Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Forbidden Cults 1.6.7Official 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.
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Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Krog |
Class | Marauder |
Level / Exp | 33 / 30% |
Size | big |
Lifes / Deaths | Killed by Ivibeth the ghoul at level 32 on the 48th Pyre 123rd year of Ascendancy at 02:06 / 2Killed by Isynn the skeleton magus at level 33 on the 49th Pyre 123rd year of Ascendancy at 19:40 |
Antimagic | Follower |
Primary Stats
Strength | 46 (base 49) |
Dexterity | 39 (base 36) |
Constitution | 27 (base 28) |
Magic | 8 (base 10) |
Willpower | 42 (base 30) |
Cunning | 41 (base 18) |
Resources
Life | -70/1167 |
Stamina | 240/246 |
Equilibrium | 30 |
Healing Factor | 0.6394416243655 |
Regeneration | 40.370226303666 |
Speed
Mental | +15% |
Attack | +15% |
Movement | +10% |
Spell | +15% |
Global | +79.207920792079% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 48.555455561842 |
See Invisible | 45.555455561842 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 65 |
Accuracy | 46 |
Crit Chance | 35% |
APR | 29 |
Speed | 0.87 |
Offense: Offhand
Damage | 52 |
Accuracy | 46 |
Crit Chance | 32% |
APR | 29 |
Speed | 0.87 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 10% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 10% |
Speed | 0.8695652173913 |
Offense: Damage Bonus
Acid | +6% |
Cold | +6% |
Lightning | +15% |
Fire | +16% |
All | 0% |
Offense: Damage Penetration
Physical | +26% |
Defense: Base
Armour (hardiness) | -12.010359612456 (38.536585365854%) |
Defense | 35 |
Ranged Defense | 35 |
Fatigue | 0 |
Physical Save | 38 |
Spell Save | 31 |
Mental Save | 33 |
Defense: Resistances
Acid | + 36%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 41%( 70%) |
All | + 15%( 70%) |
Darkness | + 34%( 70%) |
Light | + 18%( 70%) |
Physical | + 21%( 70%) |
Lightning | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 42%( 70%) |
Defense: Immunities
Stun Resistance | 71% |
Disarm Resistance | 0% |
Instadeath Resistance | 100% |
Confusion Resistance | 61% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 359 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 439 life over 5 turns. Its effects scale with your Willpower stat. |
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 566% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.00 |
| 5/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Technique / Duelist | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Technique / Throwing knives | 1.00 |
| 5/5 |
| 4/5 |
| 5/5 |
| 2/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Parasite | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Quickdraw |
talent | Antimagic Shield |
detrimental effect | The target is on fire, taking 35.91 fire damage per turn. Burning |
detrimental effect | Reduces global action speed by 40%. Slow |
beneficial effect | The thrill of combat improves the target's maximum life by 4%, life regeneration by 14.03, and stamina regeneration by 2.81. Bloodbath |
detrimental effect | Huge cut that bleeds, doing 71.40 physical damage per turn and decreasing all heals received by 50%. Deep Wound |
beneficial effect | Has 8 throwing knives prepared: 8 KnivesRange: 7 Net Damage: 78 - 109 Accuracy: 62 (knife) APR: 35 Crit Chance: +50% Crit mult: 190% Uses Stats: 50% Str, 70% Dex |
beneficial effect | You gain 23% resistance against lightning, fire and blight. Resolve |
beneficial effect | The target is in a zone of necrotic air, granting -40% healing mod. Undead creatures also get +15% to all resistances. Necrotic Air |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | The target is infected by a disease, reducing its dexterity, strength, and constitution by 6. Illness |
beneficial effect | The target has 28 increased life regeneration. Recovery |
detrimental effect | The target has been dominated. It is unable to move and has lost 25 armor and 36 defense. Attacks from Cyrobretha the skeleton master archer gain 59% damage penetration. Dominated |
detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
beneficial effect | Parrying melee and ranged attacks: Has a 49% chance to deflect up to 20 damage from the next 1.5 attack(s). Parried attacks cannot crit. Parrying |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by packagethief. Escort: injured seer (level 7 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by Emelitta the green jelly. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the worried loremaster from death by packagethief. Escort: worried loremaster (level 4 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed pouch of luminous horror dust. * You've found the needed red crystal shard. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed sandworm tooth. