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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Skeleton |
Class | Cursed |
Level / Exp | 14 / 38% |
Size | medium |
Lifes / Deaths | Killed by Eilinigata the king cobra at level 14 on the 37th Dusk 122nd year of Ascendancy at 04:18 / 1 |
Primary Stats
Strength | 58 (base 40) |
Dexterity | 17 (base 10) |
Constitution | 15 (base 10) |
Magic | 10 (base 10) |
Willpower | 28 (base 29) |
Cunning | 24 (base 12) |
Resources
Life | -40/498 |
Hate | 90/106 |
Healing Factor | 1.0799623117464 |
Regeneration | 6.7497644484149 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 2 |
Offense: Mainhand
Damage | 86 |
Accuracy | 24 |
Crit Chance | 9% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Cold | +10% |
Mind | +12% |
Light | +6% |
All | 0% |
Offense: Damage Penetration
Cold | +20% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 48.723073231957 (96.438666929426%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 30 |
Physical Save | 25 |
Spell Save | 24 |
Mental Save | 22 |
Defense: Resistances
Acid | + 15%( 70%) |
Blight | + 8%( 70%) |
Physical | + 1%( 70%) |
Cold | + 14%( 70%) |
All | 0%( 70%) |
Lightning | + 6%( 70%) |
Light | + 15%( 70%) |
Fire | + 17%( 70%) |
Nature | + 8%( 70%) |
Defense: Immunities
Stun Resistance | 48% |
Confusion Resistance | 28% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 20% |
Silence Resistance | 10% |
Bleed Resistance | 100% |
Disarm Resistance | 0% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 38% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 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 lost defiler to the recall portal on level 2 of Scintillating Caves. Escort: lost defiler (level 2 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Cunning 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 |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed xorn fragment. * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | Layorin the pair of iron boots (0 def, 3 armour) Layorin the pair of iron boots (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 resistances: +1% physical Silence immunity: +10% Pinning immunity: +20% Stun/Freeze immunity: +20% Knockback immunity: +10% Stamina each turn: +0.40 Maximum stamina: +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | heroic iron gauntlets (0 def, 4 armour) heroic iron gauntlets (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +4 Fatigue: +1% Mental save: +6 (+3 eff.) Maximum life: +42.00 When used to modify unarmed attacks: Power: 108% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +3 Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
On head | iron helm 'Gleamwinnow' (0 def, 3 armour) iron helm 'Gleamwinnow' (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% Damage when hit (Melee): 2 light Changes stats: +6 Str / +2 Con Changes resistances: +6% lightning Reduces incoming crit damage: 5.00% Blindness immunity: +20% Life regen: +4.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Burntouch the ash wand of lightning storm [power 170] (6/15 cooldown) Burntouch the ash wand of lightning storm [power 170] (6/15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 20 Changes resistances: +9% fire Changes resistances penetration: +10% mind It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 34 lightning damage and will be dazed for 1 turn (170 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Heal for 39. * Increase all damage penetration by 10% for 2 turns. * Reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Zerigarek ZerigarekCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str / +1 Wil Changes damage: +6% mind Hate when firing a critical mind attack: +2.00 Infravision radius: +2 Rings make your fingers look great! |
On fingers | Hailhash HailhashInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 20 Damage (Melee): 6 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 20 Damage (Ranged): 8 physical Damage when hit (Melee): 8 light Changes stats: +2 Cun Changes resistances: +3% cold Changes resistances penetration: +10% cold Changes damage: +6% light / +6% mind Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 47%. Rings make your fingers look great! |
Around waist | Siledhewe the rough leather belt Siledhewe the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight / +3% fire / +9% nature Physical save: +6 (+3 eff.) Life regen: +2.00 Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
Main armor | fortifying steel plate armour of acid resistance (0 def, 9 armour) fortifying steel plate armour of acid resistance (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +4 Str / +3 Con Changes resistances: +15% acid Maximum life: +30.00 A suit of armour made of metal plates. |
