Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Inventory Squelching 1.2.5Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official 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:
Better inscription information 1.3.1Improves the default inscription information to include such things as health per turn/sustained health per turn for regeneration infusions etc. Flagpole Healthbar 1.1.5Makes the actor healthbars a 3/4 height vertical bar in the lower left, receding upwards with damage so less vital information is lost behind perspective wall tiles. Designed for use with my corner-only threat borders, but also looks passable with the default four-corner design as I also made the bar render on top of the frame. (Only issue is that full health gets lost against the ally-color frame). Looks good in sizes down to 32x32, fails to render in 16x16 presently. Intended for Shockbolt tiles and frames, not much use with roguelike. Items Vault 1.3.0Donators/Buyers bonus! Plenum Tooltip: Enhanced actor tooltip display for TOME v2.4 1.3.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.3.1Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Pragmatic Heroism 1.1.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Thalore |
Class | Berserker |
Level / Exp | 23 / 86% |
Size | medium |
Lifes / Deaths | Killed by Belugath the bone giant at level 23 on the 29th Dusk 123rd year of Ascendancy at 14:45 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 67 (base 53) |
Dexterity | 19 (base 11) |
Constitution | 31 (base 20) |
Magic | 9 (base 10) |
Willpower | 50 (base 41) |
Cunning | 24 (base 10) |
Resources
Life | -54/797 |
Equilibrium | 37 |
Stamina | 192/246 |
Psi | 140/140 |
Healing Factor | 1.11 |
Regeneration | 17.767897747722 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 106 |
Accuracy | 46 |
Crit Chance | 56% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 9 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 37.3 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 37.2 (93.924050632911%) |
Defense | 22.575 |
Ranged Defense | 22.575 |
Fatigue | 26 |
Physical Save | 46.1 |
Spell Save | 32.825 |
Mental Save | 43.3 |
Defense: Resistances
All | + 9%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 10% |
Poison Resistance | 15% |
Bleed Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 12% for 5 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 531% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. (381 + 3.0 Wil) |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 115 and cleanse 1 wound and poison effect. Its effects scale with your Constitution stat. (41 + 2.4 Con) |
Class Talents
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Berserker Rage |
talent | Wild Growth |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 11.14, and stamina regeneration by 2.23. Bloodbath |
beneficial effect | You gain 9% resistance against fire. Resolve |
beneficial effect | The target is recovering 25 life each turn. Recovery |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 42. | active |
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. | done |
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 the fox. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed wretchling eyeball. * You've found the needed chunk of ghoul flesh. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed minotaur nose. * You've found the needed bloated horror heart. You have aided Marus of Elvala in creating an elixir of mastery. 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 ice ant stinger. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed xorn fragment. * You've found the needed black mamba head. 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 | wanderer's pair of rough leather boots of evasion (10 def, 1 armour) wanderer's pair of rough leather boots of evasion (10 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +10 (+5 eff.) Fatigue: +1% Changes stats: +2 Cun / +2 Con Physical save: +10 (+3 eff.) Mental save: +10 (+3 eff.) It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 21% chance to completely evade them and granting you 9 defense for 11 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. Press to compare |
Light source | Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+4 eff.) Light radius: +10 Absorbs all darkness (power 99, based on Willpower and Cunning) within its light radius, increasing in brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 232.18 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. Press to compare |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. Press to compare |
Tool | dwarven-steel torque of charged psionic shield [power 81] (20 cooldown) dwarven-steel torque of charged psionic shield [power 81] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 81 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. Press to compare |
On fingers | rogue's gold ring of misery rogue's gold ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 5 bleed Effects on ranged hit: * 10% chance to cause random gloom Damage (Ranged): 10 bleed Changes stats: +7 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +5.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. Press to compare |