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | invigorating pair of dwarven-steel boots of invasion (0 def, 4 armour) invigorating pair of dwarven-steel boots of invasion (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+2 eff.) Armour: +4 Fatigue: -3% Changes resistances penetration: +8% physical Stamina each turn: +0.60 Maximum life: +39.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | alchemist's lamp 'Hathyhir' alchemist's lamp 'Hathyhir'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +10 (+4 eff.) Defense: +15 (+7 eff.) Changes stats: +3 Con Changes resistances: +5% blight Changes resistances penetration: +10% physical Mental save: +6 (+3 eff.) Life regen: +2.00 Light radius: +8 See stealth: +14 See invisible: +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Fanged Collar Fanged Collar0.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It's a head... but is it yours? |
On hands | heroic dwarven-steel gauntlets of the nighthunter (0 def, 5 armour) heroic dwarven-steel gauntlets of the nighthunter (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +5 Fatigue: +3% Changes stats: +3 Cun Changes resistances: +7% darkness Mental save: +5 (+3 eff.) Maximum life: +46.00 Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.6 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Neranor [power 103] (10.5/22 cooldown) Neranor [power 103] (10.5/22 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +6 Wil Critical mult.: +5.00% Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +1.00 It can be used to setup a psionic shield, reducing all damage taken by 103 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Increase the duration of 2 beneficial effects by 2. * Gain a 22% chance to evade weapon attacks for 2 turns. * Heal for 41. Torques are made by powerful psionics to store psionic powers. |
On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 158.65 You won the Ring of Blood trial, and this is your reward. |
On fingers | Adira the Lightningbone Adira the LightningboneInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 22 Damage (Melee): 8 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 22 Damage (Ranged): 14 physical Damage when hit (Melee): 4 acid Changes stats: +5 Cun Changes resistances: +15% lightning / +32% fire / +3% acid Changes damage: +15% lightning / +16% fire Life regen: +16.00 Hate when firing a critical mind attack: +2.00 Maximum life: +94.00 Maximum hate: +11.00 Healing mod.: +16% It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.9 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings can have magical properties. |
Around neck | Fanged Collar Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+6 eff.) Spell save: +15 (+7 eff.) Mental save: -7 (-3 eff.) Maximum life: +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
In main hand | Wintermistress the dwarven-steel waraxe (22-30.8 power, 4 apr) Wintermistress the dwarven-steel waraxe (22-30.8 power, 4 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +10 darkness / +20 cold Damage (radius 1) on hit: +8 arcane Damage (radius 2) on crit: +4 cold Damage against: +5% Living When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +6 Changes resistances penetration: +8% physical Changes damage: +6% cold One-handed war axes. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
In off hand | hateful dwarven-steel mace of dampening (26-36.4 power, 4 apr) hateful dwarven-steel mace of dampening (26-36.4 power, 4 apr)Requires: - Strength 24 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.0 - 36.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +6 darkness Damage against: +11% Living When wielded/worn: Changes resistances: +7% acid / +10% lightning / +10% fire / +10% cold / +5% all Spell save: +7 (+3 eff.) Blunt and deadly. |
Cloak | Belybers (1 def, 0 armour) Belybers (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +12% nature / +2% physical Changes damage: +6% acid Physical save: +5 (+2 eff.) Mental save: +6 (+3 eff.) Only die when reaching: -70.00 life Maximum life: +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Mayith (6 def, 4 armour) Mayith (6 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes stats: +1 Wil Changes resistances: +3% blight / +5% physical / +3% light Physical save: +12 (+5 eff.) Spell save: +3 (+1 eff.) Life regen: +3.30 Maximum life: +32.00 Combat speed: +15% Casting speed: +15% Mental speed: +15% Healing mod.: +10% A suit of armour made of leather. |
Inventory