In main hand | Silavena (Shrouds) (136% power, 2 apr) Silavena (Shrouds) (136% power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 136% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 cold damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage Shield penetration (this weapon only): +10% When wielded/worn: Changes resistances: +3% blight Changes resistances penetration: +10% cold Changes damage: +10% cold Spell save: +12 (+6 eff.) Curse of Shrouds Massive two-handed battleaxes. |
Cloak | Elenirethel (1 def, 8 armour) Elenirethel (1 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +8 Defense: +1 (+1 eff.) Changes resistances: +12% light / +11% cold Only die when reaching: -40.00 life Maximum life: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Light source | Dazzlewell DazzlewellInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +20 (+10 eff.) Changes resistances: +3% light / +6% fire Spell save: +3 (+1 eff.) Maximum life: +40.00 Light radius: +3 Healing mod.: +10% 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. |
Inventory
Prismatic Rune (6 turns; blight, physical, cold, temporal) Prismatic Rune (6 turns; blight, physical, cold, temporal)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: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 blight, 2 physical, 3 cold, 3 temporal It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the psychic (range 5; phase 13; cd 17) blink rune of the psychic (range 5; phase 13; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. 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. |
blink rune of the warrior (range 6; phase 20; cd 16) blink rune of the warrior (range 6; phase 20; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your 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. |
manasurge rune of the warrior (regen 1007% over 10 turns; mana 50; cd 12) manasurge rune of the warrior (regen 1007% over 10 turns; mana 50; 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: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1007% for 10 turns (0 total) and instantly restoring 50 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 duelist (absorb 44; cd 21) shatter afflictions rune of the duelist (absorb 44; cd 21)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: 21 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 44 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. |
shielding rune of the titan (absorb 152; dur 4; cd 18) shielding rune of the titan (absorb 152; dur 4; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 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 152 damage for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Cyrille CyrillePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% darkness / +6% mind Changes resistances penetration: +10% mind / +5% temporal Changes damage: +10% darkness Mana when firing critical spell: +1.00 Rings make your fingers look great! |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Rings make your fingers look great! |
Stormfront (Nightmares) (136% power, 15 apr) Stormfront (Nightmares) (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: 136% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery 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 Curse of Nightmares The blade glows faintly blue, and reflects a sky full of stormy clouds. |
iron dagger 'Kindlesquall' (Corpses) (115% power, 5 apr) iron dagger 'Kindlesquall' (Corpses) (115% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 115% Range: 1.3x 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% Damage (radius 1) on hit: +4 mind Damage (radius 2) on crit: +4 light When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 20 Changes resistances: +3% mind Curse of Corpses Sharp, short and deadly. |
flaming iron greatmaul (Nightmares) (117% power, 1 apr) flaming iron greatmaul (Nightmares) (117% power, 1 apr)Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 117% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Damage (radius 1) on hit: +7 fire Curse of Nightmares Massive two-handed mauls. |
hateful iron greatmaul (Misfortune) (117% power, 1 apr) hateful iron greatmaul (Misfortune) (117% 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: 117% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +9% Living Curse of Misfortune Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Shockroar (Misfortune)Shockroar (Misfortune) 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: +6 On weapon hit: * 20% chance to reduce damage dealt by 17% Damage (radius 2) on crit: +4 lightning When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +3 Str Changes resistances: +12% lightning / +3% darkness Changes damage: +6% lightning Curse of Misfortune Longbows are used to shoot arrows at your foes. |