Around waist | Halygas the hardened leather belt Halygas the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Str / +5 Dex / +1 Mag / +4 Wil / +5 Cun / +3 Con Physical save: +16 (+5 eff.) Spell save: +13 (+6 eff.) Mental save: +13 (+4 eff.) A belt that goes around your waist. Press to compare |
In main hand | Layudhevea the dwarven-steel greatsword (145% power, 2 apr) Layudhevea the dwarven-steel greatsword (145% power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 146% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +12 temporal / +10 nature / +4 arcane Burst (radius 2) on crit: +4 mind When wielded/worn: Physical crit. chance: +22.0% Changes damage: +6% blight Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +6 Massive two-handed swords. Press to compare |
On hands | voratun gauntlets 'Ragorain' (0 def, 3 armour) voratun gauntlets 'Ragorain' (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +3 Damage (Melee): 8 acid / 8 mind Changes resistances: +7% acid / +7% mind Changes resistances penetration: +10% mind Changes damage: +7% acid / +5% mind Critical mult.: +8.00% Spell crit. chance: +11% Mental crit. chance: +14% Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
Main armor | steel plate armour of Eyal (4 def, 9 armour) steel plate armour of Eyal (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Life regen: +1.20 Maximum life: +45.00 Healing mod.: +11% A suit of armour made of metal plates. Press to compare |
Cloak | cashmere cloak 'Woewarden' (2 def, 0 armour) cashmere cloak 'Woewarden' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 darkness Poison immunity: +15% Cut immunity: +10% Stun/Freeze immunity: +10% Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Around neck | Glintstinger GlintstingerInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 12 light Changes stats: +3 Str Changes resistances: +6% light Amulets can have magical properties. Press to compare |
Inventory
healing infusion [Con] (104hp (10.4hp/turn sustained use)) healing infusion [Con] (104hp (10.4hp/turn sustained use))Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 104 and cleanse 1 wound and poison effect. Its effects scale with your Constitution stat. (30 + 2.4 Con) It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
regeneration infusion [Con] (174hp (34.9hp/turn active; 10.3hp/turn sustained use)) regeneration infusion [Con] (174hp (34.9hp/turn active; 10.3hp/turn sustained use))Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 174 life over 5 turns. Its effects scale with your Constitution stat. (69 + 3.4 Con) It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion [Cun] (254hp (50.7hp/turn active; 21.1hp/turn sustained use)) regeneration infusion [Cun] (254hp (50.7hp/turn active; 21.1hp/turn sustained use))Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 254 life over 5 turns. Its effects scale with your Cunning stat. (172 + 3.4 Cun) It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion [Cun] (261hp (52.1hp/turn active; 21.7hp/turn sustained use)) regeneration infusion [Cun] (261hp (52.1hp/turn active; 21.7hp/turn sustained use))Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 261 life over 5 turns. Its effects scale with your Cunning stat. (179 + 3.4 Cun) It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion [Dex] (218hp (43.5hp/turn active; 14.5hp/turn sustained use)) regeneration infusion [Dex] (218hp (43.5hp/turn active; 14.5hp/turn sustained use))Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 218 life over 5 turns. Its effects scale with your Dexterity stat. (153 + 3.4 Dex) It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion [Str] (rad 5; power 53; turns 4; dispells darkness) sun infusion [Str] (rad 5; power 53; turns 4; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 27). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 53) for 4 turns. Its effects scale with your Strength stat. (20 + 1.2 Str) It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (magical; 11.0% x5 turns) wild infusion (magical; 11.0% x5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 11% for 5 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
wild infusion (physical; 22.0% x6 turns) wild infusion (physical; 22.0% x6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
wild infusion [Wil] (magical; 18.0% x7 turns) wild infusion [Wil] (magical; 18.0% x7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. (13 + 0.1 Wil) It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