heroism infusion of the duelist (die at -446; dur 8; cd 27) heroism infusion of the duelist (die at -446; dur 8; cd 27)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: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -446 life. The duration and life will increase by 1% for every 1% life you have lost (currently 918 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity 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 warrior (heal 417; 17 cd) regeneration infusion of the warrior (heal 417; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 417 life over 5 turns. Its effects scale with your Strength 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. acid wave rune (damage 163; dur 4; cd 20)acid wave rune (damage 163; dur 4; cd 20) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 163.08 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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. teleportation rune (range 55; cd 20)teleportation rune (range 55; cd 20) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 55 with a minimum range of 15. 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. |
Belona the gold amulet Belona the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +9% acid / +18% temporal / +5% arcane / +18% cold Changes resistances penetration: +25% physical Pinning immunity: +32% Knockback immunity: +35% Stamina each turn: +3.00 Amulets can have magical properties. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+3 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 31 power out of 35/35) : Effective talent level: 2.0 Power cost: 31 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 197 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+7 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
grounding steel amulet of healing grounding steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% lightning Cut immunity: +50% Stun/Freeze immunity: +26% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 31 cooldown : Effective talent level: 1.0 Power cost: 31 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 160 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
starlit copper amulet of mastery (0.14 Technique / Mobility) starlit copper amulet of mastery (0.14 Technique / Mobility)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% light / +12% darkness Talent mastery: +0.14 Technique / Mobility Blindness immunity: +20% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. stralite amulet 'Porimivea'stralite amulet 'Porimivea' Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +21 (+7 eff.) Armour penetration: +13 Defense: +11 (+5 eff.) Damage when hit (Melee): 4 physical Changes stats: +11 Lck Talent masteries: +0.34 Technique / Conditioning +0.34 Wild-gift / Antimagic Critical mult.: +15.00% Reduces incoming crit damage: 10.00% Physical save: +15 (+6 eff.) Maximum stamina: +30.00 Reduce all damage from unseen attackers: 17% Amulets can have magical properties. |
warrior's copper amulet warrior's copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +5% physical Stamina each turn: +0.20 Amulets can have magical properties. |
Anaran AnaranCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +2 Effects on melee hit: * 20 arcane resource burn Changes resistances: +5% arcane / +3% cold Changes resistances penetration: +5% physical Critical mult.: +5.00% Disarm immunity: +26% Pinning immunity: +24% Knockback immunity: +22% Maximum life: +20.00 Rings can have magical properties. |
Belann the Duathelkiller Belann the DuathelkillerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +7 Str / +3 Dex / +2 Wil / +1 Cun Changes resistances: +6% darkness Changes damage: +6% darkness Disarm immunity: +26% Pinning immunity: +25% Knockback immunity: +28% Maximum life: +25.00 Rings can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 12.22 cold and 11.53 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 53 power out of 60/60. This azure ring seems to be always moist to the touch. |
copper ring of perseverance copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +1.00 Rings can have magical properties. |
marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Rings can have magical properties. |
marksman's steel ring of frost (+24%) marksman's steel ring of frost (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +24% cold Changes damage: +12% cold Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. pixie's steel ring of luminositypixie's steel ring of luminosity Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 17 light Damage (Ranged): 16 light Changes stats: +3 Cun / +6 Mag Changes damage: +14% light Spellpower: +7 (+4 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. plaguebringer's steel battleaxe (22.5-33.75 power, 2 apr)plaguebringer's steel battleaxe (22.5-33.75 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 22.5 - 33.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 13% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +9 blight When wielded/worn: Disease immunity: +20% Massive two-handed battleaxes. |
Swordbreaker (25-32.5 power, 20 apr) Swordbreaker (25-32.5 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+7 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+6 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