ash longbow 'Winterkiller' (Shrouds) ash longbow 'Winterkiller' (Shrouds)Requires: - Dexterity 16 - Talent Shoot Infused by nature 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: +14 (+7 eff.) Armour penetration: +8 Physical power: +9 (+3 eff.) Changes stats: +8 Str / +6 Dex / +6 Mag / +5 Wil / +6 Cun / +8 Con Changes resistances penetration: +5% cold / +20% temporal / +9% all Changes damage: +3% temporal Curse of Shrouds Longbows are used to shoot arrows at your foes. |
Amesus the iron waraxe (Corpses) (102% power, 2 apr) Amesus the iron waraxe (Corpses) (102% power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 102% Range: 1.4x 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 Shield penetration (this weapon only): +10% Damage (radius 2) on crit: +6 lightning / +5 cold When wielded/worn: Physical crit. chance: +1.0% Changes stats: +3 Str Changes resistances: +3% light Changes resistances penetration: +6% lightning / +6% cold Movement speed: +20% Curse of Corpses One-handed war axes. |
Haroruichik the Darkbutcher (Madness) (115% power, 2 apr) Haroruichik the Darkbutcher (Madness) (115% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 115% Range: 1.4x 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% When wielded/worn: Changes resistances: +6% mind Changes resistances penetration: +5% mind Curse of Madness One-handed war axes. |
iron waraxe 'Ebonyraptor' (Nightmares) (104% power, 2 apr) iron waraxe 'Ebonyraptor' (Nightmares) (104% power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 104% Range: 1.4x 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% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 2) on crit: +12 darkness When wielded/worn: Changes stats: +4 Cun Changes damage: +3% acid / +6% darkness Critical mult.: +5.00% Mental crit. chance: +1% Curse of Nightmares One-handed war axes. |
Isara IsaraCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +3 Cun / +3 Mag Changes resistances: +6% temporal / +3% mind / +5% arcane Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
Magmablast the rough leather belt Magmablast the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal / +3% mind / +6% blight Changes resistances penetration: +5% fire Changes damage: +3% darkness / +3% fire Stun/Freeze immunity: +10% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Sparkbreacher the rough leather beltSparkbreacher the rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +1 Cun / +1 Wil Changes resistances penetration: +20% light / +15% lightning Changes damage: +9% light Stealth bonus: +6 Hate when firing a critical mind attack: +2.00 A belt that goes around your waist. |
Ururomirach the Shinehunger Ururomirach the ShinehungerInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 light Changes stats: +1 Dex / +1 Con Changes resistances: +9% light Changes damage: +3% mind Mental save: +5 (+2 eff.) Mindpower: +4 (+2 eff.) Light radius: +2 A belt that goes around your waist. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+5 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
linen cloak of Eldoral (1 def, 0 armour) linen cloak of Eldoral (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Dex 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. Falofast the Brandquill (0 def, 0 armour)Falofast the Brandquill (0 def, 0 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects when hit in melee: * 4% chance to slow global speed by 46% * 4 arcane resource burn Changes resistances: +3% fire / +5% arcane / +7% all Changes resistances penetration: +5% fire Changes damage: +6% fire Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gobrenor (0 def, 3 armour) Gobrenor (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: +2 Str / +1 Dex / +1 Mag / +4 Wil Stamina each turn: +0.40 Maximum stamina: +10.00 Mental crit. chance: +1% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Kindleguile the pair of rough leather boots (0 def, 1 armour) Kindleguile the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Dex / +5 Wil Changes resistances: +5% fire / +3% light / +5% cold Changes resistances penetration: +5% light A pair of boots made of leather. |