insidious poison infusion (10.0d/t; heal reduction 30.0%; range 4) insidious poison infusion (10.0d/t; heal reduction 30.0%; range 4)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 10.00 nature damage per turn for 7 turns, and reducing the target's healing received by 30%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion [Con] (23.7d/t; heal reduction 38.0%; range 4) insidious poison infusion [Con] (23.7d/t; heal reduction 38.0%; range 4)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 23.71 nature damage per turn for 7 turns, and reducing the target's healing received by 38%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Constitution stat. (104 + 2.0 Con) It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion [Con] (21.0d/t; heal reduction 26.0%; range 3) insidious poison infusion [Con] (21.0d/t; heal reduction 26.0%; range 3)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 26 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 21.00 nature damage per turn for 7 turns, and reducing the target's healing received by 26%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Constitution stat. (85 + 2.0 Con) It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion [Con] (+9 for 10 turns; die at -324) heroism infusion [Con] (+9 for 10 turns; die at -324)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 9 for 10 turns. While Heroism is active, you will only die when reaching -324 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. (5 + 0.1 Con) It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion [Dex] (+8 for 10 turns; die at -249) heroism infusion [Dex] (+8 for 10 turns; die at -249)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 10 turns. While Heroism is active, you will only die when reaching -249 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. (5 + 0.1 Dex) It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (353.0% speed; 5 turns free action) movement infusion (353.0% speed; 5 turns free action)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 353% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
movement infusion [Con] (393.0% speed; 4 turns free action) movement infusion [Con] (393.0% speed; 4 turns free action)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 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 nature gift Description: Activate the infusion to increase movement speed by 393% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. (300 + 3.0 Con) It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
movement infusion [Con] (533.0% speed; 7 turns free action) movement infusion [Con] (533.0% speed; 7 turns free action)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 533% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. (440 + 3.0 Con) It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
starlit steel amulet of cunning (+4) starlit steel amulet of cunning (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes resistances: +16% light / +14% darkness Blindness immunity: +28% Amulets can have magical properties. Press to compare |
steel amulet 'Beliramina' steel amulet 'Beliramina'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent mastery: +0.12 Technique / Combat techniques Critical mult.: +10.00% Mental crit. chance: +1% Amulets can have magical properties. Press to compare |
steel amulet of cunning (+2) steel amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun Amulets can have magical properties. Press to compare |
steel amulet of mastery (0.12 Technique / Two-handed assault) steel amulet of mastery (0.12 Technique / Two-handed assault)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent mastery: +0.12 Technique / Two-handed assault Amulets can have magical properties. Press to compare |
steel amulet of strength (+3) steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Amulets can have magical properties. Press to compare |
gold amulet gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. Press to compare |
gold amulet gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. Press to compare |
gold amulet of cunning (+4) gold amulet of cunning (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Cun Amulets can have magical properties. Press to compare |
starlit gold amulet starlit gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +18% light / +13% darkness Blindness immunity: +25% Amulets can have magical properties. Press to compare |
copper ring of nature (+20%) copper ring of nature (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% nature Changes damage: +10% nature Rings can have magical properties. Press to compare |
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: +1.40 Rings can have magical properties. Press to compare |
marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Rings can have magical properties. Press to compare |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Rings can have magical properties. Press to compare |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil 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 14.65 cold and 16.11 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. Press to compare |
psionicist's steel ring psionicist's steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Rings can have magical properties. Press to compare |
steel ring of corrosion (+20%) steel ring of corrosion (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% acid Changes damage: +10% acid Rings can have magical properties. Press to compare |
steel ring of perseverance steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +22% Life regen: +1.10 Rings can have magical properties. Press to compare |
