










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Cultist of Entropy |
| Level / Exp | 27 / 40% |
| Size | medium |
| Lifes / Deaths | Killed by Adibrenn the fire drake hatchling at level 27 on the 9th Regrowth 123rd year of Ascendancy at 15:53 / 1 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 23 (base 20) |
| Constitution | 18 (base 10) |
| Magic | 79 (base 58) |
| Willpower | 28 (base 10) |
| Cunning | 55 (base 45) |
Resources
| Life | -60/503 |
| Mana | 248/368 |
| Paradox | 300 |
| Insanity | 34/100 |
| Healing Factor | 1.3211363549267 |
| Regeneration | 5.4827158729458 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 5 |
| See Stealth | 35.032874162149 |
| See Invisible | 35.032874162149 |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 33 |
| Crit Chance | 17% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 69 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +23% |
| Physical | +6% |
| Mind | +6% |
| All | 0% |
| Lightning | +14% |
| Light | +25% |
| Temporal | +13% |
| Darkness | +15% |
| Nature | +6% |
Offense: Damage Penetration
| Physical | +32% |
| Lightning | +30% |
| Darkness | +35% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 31.093061267623 (30%) |
| Defense | 53 |
| Ranged Defense | 53 |
| Fatigue | 0 |
| Physical Save | 17 |
| Spell Save | 28 |
| Mental Save | 31 |
Defense: Resistances
| Blight | + 20%( 70%) |
| Arcane | + 14%( 70%) |
| Mind | + 17%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 35%( 70%) |
| Light | + 14%( 70%) |
| Temporal | + 26%( 70%) |
| Fire | + 17%( 70%) |
| Darkness | + 12%( 70%) |
Defense: Immunities
| Silence Resistance | 26% |
| Disarm Resistance | 48% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 686% 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 135 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 Magic 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 198 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic 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 31% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
| Demented / Oblivion | 1.30 |
| 3/5 |
| 5/5 |
| 4/5 |
| 2/5 |
| Demented / Madness | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Void | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Calamity | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Twofold Curse |
| talent | Revelation |
| talent | Grand Oration |
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 injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+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 successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Precognition (+1 level(s)). | 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 have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed vial of elder vampire blood. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Morningoath (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 10 fire Changes stats: +3 Mag / +4 Wil / +4 Con Changes resistances penetration: +7% physical Changes damage: +3% light Mana each turn: +0.31 Maximum mana: +22.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +2% Mindpower: +4 (+2 eff.) Light radius: +2 It can be used to activate talent Blindside, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 6 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Glitterrebel the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Str / +4 Mag Changes resistances penetration: +5% lightning Changes damage: +9% light Light radius: +9 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 | Hellsgrind the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +8% lightning / +6% temporal / +6% light / +9% fire / +5% arcane Disarm immunity: +20% 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. |
| Tool | iron torque of clear mind 'Dim's kiss' [power 1] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +3% darkness Changes resistances penetration: +10% darkness Maximum hate: +6.00 Maximum psi: +30.00 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 18 turns. When used: * Reduce fatigue by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | conjurer's gold ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 15 light Damage (Ranged): 15 light Changes stats: +7 Mag / +5 Wil Changes damage: +13% light Spellpower: +11 (+3 eff.) Rings make your fingers look great! |
| On fingers | gold ring 'Amaharadas'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+4 eff.) Armour penetration: +11 Defense: +19 (+6 eff.) Changes stats: +6 Mag / +5 Wil Silence immunity: +26% Mana each turn: +0.11 Equilibrium when hit: +0.12 Spellpower: +6 (+1 eff.) Healing mod.: +15% It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around waist | 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. |
| In main hand | blighted yew vilestaff of channeling (120% power, 4 apr, blight element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% blight Talent granted: +1 Command Staff Mana each turn: +0.12 Vim when firing critical spell: +2.00 Maximum vim: +13.00 Spellpower: +28 (+7 eff.) Spell crit. chance: +10% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 21 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Baredan the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 22 Changes stats: +1 Mag Changes damage: +3% mind Physical save: +7 (+5 eff.) Mental save: +13 (+6 eff.) Disarm immunity: +28% Vim when firing critical spell: +2.00 Spellpower: +30 (+7 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Jetenvy the woollen robe (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +21% lightning / +13% temporal / +12% blight / +9% all Changes damage: +14% lightning / +13% temporal / +15% darkness / +3% blight Life regen: +1.90 Maximum life: +52.00 Healing mod.: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Zeryrodunaldil the cashmere cloak (17 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +15 (+6 eff.) Defense: +17 (+6 eff.) Changes stats: +6 Cun / +4 Wil Changes damage: +6% physical Maximum life: +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | OakspawnerCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 20% chance to reduce all saves and defense by 22 Damage when hit (Melee): 6 light Changes stats: +3 Dex / +4 Cun / +4 Con Changes resistances: +9% mind Changes damage: +6% nature / +3% mind Life regen: +2.00 Stamina each turn: +0.50 Movement speed: +10% Amulets make your neck look great! |