Nerasetira (0 def, 5 armour) Nerasetira (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Changes resistances: +6% blight / +3% cold / +5% arcane Changes resistances penetration: +10% temporal Only die when reaching: -20.00 life Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Xerelle the Airkill (0 def, 5 armour) Xerelle the Airkill (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Changes resistances: +3% lightning Changes resistances penetration: +15% lightning / +5% light Changes damage: +3% light Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Urytar' (0 def, 3 armour) pair of iron boots 'Urytar' (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 Wil Maximum encumbrance: +21 Physical save: +6 (+3 eff.) Spell save: +9 (+4 eff.) Mental save: +3 (+1 eff.) Maximum life: +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of iron boots of tirelessness (0 def, 3 armour) traveler's pair of iron boots of tirelessness (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% Maximum encumbrance: +21 Physical save: +5 (+3 eff.) Stamina each turn: +0.30 Maximum stamina: +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Betayabeth (0 def, 3 armour) Betayabeth (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +3 Changes stats: +2 Str Changes resistances: +3% fire Reduces incoming crit damage: 5.00% Confusion immunity: +20% When used to modify unarmed attacks: Power: 100% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's iron gauntlets (0 def, 1 armour) brawler's iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str / +3 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +6 (+3 eff.) When used to modify unarmed attacks: Power: 101% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +4 Armour Penetration: +3 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Set Up (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
radiant iron gauntlets (0 def, 1 armour) radiant iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 5 light Changes resistances: +6% light Changes damage: +4% light When used to modify unarmed attacks: Power: 101% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Searing Light (20% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
Aryvea (0 def, 1 armour) Aryvea (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: +2 Dex / +3 Wil / +3 Cun / +2 Con Mindpower: +3 (+1 eff.) Light radius: +1 Infravision radius: +3 See invisible: +6 A cap made of leather. |
Vorotira the Branddream (10 def, 3 armour) Vorotira the Branddream (10 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +10 (+5 eff.) Fatigue: +5% Damage when hit (Melee): 6 fire Changes resistances: +6% blight / +3% fire / +11% light / +11% darkness Stun/Freeze immunity: +10% Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding rough leather cap (0 def, 1 armour) grounding 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: +6% lightning / +6% temporal A cap made of leather. |
grounding rough leather cap of constitution (+2) (0 def, 1 armour) grounding rough leather cap of constitution (+2) (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con Changes resistances: +7% lightning / +6% temporal A cap made of leather. |
stabilizing linen wizard hat (1 def, 0 armour) stabilizing linen wizard hat (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Wil Physical save: +5 (+3 eff.) A pointy cloth hat, very wizardly... |
reinforced iron shield (0 def, 4 armour, 91% power, 40.5 block) reinforced iron shield (0 def, 4 armour, 91% power, 40.5 block)Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 91% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +40 When wielded/worn: Armour: +4 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
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. |
141 alchemist agate 141 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. |
This item will automatically be transmogrified when you leave the level. Beregasin the iron pickaxe (dig speed 38 turns)Beregasin the iron pickaxe (dig speed 38 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -6% Changes stats: +3 Str / +2 Cun Critical mult.: +15.00% Mental save: +9 (+4 eff.) Equilibrium when hit: +0.16 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 37 turns) iron pickaxe of endurance (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. Elyta the Growzephyr,Elyta the Growzephyr, Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 46% Damage when hit (Melee): 2 nature Changes stats: +1 Wil Changes resistances: +6% lightning / +3% all Changes damage: +3% nature Spell save: +7 (+3 eff.) Mental crit. chance: +2% 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. |
Rainzeal RainzealInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +4 Wil Changes resistances: +6% mind / +3% cold Changes resistances penetration: +10% mind Changes damage: +6% mind / +3% cold 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. |
This item will automatically be transmogrified when you leave the level. brass lanternbrass lantern 2.00 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 'Aryletira' brass lantern 'Aryletira'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% blight Disarm immunity: +10% Maximum psi: +10.00 Mindpower: +5 (+2 eff.) 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. |
Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 63.78 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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 (+3 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. |