steel ring of tenacity steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +21% Pinning immunity: +22% Knockback immunity: +24% Maximum life: +20.00 Rings can have magical properties. Press to compare |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. Press to compare |
gold ring of frost (+24%) gold ring of frost (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +24% cold Changes damage: +12% cold Rings can have magical properties. Press to compare |
psionicist's gold ring of clarity psionicist's gold ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Wil Mental save: +13 (+4 eff.) Confusion immunity: +23% Rings can have magical properties. Press to compare |
This item will automatically be transmogrified when you leave the level. potent ash magestaff of fate (117% power, 3 apr, fire element)potent ash magestaff of fate (117% power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 117% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +18% fire Talent granted: +1 Command Staff Physical save: +5 (+2 eff.) Spell save: +7 (+4 eff.) Mental save: +6 (+2 eff.) Spellpower: +8 (+8 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. Press to compare |
steel battleaxe 'Veluriwen' (124% power, 2 apr) =corrosion= steel battleaxe 'Veluriwen' (124% power, 2 apr) =corrosion=Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 124% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour * Slows global speed by 10% * 20 arcane resource burn When wielded/worn: Changes resistances: +5% arcane Massive two-handed battleaxes. Press to compare |
Kirin the dwarven-steel battleaxe (135% power, 2 apr) =crit= Kirin the dwarven-steel battleaxe (135% power, 2 apr) =crit=Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 135% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +10.0% Critical mult.: +6.00% Life regen: +0.40 Only die when reaching: -20.00 life Massive two-handed battleaxes. Press to compare |
dwarven-steel battleaxe 'Fireoath' (138% power, 2 apr) dwarven-steel battleaxe 'Fireoath' (138% power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 139% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +9 mind / +4 blight Burst (radius 1) on hit: +8 blight Burst (radius 2) on crit: +10 ice When wielded/worn: Physical crit. chance: +10.0% Armour: +16 Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 4 fire Changes resistances penetration: +13% cold Changes damage: +9% blight It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed battleaxes. Press to compare |
hateful dwarven-steel battleaxe of erosion (138% power, 2 apr) =hateful= hateful dwarven-steel battleaxe of erosion (138% power, 2 apr) =hateful=Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 138% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Damage (Melee): +14 temporal / +9 darkness / +10 nature Damage against: +13% Living Massive two-handed battleaxes. Press to compare |
steel greatmaul of persecution (132% power, 2 apr) =horrorbane= steel greatmaul of persecution (132% power, 2 apr) =horrorbane=Requires: - Strength 16 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 132% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Damage against: +10% Unnatural When wielded/worn: Changes stats: +2 Wil Massive two-handed mauls. Press to compare |
glacial dwarven-steel greatmaul of the leech (151% power, 2 apr) glacial dwarven-steel greatmaul of the leech (151% power, 2 apr)Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 152% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * Slows global speed by 12% * leeches stamina from the target Burst (radius 2) on crit: +7 ice When wielded/worn: Armour: +10 Damage when hit (Melee): 16 nature slow Changes resistances penetration: +7% cold Massive two-handed mauls. Press to compare |
Arcveil the dwarven-steel greatsword (140% power, 2 apr) =firedamage= Arcveil the dwarven-steel greatsword (140% power, 2 apr) =firedamage=Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 141% Range: 1.6x Uses stat: 120% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +31 insidious poison Burst (radius 2) on crit: +8 fire When wielded/worn: Damage when hit (Melee): 4 lightning Changes damage: +3% lightning / +3% fire Massive two-handed swords. Press to compare |
Shinehue (144% power, 2 apr) =torment= Shinehue (144% power, 2 apr) =torment=Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 144% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Damage when hit (Melee): 20 blight / 8 light Changes resistances penetration: +14% darkness / +5% light / +10% mind Changes damage: +6% blight Massive two-handed swords. Press to compare |
