindpower: +4 (+2 eff.) Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Zanofang the Deepsburst (Corpses) (0 def, 1 armour) Zanofang the Deepsburst (Corpses) (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +5 Mag / +3 Wil / +2 Cun Changes resistances penetration: +10% darkness Maximum mana: +20.00 Mindpower: +4 (+2 eff.) Damage Shield penetration: +20% Curse of Corpses A cap made of leather. |
rough leather cap 'Chargethorn' (Misfortune) (0 def, 1 armour) rough leather cap 'Chargethorn' (Misfortune) (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 lightning Changes stats: +3 Str / +3 Dex / +2 Cun / +2 Con Changes resistances penetration: +10% lightning Curse of Misfortune A cap made of leather. |
rough leather cap 'Getydodur' (Shrouds) (0 def, 1 armour) rough leather cap 'Getydodur' (Shrouds) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to reduce armor by 13% Changes stats: +3 Cun / +5 Con Changes resistances: +6% fire / +6% cold Curse of Shrouds A cap made of leather. |
Iron Mail of Bloodletting (Misfortune) (2 def, 4 armour) Iron Mail of Bloodletting (Misfortune) (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +3.00 Healing mod.: +30% Curse of Misfortune Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Skin of Many (Misfortune) (12 def, 6 armour) Skin of Many (Misfortune) (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+11 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 Curse of Misfortune The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
rejuvenating rough leather armour of fire resistance (Corpses) (3 def, 2 armour) rejuvenating rough leather armour of fire resistance (Corpses) (3 def, 2 armour)Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+3 eff.) Fatigue: +6% Changes resistances: +16% fire Life regen: +2.00 Stamina each turn: +0.70 Curse of Corpses A suit of armour made of leather. |
Yvyna (Nightmares) (0 def, 9 armour) Yvyna (Nightmares) (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Damage when hit (Melee): 4 blight Changes stats: +2 Dex / +8 Wil / +8 Cun Changes resistances: +12% light / +12% darkness Changes damage: +3% arcane Mental save: +25 (+12 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Spell crit. chance: +1% Curse of Nightmares A suit of armour made of metal plates. |
7 agate 7 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. |
731 alchemist agate 731 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. |
aquamarine 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. |
opal 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 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Belitar the Dazzleobsidian (dig speed 40 turns) Belitar the Dazzleobsidian (dig speed 40 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str Changes resistances penetration: +5% lightning Changes damage: +9% light / +6% cold Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Shockbane (dig speed 29 turns) Shockbane (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 16% Changes stats: +1 Str / +3 Dex / +4 Mag / +1 Cun / +1 Con Changes resistances penetration: +5% lightning Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
Frozenburst FrozenburstInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 darkness / 10 cold Changes stats: +2 Wil Changes resistances: +3% all Changes resistances penetration: +5% cold Spell save: +6 (+3 eff.) Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Raganeg the brass lantern Raganeg the brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +2 Damage when hit (Melee): 11 fire Changes stats: +1 Dex Changes resistances: +2% physical / +5% fire Changes damage: +9% mind Only die when reaching: -40.00 life Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Baruthad' brass lantern 'Baruthad'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Physical crit. chance: +4.0% Changes stats: +3 Wil Changes damage: +6% mind / +6% blight Spell save: +3 (+2 eff.) Spell crit. chance: +3% Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (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. |
iron torque of mindblast 'Hellssun' [power 105] (15 cooldown) iron torque of mindblast 'Hellssun' [power 105] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +2 Str / +7 Dex / +1 Con Changes resistances: +6% fire It can be used to blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
quick iron torque of gale force [power 100] (11 cooldown) quick iron torque of gale force [power 100] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Activation puts all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
Armoregolen the Cleansebraze [power 160] (25 cooldown) Armoregolen the Cleansebraze [power 160] (25 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +3% lightning / +6% nature Changes resistances penetration: +5% nature It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 402 Base Damage: 168 Armor: 2 All Resist: 4 Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. * Reduce fatigue by 26% for 2 turns. * Gain a 14% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Cyrildara [power 194] (15 cooldown) Cyrildara [power 194] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 13% Changes resistances penetration: +5% arcane Changes damage: +9% acid / +6% arcane It can be used to heal yourself and all friendly characters within 10 spaces for 194 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 33. * Reduce fatigue by 23% for 2 turns. * Increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst 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. |
Lustrepall the elm wand of lightning storm [power 116] (15 cooldown) Lustrepall the elm wand of lightning storm [power 116] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +9% light Changes resistances penetration: +10% arcane Changes damage: +3% arcane / +3% light Light radius: +2 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (119 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of lightning storm [power 110] (15 cooldown) elm wand of lightning storm [power 110] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (113 total damage) Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
11 ametrine 11 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. |
6 citrine 6 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. |
3 zircon 3 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 Philip the Cornac Cursed level 10
7th Mirth 122nd year of Ascendancy at 14:49 see stats
By Philip the Cornac Cursed level 19
14th Dusk 122nd year of Ascendancy at 09:14 see stats
By Philip the Cornac Cursed level 9
5th Mirth 122nd year of Ascendancy at 12:31 see stats
By Philip the Cornac Cursed level 16
10th Flare 122nd year of Ascendancy at 03:15 see stats
By Philip the Cornac Cursed level 18
6th Dusk 122nd year of Ascendancy at 23:10 see stats
Log
Philip is confused and fails to use Attack.
Silelaith the copperhead snake uses Blinding Powder.
Philip loses sight!
Philip is disabled.
Silelaith the copperhead snake hits Philip for damage.
Philip has been dominated!
Something performs a melee critical strike against Philip!
Something hits Philip for 47 physical damage.
Philip's regains its senses.
Touch of Death from Silelaith the copperhead snake hits Philip for 32 physical damage.
Philip uses Infusion: Wild.
Philip is not disabled anymore.
Philip is cured!
Philip lessens the pain.
Infusion: Wild is still on cooldown for 17 turns.
Infusion: Wild is still on cooldown for 17 turns.
Infusion: Wild is still on cooldown for 17 turns.
Infusion: Wild is still on cooldown for 17 turns.
Philip misses Something.
Philip hits Something for 0 physical, 0 cold, 0 arcane (0 total damage).
Personal New Achievement: That was close (Insane (Roguelike) difficulty)!
Something hits Philip for 42 physical, 39 physical (81 total damage).
Something hits Philip for 28 physical damage.
Talent Harass Prey is ready to use.
Talent Reckless Charge is ready to use.
Touch of Death from Silelaith the copperhead snake hits Philip for 27 physical damage.
Philip overcomes the touch of death.
Something hits Philip for 8 fire damage.
Philip the level 19 cornac cursed was scorched to death by Velobeth the giant fire ant on level 3 of Old Forest.