This item will automatically be transmogrified when you leave the level. enhanced steel dagger of crippling (12.5-16.25 power, 6 apr)enhanced steel dagger of crippling (12.5-16.25 power, 6 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +8.0% Changes stats: +5 Str / +3 Dex / +5 Mag / +4 Wil / +5 Cun / +5 Con Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. quick dwarven-steel dagger of massacre (28-36.4 power, 7 apr)quick dwarven-steel dagger of massacre (28-36.4 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 28.0 - 36.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +3 Dex Combat speed: +10% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Infernostriker (42-63 power, 2 apr)Infernostriker (42-63 power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 42.0 - 63.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (radius 1) on hit: +12 fire When wielded/worn: Changes resistances: +9% acid / +12% darkness Changes damage: +6% mind Silence immunity: +20% Life regen: +4.00 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. truestriking stralite greatsword of shearing (47.5-76 power, 3 apr)truestriking stralite greatsword of shearing (47.5-76 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 47.5 - 76.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +33 (+11 eff.) Armour penetration: +27 Changes resistances penetration: +13% all / +19% physical Massive two-handed swords. |
Emeyata (15.5-21.7 power, 3 apr) Emeyata (15.5-21.7 power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 10% chance to reduce armor by 9% When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 9% Changes stats: +4 Str / +2 Dex / +7 Wil / +8 Con Maximum life: +26.00 Infravision radius: +1 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. elemental stralite longsword of projection (35-49 power, 5 apr)elemental stralite longsword of projection (35-49 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 35.0 - 49.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 fire damage (1/turn) * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Changes resistances penetration: +14% fire Changes damage: +13% fire Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. balanced steel mace of crippling (14.5-20.3 power, 3 apr)balanced steel mace of crippling (14.5-20.3 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +7.0% Defense: +7 (+4 eff.) Disarm immunity: +25% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Uludunatar the Scaldtide (10-11 power, 24 apr, nature damage)Uludunatar the Scaldtide (10-11 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 blight When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Damage when hit (Melee): 10 fire Changes stats: +6 Wil / +2 Cun / +2 Con Changes resistances: +12% blight Talent granted: +1 Attune Mindstar Reduces incoming crit damage: 10.00% Spell save: +6 (+3 eff.) Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Infravision radius: +2 See invisible: +12 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. wyrm's thorny mindstar of sand (7-7.7 power, 24 apr, mind damage)wyrm's thorny mindstar of sand (7-7.7 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.0 - 7.7 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 6 lightning / 10 physical / 4 fire / 5 acid / 5 cold Changes resistances: +5% lightning / +15% physical / +6% cold / +4% fire / +6% acid Changes resistances penetration: +9% physical Changes damage: +7% physical Talent granted: +1 Attune Mindstar Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
magewarrior's short elm vilestaff (10-12 power, 2 apr, blight element) magewarrior's short elm vilestaff (10-12 power, 2 apr, blight element)Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Changes damage: +10% blight Talent granted: +1 Command Staff Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Windire (42-58.8 power, 5 apr)Windire (42-58.8 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +26 acid / +32 nature When wielded/worn: Armour penetration: +9 Physical crit. chance: +12.0% Physical power: +9 (+3 eff.) Damage when hit (Melee): 8 nature Changes resistances: +12% nature Changes resistances penetration: +17% acid / +16% nature One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Kindlespitter the hardened leather beltKindlespitter the hardened leather belt Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +20 (+6 eff.) Armour penetration: +2 Defense: +10 (+5 eff.) Changes stats: +2 Dex / +6 Mag Changes damage: +18% physical / +12% fire Mana each turn: +0.39 Only die when reaching: -60.00 life Maximum mana: +33.00 A belt that goes around your waist. |
grounding rough leather belt of resilience grounding rough leather belt of resilienceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal Maximum life: +33.00 A belt that goes around your waist. |
Serpentine Cloak (20 def, 0 armour) Serpentine Cloak (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+8 eff.) Changes stats: +4 Dex / +4 Cun / +4 Wil Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