This item will automatically be transmogrified when you leave the level. arcing dwarven-steel waraxe of massacre (134% power, 4 apr)arcing dwarven-steel waraxe of massacre (134% power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 134% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +13 lightning One-handed war axes. Press to compare |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel waraxe (119% power, 4 apr)balanced dwarven-steel waraxe (119% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 120% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +8 (+4 eff.) Disarm immunity: +31% One-handed war axes. Press to compare |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger of daylight (115% power, 7 apr)dwarven-steel dagger of daylight (115% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 115% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +7 light Damage against: +7% Undead Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger of phasing (113% power, 12 apr)dwarven-steel dagger of phasing (113% power, 12 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 113% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Physical crit. chance: +6.0% Attack speed: 100% Damage Shield penetration (this weapon only): +16% Sharp, short and deadly. Press to compare |
This item will automatically be transmogrified when you leave the level. ranger's yew longbowranger's yew longbow Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When wielded/worn: Changes stats: +3 Dex Longbows are used to shoot arrows at your foes. Press to compare |
This item will automatically be transmogrified when you leave the level. steady yew longbow of coldsteady yew longbow of cold Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +5 cold When wielded/worn: Accuracy: +9 (+3 eff.) Changes damage: +13% cold Talent cooldown: Steady Shot (-1 turn) Longbows are used to shoot arrows at your foes. Press to compare |
This item will automatically be transmogrified when you leave the level. yew longbow of fireyew longbow of fire Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +5 fire When wielded/worn: Changes damage: +11% fire Longbows are used to shoot arrows at your foes. Press to compare |
This item will automatically be transmogrified when you leave the level. icy quiver of yew arrows (22/22, 142% power, 10 apr)icy quiver of yew arrows (22/22, 142% power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 143% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 22 Damage (Ranged): +8 cold Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. psychokinetic quiver of yew arrows (20/20, 140% power, 10 apr)psychokinetic quiver of yew arrows (20/20, 140% power, 10 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 140% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 20 On weapon hit: * 10% chance to knock the target back Damage (Ranged): +20 physical Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of yew arrows of accuracy (12/16, 142% power, 10 apr)quiver of yew arrows of accuracy (12/16, 142% power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 143% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 16 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. mindwoven cashmere robe (2 def, 0 armour)mindwoven cashmere robe (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Mental save: +16 (+5 eff.) Mindpower: +3 (+2 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour of cold resistance (1 def, 2 armour)spiked rough leather armour of cold resistance (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical Changes resistances: +16% cold A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. spiked hardened leather armour (3 def, 6 armour)spiked hardened leather armour (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 13 physical A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. spiked hardened leather armour (3 def, 6 armour)spiked hardened leather armour (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 12 physical A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. spiked hardened leather armour (3 def, 6 armour)spiked hardened leather armour (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 12 physical A suit of armour made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. spiked hardened leather armour of lightning resistance (3 def, 6 armour)spiked hardened leather armour of lightning resistance (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 12 physical Changes resistances: +18% lightning A suit of armour made of leather. Press to compare |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. Press to compare |
blurring rough leather belt of resilience blurring rough leather belt of resilienceInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Stealth bonus: +5 Maximum life: +30.00 A belt that goes around your waist. Press to compare |
Khelygorn (2 def, 0 armour) Khelygorn (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +2 (+1 eff.) Defense: +2 (+1 eff.) Changes stats: +1 Str / +3 Wil Critical mult.: +9.00% Mental save: +5 (+2 eff.) Maximum stamina: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
enveloping cashmere cloak (10 def, 0 armour) enveloping cashmere cloak (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
resilient cashmere cloak (2 def, 0 armour) resilient cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Maximum life: +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
