Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 |
| Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Items Vault 1.2.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3ZOmnibus Addon Pack 1.2.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Summoner |
| Level / Exp | 25 / 40% |
| Size | medium |
| Lifes / Deaths | Killed by Arariawyn the elven blood mage at level 25 on the 11st Pyre 123rd year of Ascendancy at 14:57 / 1 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 14 (base 11) |
| Constitution | 19 (base 13) |
| Magic | 10 (base 10) |
| Willpower | 67 (base 48) |
| Cunning | 61 (base 55) |
Resources
| Life | -253/471 |
| Equilibrium | 84 |
| Healing Factor | 1.3 |
| Regeneration | 1.17 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 19 |
| Accuracy | 40 |
| Crit Chance | 22% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 18 |
| Accuracy | 40 |
| Crit Chance | 22% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 57.1 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 10 (30%) |
| Defense | 16.4 |
| Ranged Defense | 20.2 |
| Fatigue | 0 |
| Physical Save | 28.275 |
| Spell Save | 33.475 |
| Mental Save | 52.266666666667 |
Defense: Resistances
| All | + 4%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 33% |
| Instadeath Resistance | 100% |
| Stun Resistance | 10% |
| Poison Resistance | 50% |
| Blind Resistance | 15% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 173 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 526% 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. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 9 turns. While Heroism is active, you will only die when reaching -530 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 Cunning stat. |
Class Talents
| Wild-gift / Summoning (advanced) | 1.44 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (melee) | 1.44 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Master Summoner |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
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 lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Charm Mastery (+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 |
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 |
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. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 89. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed warg claw. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | active |
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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. | 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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | [vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] Wanderer's Rest (4 def, 0 armour)Wanderer's Rest (4 def, 0 armour) Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Defense: +4 Fatigue: -10% Changes stats: +3 Dex Changes resistances: +0%(-10%) nature / +5% physical Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Pinning immunity: +100% Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 14 power out of 20/20) : Effective talent level: 3.0 Power cost: 14 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. Tap to cycle through comparison choices |
| Light source | [vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] Layakira the alchemist's lampLayakira the alchemist's lamp Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Mental save: +10 Blindness immunity: +15% Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. Tap to cycle through comparison choices |
| On head | [vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] Aletta's Diadem (0 def, 0 armour)Aletta's Diadem (0 def, 0 armour) Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes resistances: +0%(-10%) nature Changes damage: +10% mind / +0%(-10%) nature Poison immunity: +0% (-50%) Mindpower: +12 (+7) Mental crit. chance: +5% (-) It can be used to activate talent Psychic Lobotomy (costing 6 power out of 10/10) : Effective talent level: 3.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 146.71 mind damage and cripples the target's higher mental functions, reducing cunning by 14 and confusing (32% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? Tap to cycle through comparison choices |
| On hands | [vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] Tehad (0 def, 2 armour)Tehad (0 def, 2 armour) Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Armour: +2 Damage (Melee): 7 blight Changes stats: +2 Cun Changes resistances: +7% blight / +0%(-10%) nature Changes damage: +5% blight / +0%(-10%) nature Poison immunity: +0% (-50%) Equilibrium when hit: +0.04 Maximum hate: +2.00 Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Metal gloves protecting the hands up to the middle of the lower arm. Tap to cycle through comparison choices |
| Tool | [vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] Eye of the Dreaming OneEye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes stats: +5 Wil Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Mental save: +10 Poison immunity: +0% (-50%) Sleep immunity: +100% Mindpower: +5 (-) Mental crit. chance: +0% (-5%) It can be used to activate talent Sleep (costing 14 power out of 25/25) : Effective talent level: 3.0 Power cost: 14 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 14 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. Tap to cycle through comparison choices |
| On fingers | [vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] Vargh RedemptionVargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10%(-) nature / +25% cold Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) It can be used to summon a tidal wave, costing 40 power out of 60/60. This azure ring seems to be always moist to the touch. Tap to cycle through comparison choices |