Inventory
This item will automatically be transmogrified when you leave the level.healing infusion (heal 45; cd 10) 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 45 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the sneak (heal 167; cd 11)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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 167 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning 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. |
healing infusion of the wizard (heal 212; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 212 then cleanse 1 wound, poison, and disease effect. 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. |
This item will automatically be transmogrified when you leave the level.movement infusion (speed 498%; cd 9) 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 498% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
This item will automatically be transmogrified when you leave the level.movement infusion (speed 447%; cd 13) 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 447% 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. 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 (speed 407%; cd 13)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 407% 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. 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 (speed 480%; cd 8)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 480% 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. 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. |
This item will automatically be transmogrified when you leave the level.movement infusion (speed 625%; cd 10) 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 625% 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. 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 637%; cd 9)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 637% 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 wizard (heal 415; 14 cd)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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 415 life over 5 turns. 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. |
wild infusion (res 15%; mental; dur 2; cd 15)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 15% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the wizard (res 37%; physical; dur 2; cd 10)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: 10 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 37% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
shatter afflictions rune of the duelist (absorb 50; 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 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 50 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. |
This item will automatically be transmogrified when you leave the level.shatter afflictions rune of the wizard (absorb 121; 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 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 121 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 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. |
shielding rune of the wizard (absorb 325; 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 create a protective shield absorbing at most 325 damage for 4 turns. 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. |
Galegash the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +15% lightning Changes damage: +6% mind Talent mastery: +0.16 Demented / Chronophage Mental save: +9 (+4 eff.) Equilibrium when hit: +0.20 Psi when hit: +0.08 Maximum hate: +4.00 Mental crit. chance: +3% Amulets make your neck look great! |
Gilulechik the BalancequenchInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Defense: +7 (+2 eff.) Damage when hit (Melee): 6 nature Changes stats: +6 Str / +6 Dex / +6 Wil Changes resistances: +14% fire / +17% cold Changes resistances cap: +3% all Changes damage: +12% nature Physical save: +8 (+5 eff.) Amulets make your neck look great! |
Kilnwish the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +4 Changes resistances: +9% lightning / +15% fire Talent masteries: +0.16 Cunning / Survival +0.16 Demented / Nether Silence immunity: +20% Healing mod.: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
cleansing steel amulet of constitution (+2)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +12% nature / +10% blight Poison immunity: +22% Disease immunity: +20% Amulets make your neck look great! |
stabilizing steel amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances: +10% temporal Pinning immunity: +28% Knockback immunity: +20% Amulets make your neck look great! |
Brenimas the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +2 Dex Changes resistances: +12% fire / +6% nature / +15% darkness Physical save: +3 (+3 eff.) Silence immunity: +26% Life regen: +4.00 Mana each turn: +0.19 Rings make your fingers look great! |
DusksweeperPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +6 (+6 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 18% Damage when hit (Melee): 8 physical Changes resistances: +3% nature / +2% physical Stamina each turn: +3.00 Spellpower: +6 (+1 eff.) Mindpower: +7 (+4 eff.) Rings make your fingers look great! |
EremukalthodurCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +4 Defense: +5 (+2 eff.) Changes stats: +3 Str / +1 Dex / +3 Con Rings make your fingers look great! |
Glareraptor the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Armour: +2 Defense: +10 (+3 eff.) Changes resistances: +11% mind / +6% light Changes damage: +11% mind Physical save: +3 (+3 eff.) Rings make your fingers look great! |
LayynnInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +25% lightning / +6% fire Changes damage: +11% lightning Spell save: +6 (+3 eff.) Silence immunity: +10% Only die when reaching: -20.00 life Rings make your fingers look great! |
Runylen the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 6 acid Changes resistances: +18% acid / +12% temporal / +9% mind Changes damage: +9% mind / +12% temporal Rings make your fingers look great! |
copper citrine ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Mag / +5 Wil Spellpower: +6 (+1 eff.) Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
copper ring 'Xanussra'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Str / +3 Dex / +5 Wil Changes resistances: +24% lightning / +24% cold / +5% arcane Changes damage: +12% lightning Rings make your fingers look great! |
gladiator's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+6 eff.) Changes stats: +4 Str / +5 Con Rings make your fingers look great! |
savage's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Spell save: +11 (+6 eff.) Maximum stamina: +11.00 Rings make your fingers look great! |
solipsist'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: +5 Cun / +5 Wil Changes resistances: +20% acid Changes damage: +10% acid Disease immunity: +15% Mindpower: +6 (+3 eff.) Rings make your fingers look great! It was changed by the digestive sack. |
steel citrine ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +17 (+12 eff.) Defense: +10 (+3 eff.) Fatigue: -5% Changes stats: +6 Str / +6 Con Changes resistances: +2% physical / +22% fire Changes damage: +11% fire Maximum encumbrance: +23 Maximum stamina: +20.00 Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
warrior's steel ring of corrosion (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +24% acid Changes damage: +12% acid Rings make your fingers look great! |
warrior's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Disarm immunity: +24% Pinning immunity: +21% Knockback immunity: +26% Maximum life: +21.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Stormfront (136% power, 15 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 137% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +15 lightning / +15 cold When wielded/worn: Changes damage: +12% lightning / +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
This item will automatically be transmogrified when you leave the level.iron battleaxe 'Harundur' (110% power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 110% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+4 eff.) Defense: +19 (+6 eff.) Damage when hit (Melee): 6 mind Changes resistances: +15% blight / +6% nature Changes damage: +3% temporal Disease immunity: +10% Disarm immunity: +32% Healing mod.: +10% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Shineseam the iron greatmaul (114% power, 1 apr) Requires: - Strength 11 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 114% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 21% chance to reduce all saves and defense by 22 Damage (Melee): +10 mind / +20 light Damage (radius 1) on hit: +8 mind When wielded/worn: Changes stats: +9 Cun / +7 Wil Changes resistances: +3% light Changes resistances penetration: +10% acid Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Shinestalker the stralite greatsword (175% power, 3 apr) Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 175% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +13 temporal Damage (radius 1) on hit: +8 darkness When wielded/worn: Changes stats: +12 Con / +13 Wil Changes resistances: +7% temporal Changes resistances penetration: +15% light Changes damage: +6% light Maximum life: +76.00 Light radius: +3 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Plague's kiss the iron longsword (105% power, 2 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 106% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 48% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 1) on hit: +12 temporal When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 48% Changes resistances: +3% nature Changes damage: +6% arcane Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Aeramille the elm vilestaff (100% power, 2 apr, acid element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +30 (+11 eff.) Damage when hit (Melee): 2 arcane Changes stats: +3 Con Changes resistances: +5% arcane Changes damage: +10% acid / +12% arcane Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +9 (+2 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Nimbuspanic the dragonbone starstaff (136% power, 6 apr, light element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Armour: +12 Armour Hardiness: +10% Damage (Melee): 35 arcane Changes resistances: +9% lightning Changes resistances penetration: +15% lightning / +10% nature Changes damage: +30% light / +9% nature Talent granted: +1 Command Staff Critical mult.: +13.00% Physical save: +12 (+7 eff.) Maximum mana: +83.00 Spellpower: +23 (+6 eff.) Spell crit. chance: +16% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Zanebar the Cystbone (111% power, 3 apr, temporal element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +3 Str / +5 Dex / +3 Con Changes damage: +15% nature / +15% temporal Talent granted: +1 Command Staff Mana each turn: +0.18 Maximum mana: +50.