This item will automatically be transmogrified when you leave the level. murderer's cashmere cloak of Iron Throne (2 def, 0 armour)murderer's cashmere cloak of Iron Throne (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Changes stats: +2 Str / +3 Dex / +3 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. |
Breezewaker the pair of hardened leather boots (0 def, 3 armour) Breezewaker the pair of hardened leather boots (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -6% Changes stats: +2 Str / +2 Con Changes resistances: +7% lightning / +10% temporal / +6% nature Changes resistances penetration: +10% nature / +5% fire Changes damage: +6% nature / +3% fire Maximum encumbrance: +26 Physical save: +9 (+4 eff.) It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 1.3 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Darkpride the pair of rough leather boots (0 def, 1 armour) Darkpride 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 Changes resistances: +7% lightning / +5% temporal Changes resistances penetration: +5% darkness Changes damage: +3% nature Maximum life: +80.00 Healing mod.: +5% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. miner's pair of dwarven-steel boots of massiveness (0 def, 7 armour)miner's pair of dwarven-steel boots of massiveness (0 def, 7 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Changes stats: +5 Str / +5 Con Changes damage: +7% physical Infravision radius: +2 Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots (0 def, 4 armour)pair of dwarven-steel boots (0 def, 4 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots 'Liseta' (0 def, 4 armour)pair of dwarven-steel boots 'Liseta' (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Str / +7 Cun / +3 Con Changes damage: +6% mind Critical mult.: +10.00% Maximum psi: +20.00 Mindpower: +25 (+11 eff.) Light radius: +3 Infravision radius: +3 It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 2.6 Power cost: 22 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. pair of hardened leather boots (0 def, 3 armour)pair of hardened leather boots (0 def, 3 armour) 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of hardened leather boots of disengagement (0 def, 3 armour)pair of hardened leather boots of disengagement (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Cun / +3 Dex It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 2.6 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. wanderer's pair of hardened leather boots of phasing (0 def, 3 armour)wanderer's pair of hardened leather boots of phasing (0 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Mag / +2 Wil / +4 Cun / +3 Con Physical save: +15 (+6 eff.) Mental save: +12 (+6 eff.) It can be used to blink to a nearby random location (rad 9) Activation puts all charms on cooldown for 22 turns. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. alchemist's dwarven-steel gauntlets of strength (+4) (0 def, 2 armour)alchemist's dwarven-steel gauntlets of strength (+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: Physical power: +10 (+4 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 4 acid / 5 fire / 5 cold / 5 lightning Changes stats: +4 Str / +3 Mag / +3 Wil 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 'Blazestreaker' (0 def, 2 armour)dwarven-steel gauntlets 'Blazestreaker' (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 10 arcane Changes stats: +10 Mag / +11 Wil Changes resistances: +8% arcane Changes resistances penetration: +25% light Changes damage: +6% arcane / +18% blight Spellpower: +10 (+5 eff.) Infravision radius: +3 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. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+3 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 53 power out of 60/60) : Effective talent level: 1.0 Power cost: 53 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Porera (0 def, 4 armour) Porera (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +3.0% Physical power: +19 (+6 eff.) Armour: +4 Fatigue: +4% Changes stats: +6 Str / +2 Dex / +2 Wil / +5 Cun / +4 Con Mindpower: +4 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+5 eff.) Stun/Freeze immunity: +30% Skullcracker multiplicator: +2 Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