thick cashmere cloak of Iron Throne (2 def, 7 armour) thick cashmere cloak of Iron Throne (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes stats: +1 Str / +1 Con Changes resistances: +17% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Glorilaith the pair of rough leather boots (0 def, 5 armour) =demonlepathy= Glorilaith the pair of rough leather boots (0 def, 5 armour) =demonlepathy=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Changes stats: +1 Mag Grants telepathy: Demon/Minor Demon/Major Infravision radius: +2 See invisible: +3 A pair of boots made of leather. Press to compare |
scouring rough leather gloves (0 def, 1 armour) scouring rough leather gloves (0 def, 1 armour)Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects when hit in melee: * 15% chance to reduce powers by 20% * 16 arcane resource burn Spell save: +8 (+4 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
steady dwarven-steel gauntlets of butchering (0 def, 2 armour) steady dwarven-steel gauntlets of butchering (0 def, 2 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +11 (+4 eff.) Armour penetration: +7 Physical power: +6 (+2 eff.) Armour: +2 Changes resistances: +7% blight Physical save: +5 (+2 eff.) Spell save: +11 (+6 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +27% Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
cashmere wizard hat 'Churan' (2 def, 0 armour) cashmere wizard hat 'Churan' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +18% lightning / +5% arcane Changes damage: +12% lightning Cut immunity: +10% Pinning immunity: +15% Stun/Freeze immunity: +5% A pointy cloth hat, very wizardly... Press to compare |
cleansing rough leather cap (0 def, 1 armour) cleansing rough leather cap (0 def, 1 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% nature / +6% blight A cap made of leather. Press to compare |
Airbrawn (0 def, 3 armour) Airbrawn (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +10% acid / +10% fire / +8% cold / +17% lightning Changes resistances penetration: +10% lightning A cap made of leather. Press to compare |
Daimesathel (2 def, 0 armour) Daimesathel (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 physical Changes stats: +5 Cun / +5 Wil Changes resistances: +6% mind Stun/Freeze immunity: +15% Mindpower: +5 (+2 eff.) A pointy cloth hat, very wizardly... Press to compare |
The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+6 eff.) It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.0 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 19% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 13%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. Press to compare |
Tusadar (0 def, 3 armour) =waterbreathing= Tusadar (0 def, 3 armour) =waterbreathing=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +1 Str / +2 Wil / +1 Con Changes resistances: +8% cold Allows you to breathe in: water Reduces incoming crit damage: 10.00% Light radius: +2 See invisible: +6 A cap made of leather. Press to compare |
Gorerock the dwarven-steel helm (0 def, 4 armour) Gorerock the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * Slows global speed by 40% Changes stats: +5 Str Changes resistances penetration: +5% nature Changes damage: +12% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
miner's dwarven-steel helm of absorption (0 def, 6 armour) miner's dwarven-steel helm of absorption (0 def, 6 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +4% Stamina when hit: +1.50 Equilibrium when hit: +1.30 Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
prismatic dwarven-steel helm of absorption (0 def, 4 armour) prismatic dwarven-steel helm of absorption (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +13% light / +12% darkness Stamina when hit: +1.60 Equilibrium when hit: +0.80 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
9 onyx 9 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. |
5 emerald 5 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. |
4 quartz 4 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. |
This item will automatically be transmogrified when you leave the level. 58 alchemist agate58 alchemist agate 0.00 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. |
bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +4 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. Press to compare |
bright alchemist's lamp of clarity bright alchemist's lamp of clarityCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +5 (+2 eff.) Light radius: +6 See stealth: +7 See invisible: +10 A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
survivor's alchemist's lamp of clarity survivor's alchemist's lamp of clarityInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +7 (+2 eff.) Mental save: +11 (+4 eff.) Light radius: +3 See stealth: +13 See invisible: +7 Healing mod.: +15% A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (107 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. Press to compare |
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. |
iron pickaxe of endurance (dig speed 40 turns) iron pickaxe of endurance (dig speed 40 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. Press to compare |