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Flowerrot' (118% power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 119% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Wil Changes damage: +9% nature / +19% darkness Talent granted: +1 Command Staff Physical save: +12 (+7 eff.) Spell save: +12 (+6 eff.) Mental save: +14 (+7 eff.) Spellpower: +9 (+2 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff 'Shocktooth' (111% power, 3 apr, darkness element)Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +14 (+5 eff.) Effects on melee hit: * 20% chance to slow global speed by 48% Changes resistances: +3% cold Changes damage: +15% darkness / +6% lightning Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +6 (+1 eff.) Spell crit. chance: +9% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 160.50 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.infernal yew starstaff of power (120% power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 15 fire Changes damage: +20% physical Talent granted: +1 Command Staff Critical mult.: +23.00% Spellpower: +24 (+6 eff.) Spell crit. chance: +3% See invisible: +8 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Darkonslaught the iron waraxe (102% power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 102% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 18% Damage (radius 1) on hit: +16 mind Damage (radius 2) on crit: +20 acid When wielded/worn: Accuracy: +8 (+4 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 18% * 20% chance to reduce all saves and defense by 22 Changes stats: +2 Dex Combat speed: +10% One-handed war axes. |
PorebaPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +10 (+8 eff.) Defense: +10 (+3 eff.) Changes stats: +4 Mag / +4 Wil Critical mult.: +10.00% Maximum stamina: +20.00 Spell crit. chance: +3% A belt that goes around your waist. |
insulating rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight / +6% cold / +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt 'Xanonn'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+5 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 22 Changes stats: +1 Dex Physical save: +6 (+4 eff.) Life regen: +1.10 Healing mod.: +10% A belt that goes around your waist. |
Betildamira (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +1 Con Changes resistances: +3% acid Changes damage: +15% arcane Life regen: +4.00 Maximum mana: +20.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bleakpride (11 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +11 (+4 eff.) Changes resistances: +2% physical / +12% cold Changes damage: +3% darkness Reduces incoming crit damage: 5.00% Stun/Freeze immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.murderer's linen cloak of Iron Throne (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Dex / +2 Cun / +2 Con 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 (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% 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. |
stormwoven linen robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +4 Str / +5 Mag / +5 Wil Changes resistances: +6% lightning / +6% cold / +6% blight / +7% all Changes damage: +6% lightning / +6% physical / +7% cold Life regen: +1.50 Maximum life: +42.00 Healing mod.: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +5% blight / +11% all Changes damage: +16% nature Poison immunity: +27% Disease immunity: +23% Life regen: +3.10 Maximum life: +52.00 Healing mod.: +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.woollen robe of power (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% all Changes damage: +5% all Spellpower: +12 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eilinoth the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce all saves and defense by 22 Changes resistances: +3% mind / +12% acid Changes resistances penetration: +5% mind Changes damage: +3% mind Movement speed: +25% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Falyrath the Phoenixking (5 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +5 (+2 eff.) Fatigue: -4% Effects on melee hit: * 20% chance to reduce armor by 41% Changes damage: +9% fire Maximum encumbrance: +20 Physical save: +5 (+4 eff.) Teleport immunity: +10% A pair of boots made of leather. |
Forestfear the pair of dwarven-steel boots (10 def, 10 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Fatigue: +3% Changes stats: +4 Cun / +3 Wil Changes resistances: +9% nature / +3% mind Physical save: +8 (+5 eff.) Spell save: +8 (+4 eff.) Mental save: +10 (+5 eff.) Knockback immunity: +20% Teleport immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Lelilekor (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: +12% acid / +9% cold / +5% arcane Maximum encumbrance: +24 Physical save: +6 (+4 eff.) Silence immunity: +20% Only die when reaching: -20.00 life A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.Shockroar the pair of rough leather boots (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 10 lightning Changes resistances penetration: +25% lightning Changes damage: +6% lightning Life regen: +3.00 Healing mod.: +12% A pair of boots made of leather. |
undeterred pair of rough leather boots of phasing (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag / +3 Wil Silence immunity: +22% Confusion immunity: +23% Stun/Freeze immunity: +22% It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 18 turns. A pair of boots made of leather. |