This item will automatically be transmogrified when you leave the level. Turular (0 def, 8 armour)Turular (0 def, 8 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Fatigue: +4% Changes stats: +2 Str / +4 Mag / +2 Wil Changes resistances: +18% acid / +12% cold Physical save: +31 (+11 eff.) Disarm immunity: +20% Pinning immunity: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. aegis cashmere wizard hat of arcana (2 def, 0 armour)aegis cashmere wizard hat of arcana (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Mag / +4 Wil Life regen: +2.10 Spellpower: +5 (+2 eff.) Damage Shield Power: +8% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. defender's hardened leather cap of might (6 def, 9 armour)defender's hardened leather cap of might (6 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +9 Defense: +6 (+3 eff.) Fatigue: +3% Changes stats: +3 Str / +4 Con Changes resistances: +2% all Physical save: +8 (+3 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. grounding hardened leather cap of dexterity (+4) (0 def, 3 armour)grounding hardened leather cap of dexterity (+4) (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Dex Changes resistances: +7% lightning / +7% temporal A cap made of leather. |
Bethytha (13 def, 25 armour) Bethytha (13 def, 25 armour)Requires: - Heavy armour training - Strength 38 Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +25 Defense: +13 (+6 eff.) Fatigue: +5% Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Cun Changes resistances: +7% mind Reduces incoming crit damage: 10.00% Physical save: +22 (+8 eff.) Mental save: +33 (+13 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour (3 def, 8 armour)dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +12% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. fortifying stralite mail armour of delving (4 def, 8 armour)fortifying stralite mail armour of delving (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +12% Changes stats: +12 Str / +4 Con Changes resistances: +15% darkness / +9% physical Maximum life: +61.00 Light radius: +1 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.6 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. searing stralite mail armour of the deep (4 def, 11 armour)searing stralite mail armour of the deep (4 def, 11 armour) Requires: - Heavy armour training - Strength 38 Powered by arcane forces Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +11 Defense: +4 (+2 eff.) Fatigue: +12% Damage (Melee): 17 acid / 15 fire Damage when hit (Melee): 11 acid / 12 fire Changes resistances: +19% acid / +17% fire / +10% cold Allows you to breathe in: water A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. radiant reinforced leather armour of acid resistance (12 def, 7 armour)radiant reinforced leather armour of acid resistance (12 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+6 eff.) Fatigue: +8% Changes stats: +3 Wil Changes resistances: +13% blight / +18% darkness / +20% acid Light radius: +1 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating reinforced leather armour of the hero (12 def, 7 armour)rejuvenating reinforced leather armour of the hero (12 def, 7 armour) Requires: - Strength 18 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+6 eff.) Fatigue: +8% Changes stats: +6 Str / +6 Dex / +6 Mag / +7 Wil / +5 Cun Life regen: +4.70 Stamina each turn: +1.50 Maximum life: +46.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. swashbuckler's voratun shield (0 def, 10 armour, 198.5 block)swashbuckler's voratun shield (0 def, 10 armour, 198.5 block) Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +10 Fatigue: +8% Changes stats: +7 Str / +4 Dex Talent granted: +1 Block Handheld deflection devices. |
11 agate 11 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. |
619 alchemist agate 619 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. |
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine 6 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. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 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. |
4 opal 4 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. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Duvydur (dig speed 29 turns) Duvydur (dig speed 29 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +20 (+6 eff.) Physical crit. chance: +2.0% Defense: +10 (+5 eff.) Changes stats: +1 Str / +4 Dex Changes damage: +9% physical Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Sewervortex the dwarven-steel pickaxe (dig speed 24 turns) Sewervortex the dwarven-steel pickaxe (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +10 Effects on melee hit: * 20 arcane resource burn Changes stats: +5 Str Changes resistances: +6% acid / +9% light / +3% blight Changes resistances penetration: +10% mind Changes damage: +9% nature When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 23 cooldown : Effective talent level: 2.6 Power cost: 23 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +67 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Frozenimmortal' (dig speed 31 turns) dwarven-steel pickaxe 'Frozenimmortal' (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Str / +3 Mag Changes resistances: +6% cold Changes resistances penetration: +10% arcane Maximum mana: +40.00 Spellpower: +20 (+8 eff.) Spell crit. chance: +4% Mindpower: +20 (+9 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