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. |
Cystmaim [power 100] (6/15 cooldown) Cystmaim [power 100] (6/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +1.0% Changes resistances: +3% nature / +1% physical Critical mult.: +15.00% Physical save: +6 (+3 eff.) Only die when reaching: -40.00 life 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 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Nerithra the steel torque of psionic shield [power 43] (6/25 cooldown) Nerithra the steel torque of psionic shield [power 43] (6/25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Armour penetration: +2 Physical crit. chance: +3.0% Changes damage: +6% mind It can be used to setup a psionic shield, reducing all damage taken by 43 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 30. * Gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Urinik the Thundergrinder [power 150] (6/15 cooldown) Urinik the Thundergrinder [power 150] (6/15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 lightning It can be used to blast the opponent's mind dealing 168 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. * Heal for 35. Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 100] (6/15 cooldown) iron torque of mindblast [power 100] (6/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 112 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
piercing iron torque of gale force [power 100] (6/15 cooldown) piercing iron torque of gale force [power 100] (6/15 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 15 turns. When used: * Increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 110] (6/15 cooldown) elm totem of healing [power 110] (6/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of summon tentacle [power 105] (6/25 cooldown) elm totem of summon tentacle [power 105] (6/25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 210 Base Damage: 107 Armor: 0 All Resist: 1 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
ametrine 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. |
3 citrine 3 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. |
4 zircon 4 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 Halnin the Skeleton Cursed level 10
1st Dusk 122nd year of Ascendancy at 12:32 see stats
By Halnin the Skeleton Cursed level 10
1st Dusk 122nd year of Ascendancy at 12:30 see stats
By Halnin the Skeleton Cursed level 9
3rd Flare 122nd year of Ascendancy at 22:17 see stats
By Halnin the Skeleton Cursed level 5
3rd Mirth 122nd year of Ascendancy at 10:54 see stats
Log
A shield forms around Halnin.
Halnin hits Eilinigata the king cobra for 0 physical, 2 physical, 6 cold, 5 lightning (14 total damage).
Eilinigata the king cobra uses Skullcracker.
Your shield crumbles under the damage!
The shield around Halnin crumbles.
Halnin wanders around!
Eilinigata the king cobra hits Halnin for (50 absorbed), 22 physical, 2 acid, 3 fire, 12 fire, 11 lightning (53 total damage).
Tempest of Metal hits Halnin for 9 physical, 2 acid, 3 fire, 12 fire, 11 lightning, 7 physical, 2 acid, 3 fire, 12 fire, 11 lightning (76 total damage).
Melee retaliation hits Eilinigata the king cobra for 3 light, 3 light, 3 light (10 total damage).
Talent Dig is ready to use.
Talent Rune: Blink is ready to use.
Talent Harass Prey is ready to use.
Burning from Eilinigata the king cobra hits Halnin for 36 fire damage.
Halnin's spell attains critical power!
Eilinigata the king cobra is being stalked by Halnin!
Halnin hits Eilinigata the king cobra for 31 physical, 2 physical, 8 cold (42 total damage).
Eilinigata the king cobra bites poison into Halnin.
Eilinigata the king cobra hits Halnin for 23 nature, 2 acid, 3 fire, 12 fire, 11 lightning (54 total damage).
Tempest of Metal hits Halnin for 13 physical, 2 acid, 3 fire, 12 fire, 11 lightning, 5 physical, 2 acid, 3 fire, 12 fire, 11 lightning (79 total damage).
Melee retaliation hits Eilinigata the king cobra for 3 light, 3 light, 3 light (10 total damage).
Talent Dominate is ready to use.
Burning from Eilinigata the king cobra hits Halnin for 36 fire damage.
Halnin is confused and fails to use Rune: Blink.
Eilinigata the king cobra hits Halnin for 44 physical, 2 acid, 3 fire, 12 fire, 11 lightning, 18 physical, 2 acid, 3 fire, 12 fire (112 total damage).
Tempest of Metal hits Halnin for 10 physical, 2 acid, 3 fire, 12 fire, 11 lightning, 4 physical, 2 acid, 3 fire, 12 fire, 11 lightning (75 total damage).
Melee retaliation hits Eilinigata the king cobra for 3 light, 0 light, 3 light, 3 light (10 total damage).
Halnin the level 14 skeleton cursed was boiled to death by Eilinigata the king cobra on level 2 of Scintillating Caves.
Eilinigata the king cobra is no longer being stalked by Halnin.