Flamewrought (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. It can be used to activate talent Flamespit (costing 6 power out of 24/24) : Effective talent level: 3.0 Power cost: 6 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 40.87 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. |
This item will automatically be transmogrified when you leave the level.blighted dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +14 (+6 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 7 blight Changes stats: +4 Dex Changes resistances: +6% blight Changes damage: +5% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.dwarven-steel gauntlets of war-making (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +8.0% Armour: +2 Fatigue: +3% Critical mult.: +9.00% Spell crit. chance: +7% Mental crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
heroic dwarven-steel gauntlets of the starseeker (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +5 Fatigue: +3% Changes stats: +3 Cun / +2 Mag Changes resistances: +7% light / +5% darkness Mental save: +5 (+2 eff.) Maximum life: +52.00 Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Starfall, placing all other charms into a 14 cooldown : Effective talent level: 1.0 Power cost: 14 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 88.02 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
restful hardened leather gloves of magic (+2) (0 def, 2 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +2 Mag Changes damage: +3% arcane Life regen: +3.00 Stamina each turn: +0.80 Maximum stamina: +11.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Kasin' (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+6 eff.) Armour: +1 Changes stats: +3 Str Changes resistances: +6% darkness / +1% physical Mental save: +3 (+1 eff.) Teleport immunity: +10% Healing mod.: +10% 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. |
Arorim the rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +3% cold / +9% fire Changes damage: +6% acid Life regen: +2.00 Stamina when hit: +1.10 Equilibrium when hit: +0.70 Only die when reaching: -80.00 life A cap made of leather. |
Ivuwen the Lightningseam (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Str / +2 Mag Changes resistances: +6% acid / +10% light / +11% darkness Reduces incoming crit damage: 10.00% A cap made of leather. |
Offalqueller (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to slow global speed by 48% Damage when hit (Melee): 6 mind Changes stats: +7 Str / +7 Dex Maximum hate: +4.00 Maximum psi: +50.00 Mindpower: +10 (+5 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 27.5 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Voidfist the linen wizard hat (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 18% Changes resistances: +6% darkness Psi each turn: +0.11 Only die when reaching: -40.00 life Mindpower: +2 (+1 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.impenetrable dwarven-steel mail armour of command (8 def, 24 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +24 Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +1 Cun Mental save: +18 (+9 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Eel-skin armour (16 def, 0 armour) Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+5 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 46.41 to 139.24 lightning damage (92.82 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Spinal Cage (5 def, 8 armour)Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +3% Changes stats: +2 Dex Changes resistances: +15% physical It can be used to activate talent Bone Grab (costing 14 power out of 30/30) : Effective talent level: 2.0 Power cost: 14 out of 30/30. Range: 5 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 82.79 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
This item will automatically be transmogrified when you leave the level.Nimbustorrent (0 def, 7 armour, 59.5 block) Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +7 Fatigue: +8% Changes stats: +4 Con Changes damage: +21% lightning / +12% fire Talent granted: +1 Block Physical save: +7 (+5 eff.) Handheld deflection devices. |
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. |
410 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. |
2 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+3 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+3 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. |
Searravager the dwarven-steel pickaxe (dig speed 10 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +5 (+5 eff.) Changes stats: +2 Str Changes resistances: +9% fire Changes resistances penetration: +20% fire Changes damage: +3% fire Critical mult.: +10.00% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 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. |
Camirin the SepsisstreakerCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +20 (+8 eff.) Armour penetration: +2 Changes resistances penetration: +20% nature Stamina each turn: +1.00 Maximum stamina: +10.00 Light radius: +6 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. |
SalodaInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 48% * 10% chance to reduce all saves and defense by 22 Changes resistances: +3% cold / +9% mind / +6% light Changes resistances penetration: +5% mind / +5% acid Maximum life: +41.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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.(81 power, based on Willpower) Activation costs 7 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