6 emerald 6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel 3 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. |
Brenayarath BrenayarathPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% blight / +9% darkness / +6% acid Changes damage: +18% acid Critical mult.: +20.00% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +35 (+12 eff.) Spell crit. chance: +8% Light radius: +4 Infravision radius: +5 See invisible: +11 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 18 blight damage or heals 31 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite 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.(99 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Grinenarisin' alchemist's lamp 'Grinenarisin'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +30 (+10 eff.) Armour: +16 Changes stats: +1 Str Changes resistances: +3% blight / +2% physical Critical mult.: +10.00% Blindness immunity: +31% Confusion immunity: +16% Light radius: +9 See stealth: +14 See invisible: +16 It can be used to activate talent Track, placing all other charms into a 35 cooldown : Effective talent level: 5.2 Power cost: 35 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+2 eff.) Maximum life: +41.00 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. |
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. |
Crystal Focus 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 Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
9 garnet 9 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1) Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 58% of the healing done. This effect scales with your Magic stat. Activation costs 66 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2) 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 176 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. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz 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. |
11 ametrine 11 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By packagethief the Krog Marauder level 22
17th Haze 122nd year of Ascendancy at 06:35 see stats
By packagethief the Krog Marauder level 10
2nd Summertide 122nd year of Ascendancy at 21:07 see stats
By packagethief the Krog Marauder level 30
44th Regrowth 123rd year of Ascendancy at 22:14 see stats
By packagethief the Krog Marauder level 21
73rd Dusk 122nd year of Ascendancy at 13:46 see stats
By packagethief the Krog Marauder level 10
4th Mirth 122nd year of Ascendancy at 05:48 see stats
By packagethief the Krog Marauder level 20
58th Dusk 122nd year of Ascendancy at 08:30 see stats
By packagethief the Krog Marauder level 30
42nd Regrowth 123rd year of Ascendancy at 12:28 see stats
By packagethief the Krog Marauder level 22
61st Haze 122nd year of Ascendancy at 17:54 see stats
By packagethief the Krog Marauder level 31
23rd Pyre 123rd year of Ascendancy at 15:00 see stats
By packagethief the Krog Marauder level 28
13rd Regrowth 123rd year of Ascendancy at 05:03 see stats
By packagethief the Krog Marauder level 7
2nd Mirth 122nd year of Ascendancy at 02:21 see stats
By packagethief the Krog Marauder level 18
56th Dusk 122nd year of Ascendancy at 07:14 see stats
By packagethief the Krog Marauder level 21
73rd Dusk 122nd year of Ascendancy at 20:31 see stats
By packagethief the Krog Marauder level 14
17th Dusk 122nd year of Ascendancy at 01:32 see stats
Log
Cyrobretha the skeleton master archer uses Stunning Blow.
Packagethief is stunned!
Packagethief overcomes the gloom
Packagethief feels pain again.
Packagethief stops regenerating health quickly.
Packagethief is not stunned anymore.
Packagethief has recovered!
Talent Track is ready to use.
Talent Heartseeker is ready to use.
Talent Skullcracker is ready to use.
Deep Wound from Isynn the skeleton magus hits packagethief for 35 physical damage.
Isynn the skeleton magus hits packagethief for 143 physical damage.
Burning from Isynn the skeleton magus hits packagethief for (11 antimagic), 0 fire (0 total damage).
Cyrobretha the skeleton master archer hits packagethief for 388 physical damage.
Melee retaliation hits Cyrobretha the skeleton master archer for 3 acid damage.
Melee retaliation hits Isynn the skeleton magus for 2 acid damage.
Isynn the skeleton magus hits packagethief for (20 parried), 186 physical (186 total damage).
Melee retaliation hits Isynn the skeleton magus for 4 acid damage.
packagethief the level 33 krog marauder was dissected to death by Isynn the skeleton magus on level 7 of Dreadfell.
Packagethief has finished recovering.
Packagethief is no longer dominated.
Packagethief is free from the illness.
Packagethief seems more focused.
Packagethief no longer revels in blood quite so much.
Packagethief deactivates Antimagic Shield.
Packagethief deactivates Quickdraw.
Packagethief stops burning.
Packagethief is no longer attuned.
Packagethief speeds up.
Packagethief's deep wound closes.