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. |
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), costing 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. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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, costing 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. |
dwarven-steel torque of mindblast [power 189] (6 cooldown) dwarven-steel torque of mindblast [power 189] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to fire a blast of psionic energies in a range 8 beam (dam 94-189), putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
psionic dwarven-steel torque of clear mind [power 2] (10 cooldown) psionic dwarven-steel torque of clear mind [power 2] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 4 psi. Torques are made by powerful psionics to store psionic powers. Press to compare |
quick dwarven-steel torque of kinetic psionic shield [power 47] (16 cooldown) quick dwarven-steel torque of kinetic psionic shield [power 47] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 47 for 7 turns, putting all charms on cooldown for 16 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
supercharged dwarven-steel torque of psychoportation [power 46] (45 cooldown) supercharged dwarven-steel torque of psychoportation [power 46] (45 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 46), putting all charms on cooldown for 45 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
supercharged dwarven-steel torque of thermal psionic shield [power 107] (28 cooldown) supercharged dwarven-steel torque of thermal psionic shield [power 107] (28 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 107 for 7 turns, putting all charms on cooldown for 28 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
elm totem of cure ailments [power 1] (10 cooldown) elm totem of cure ailments [power 1] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons or diseases from a target within range 8 (Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. Press to compare |
forceful yew totem of thorny skin [power 41] (20 cooldown) forceful yew totem of thorny skin [power 41] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 41 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 6 stamina. Natural totems are made by powerful wilders to store nature power. Press to compare |
Achievements
By Nathi the Thalore Berserker level 20
71st Regrowth 123rd year of Ascendancy at 15:00 see stats
By Nathi the Thalore Berserker level 16
38th Regrowth 123rd year of Ascendancy at 18:14 see stats
By Nathi the Thalore Berserker level 20
1st Pyre 123rd year of Ascendancy at 07:38 see stats
By Nathi the Thalore Berserker level 7
5th Mirth 122nd year of Ascendancy at 17:16 see stats
By Nathi the Thalore Berserker level 19
58th Regrowth 123rd year of Ascendancy at 16:48 see stats
By Nathi the Thalore Berserker level 18
58th Regrowth 123rd year of Ascendancy at 04:25 see stats
By Nathi the Thalore Berserker level 22
11st Dusk 123rd year of Ascendancy at 13:23 see stats
By Nathi the Thalore Berserker level 20
71st Regrowth 123rd year of Ascendancy at 15:27 see stats
By Nathi the Thalore Berserker level 16
49th Regrowth 123rd year of Ascendancy at 15:35 see stats
By Nathi the Thalore Berserker level 10
35th Dusk 122nd year of Ascendancy at 08:17 see stats
By Nathi the Thalore Berserker level 20
71st Regrowth 123rd year of Ascendancy at 10:15 see stats
By Nathi the Thalore Berserker level 14
79th Haze 122nd year of Ascendancy at 13:59 see stats
By Nathi the Thalore Berserker level 20
3rd Pyre 123rd year of Ascendancy at 11:42 see stats
By Nathi the Thalore Berserker level 20
71st Regrowth 123rd year of Ascendancy at 15:00 see stats
By Nathi the Thalore Berserker level 9
1st Dusk 122nd year of Ascendancy at 13:01 see stats
By Nathi the Thalore Berserker level 9
6th Flare 122nd year of Ascendancy at 14:34 see stats
By Nathi the Thalore Berserker level 18
57th Regrowth 123rd year of Ascendancy at 16:57 see stats
By Nathi the Thalore Berserker level 21
66th Pyre 123rd year of Ascendancy at 13:31 see stats
By Nathi the Thalore Berserker level 20
3rd Pyre 123rd year of Ascendancy at 08:57 see stats
Log
Nathi's mind surges with critical power!
Nathi is invigorated by the attack!
Talent Stunning Blow is ready to use.
Nathi receives 28 healing.
Burning from Belugath the bone giant hits Nathi for 58 fire damage.
Belugath the bone giant casts Manathrust.
Belugath the bone giant is not intimidated!
Nathi is invigorated by the attack!
Belugath the bone giant hits Nathi for 163 arcane damage.
Nathi is invigorated by the attack!
Nathi slows down.
Nathi deactivates Daunting Presence.
Nathi receives 28 healing.
Burning from Belugath the bone giant hits Nathi for 64 fire damage.
Nathi's rage subsides!
Nathi stops burning.
Nathi receives 28 healing.
Nathi stops regenerating health quickly.
Talent Infusion: Healing is ready to use.
Nathi receives 28 healing.
Belugath the bone giant casts Disperse Magic.
Nathi is moving less freely.
Belugath the bone giant casts Lightning.
Belugath the bone giant's spell attains critical power!
Saving game...