ethereal alchemist's lampPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Mag Spellpower: +5 (+1 eff.) Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Blindness immunity: +22% Confusion immunity: +10% Maximum life: +43.00 Light radius: +7 See stealth: +6 See invisible: +6 It can be used to activate talent Track, placing all other charms into a 28 cooldown : Effective talent level: 3.0 Power cost: 28 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 21 for 6 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 140 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Mirequeen [power 57] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 48% Changes resistances: +6% acid / +3% temporal Changes damage: +12% nature Spell save: +18 (+9 eff.) It can be used to setup a psionic shield, reducing all damage taken by 57 for 5 turns Activation puts all charms on cooldown for 18 turns. When used: * Increase all damage by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
evasive iron torque of clear mind [power 1] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 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 18 turns. When used: * Gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Shadegrit [power 128] (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +1 Cun / +2 Wil Changes resistances: +12% blight Changes resistances penetration: +10% darkness Equilibrium when hit: +0.04 Mindpower: +10 (+5 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 128 Activation puts all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power. |
focusing ash totem of stinging [power 188] (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to sting an enemy dealing 199 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 11 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
piercing ash totem of thorny skin [power 31] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 31 and armour hardiness by 40% Activation puts all charms on cooldown for 14 turns. When used: * Increase all damage penetration by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
Betilemina the Blindstone [power 116] (11 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Armour: +6 Defense: +15 (+5 eff.) Changes resistances: +9% darkness / +3% physical Reduces incoming crit damage: 15.00% Maximum life: +40.00 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 26 lightning damage and will be dazed for 1 turn (132 total damage) Activation puts all charms on cooldown for 11 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of shielding [power 122] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 14 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By CCoE_IR the Cornac Cultist of Entropy level 11
1st Flare 122nd year of Ascendancy at 17:01 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By CCoE_IR the Cornac Cultist of Entropy level 24
1st Wintertide 123rd year of Ascendancy at 04:58 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By CCoE_IR the Cornac Cultist of Entropy level 10
3rd Mirth 122nd year of Ascendancy at 16:10 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By CCoE_IR the Cornac Cultist of Entropy level 20
38th Dusk 122nd year of Ascendancy at 04:45 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By CCoE_IR the Cornac Cultist of Entropy level 20
52nd Dusk 122nd year of Ascendancy at 18:36 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By CCoE_IR the Cornac Cultist of Entropy level 17
14th Dusk 122nd year of Ascendancy at 03:41 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By CCoE_IR the Cornac Cultist of Entropy level 6
77th Pyre 122nd year of Ascendancy at 09:06 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By CCoE_IR the Cornac Cultist of Entropy level 26
7th Allure 123rd year of Ascendancy at 18:10 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By CCoE_IR the Cornac Cultist of Entropy level 10
5th Mirth 122nd year of Ascendancy at 17:44 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By CCoE_IR the Cornac Cultist of Entropy level 26
7th Allure 123rd year of Ascendancy at 03:44 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By CCoE_IR the Cornac Cultist of Entropy level 16
12nd Dusk 122nd year of Ascendancy at 00:06 see stats
Log
CCoE_IR loses 10 health to the entropy.
Adibrenn the fire drake hatchling uses Throwing Knives.
CCoE_IR loses 10 health to the entropy.
Your summoned void monolith disappears.
CCoE_IR loses 10 health to the entropy.
CCoE_IR loses 10 health to the entropy.
The protective shield of CCoE_IR disappears.
CCoE_IR loses 10 health to the entropy.
Talent Anarchic Walk is ready to use.
Adibrenn the fire drake hatchling is not dazed anymore.
CCoE_IR casts Prophecy of Ruin.
Adibrenn the fire drake hatchling is doomed to ruin!
Adibrenn the fire drake hatchling is doomed to madness!
Adibrenn the fire drake hatchling's Throwing Knife performs a melee critical strike against CCoE_IR!
CCoE_IR casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Adibrenn the fire drake hatchling's Throwing Knife hits CCoE_IR for 197 physical, 5 fire (202 total damage).
Melee retaliation hits Adibrenn the fire drake hatchling for 9 light, 3 fire (12 total damage).
Adibrenn the fire drake hatchling uses Heartseeker.
Adibrenn the fire drake hatchling performs a melee critical strike against CCoE_IR!
Adibrenn the fire drake hatchling misses CCoE_IR.
Adibrenn the fire drake hatchling hits CCoE_IR for 268 physical damage.
Melee retaliation hits Adibrenn the fire drake hatchling for 9 light, 3 fire (12 total damage).
CCoE_IR the level 27 cornac cultist of entropy was sliced to death by Adibrenn the fire drake hatchling on level 2 of Daikara.
























































































