| On fingers | [vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] Ring of GrowthRing of Growth Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10%(-) nature Changes damage: +8%(-2%) nature / +8% physical Physical save: +8 Poison immunity: +0% (-50%) Life regen: +0.15 Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. Tap to cycle through comparison choices |
| Around neck | [vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] clarifying steel amulet of perfection (0.14 Wild-gift / Summoning (advanced),0.14 Wild-gift / Summoning (melee))clarifying steel amulet of perfection (0.14 Wild-gift / Summoning (advanced),0.14 Wild-gift / Summoning (melee)) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes resistances: +12% mind / +0%(-10%) nature Changes damage: +0%(-10%) nature Talent masteries: +0.14 Wild-gift / Summoning (advanced) +0.14 Wild-gift / Summoning (melee) Poison immunity: +0% (-50%) Confusion immunity: +23% Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Amulets can have magical properties. Tap to cycle through comparison choices |
| In main hand | [vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] Serpent's Glare (7-7.7 power, 15 apr, nature damage)Serpent's Glare (7-7.7 power, 15 apr, nature damage) Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 (-) Physical crit. chance: +7.0% (-) Attack speed: 100% (-) Damage conversion: 30%(-) poison When wielded/worn: Changes resistances: +10%(-) nature Changes damage: +10%(-) nature Poison immunity: +50% (-) Mindpower: +5 (-) Mental crit. chance: +5% (-) It can be used to activate talent Spit Poison (costing 6 power out of 8/8) : Effective talent level: 2.0 Power cost: 6 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 114.66 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. Tap to cycle through comparison choices |
| Around waist | [vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] Arotha the BlastpanicArotha the Blastpanic Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Armour: +8 Changes resistances: +6% lightning / +6% temporal / +0%(-10%) nature Changes resistances penetration: +5% lightning Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) It can be used to create a temporary shield that absorbs 257 damage, placing all other charms into a 20 cooldown. A belt that goes around your waist. Tap to cycle through comparison choices |
| In off hand | [vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] Bloomsoul (8-8.8 power, 13 apr, nature damage)Bloomsoul (8-8.8 power, 13 apr, nature damage) Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8(+1.0 - +1.1) Uses stats: 25% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 (-2) Physical crit. chance: +7.0% (-) Attack speed: 100% (-) Damage conversion: 0%(-30%) poison When wielded/worn: Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Talent mastery: +0.20 Wild-gift / Fungus Poison immunity: +0% (-50%) Life regen: +0.50 Mindpower: +12 (+7) Mental crit. chance: +8% (+3%) Healing mod.: +10% It can be used to activate talent Bloom Heal (costing 40 power out of 60/60) : Effective talent level: 1.0 Power cost: 40 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 40 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. Tap to cycle through comparison choices |
| Cloak | [vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] regal cashmere cloak of the voidstalker (2 def, 0 armour)regal cashmere cloak of the voidstalker (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Defense: +2 Changes stats: +2 Wil Changes resistances: +10% temporal / +10% darkness / +0%(-10%) nature Changes damage: +0%(-10%) nature Mental save: +7 Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Defense after a teleport: +12 Resist all after a teleport: +12% New effects duration reduction after a teleport: +12% It can be used to blink to a random location within 2 spaces of target hostile creature, placing all other charms into a 7 cooldown. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Tap to cycle through comparison choices |
| Main armor | [vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] Emegalle (9 def, 0 armour)Emegalle (9 def, 0 armour) Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Defense: +9 Ranged Defense: +4 Changes resistances: +9% lightning / +8% darkness / +6% light / +15% blight / +8% cold / +20%(+10%) nature / +8% fire Changes resistances penetration: +10% mind Changes damage: +9% mind / +14%(+4%) nature Physical save: +17 Spell save: +20 Mental save: +10 Poison immunity: +0% (-50%) Stun/Freeze immunity: +10% Psi each turn: +0.30 Maximum psi: +13.00 Mindpower: +6 (+1) Mental crit. chance: +3% (-2%) A cloth vestment. It offers no intrinsic protection but can be enchanted. Tap to cycle through comparison choices |
Inventory
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] regeneration infusion of the psychic (heal 288 over 5 turns)regeneration infusion of the psychic (heal 288 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 288 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] wild infusion of the duelist (resist 15%; cure mental, physical)wild infusion of the duelist (resist 15%; cure mental, physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 15% for 5 turns. 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 ability. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] wild infusion of the sneak (resist 21%; cure physical)wild infusion of the sneak (resist 21%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 21% for 4 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] heroism infusion of the warrior (+8 for 10 turns, die at -159)heroism infusion of the warrior (+8 for 10 turns, die at -159) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant 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 -159 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 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 ability. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] movement infusion of the psychic (533% speed; 5 turns)movement infusion of the psychic (533% speed; 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant 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 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] phase door rune of the warrior (range 7; power 18; dur 3)phase door rune of the warrior (range 7; power 18; dur 3) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] Rune of the Rift (418.00 temporal damage, removed from time 4 turns)Rune of the Rift (418.00 temporal damage, removed from time 4 turns) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 418.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] Withering OrbsWithering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Mindpower: +5 (-) Mental crit. chance: +0% (-5%) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] copper amulet of mastery (0.10 Technique / Combat training)copper amulet of mastery (0.10 Technique / Combat training) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Talent mastery: +0.10 Technique / Combat training Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Amulets can have magical properties. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] copper amulet of mastery (0.11 Wild-gift / Harmony)copper amulet of mastery (0.11 Wild-gift / Harmony) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Talent mastery: +0.11 Wild-gift / Harmony Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Amulets can have magical properties. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] copper amulet of mastery (0.12 Technique / Combat veteran)copper amulet of mastery (0.12 Technique / Combat veteran) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Talent mastery: +0.12 Technique / Combat veteran Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Amulets can have magical properties. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] grounding copper amulet of strength (+3)grounding copper amulet of strength (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes stats: +3 Str Changes resistances: +13% lightning / +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Stun/Freeze immunity: +20% Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Amulets can have magical properties. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] stabilizing copper amuletstabilizing copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes resistances: +0%(-10%) nature / +10% temporal Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Pinning immunity: +21% Knockback immunity: +20% Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Amulets can have magical properties. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] Daneth's NeckguardDaneth's Neckguard Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) It can be used to activate talent Juggernaut (costing 20 power out of 60/60) : Effective talent level: 2.0 Power cost: 20 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides 11% chances to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] clarifying steel amulet of willpower (+3)clarifying steel amulet of willpower (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes stats: +3 Wil Changes resistances: +14% mind / +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Confusion immunity: +22% Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Amulets can have magical properties. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] restful steel amulet of magic (+4)restful steel amulet of magic (+4) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Fatigue: -5% Changes stats: +4 Mag Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Life regen: +1.40 Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Amulets can have magical properties. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] savior's steel amuletsavior's steel amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Physical save: +12 Spell save: +12 Mental save: +10 Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Amulets can have magical properties. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] steel amuletsteel amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Amulets can have magical properties. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] steel amuletsteel amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Amulets can have magical properties. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] steel amulet of cunning (+3)steel amulet of cunning (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes stats: +3 Cun Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Amulets can have magical properties. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] steel amulet of dexterity (+3)steel amulet of dexterity (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes stats: +3 Dex Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Amulets can have magical properties. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] steel amulet of strength (+4)steel amulet of strength (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes stats: +4 Str Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Amulets can have magical properties. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] starlit gold amuletstarlit gold amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes resistances: +0%(-10%) nature / +17% light / +13% darkness Changes damage: +0%(-10%) nature Blindness immunity: +31% Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Amulets can have magical properties. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] copper ringcopper ring 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] rogue's copper ringrogue's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Defense: +4 Changes stats: +2 Cun Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] wizard's copper ringwizard's copper ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes stats: +2 Mag Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Spell save: +4 Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] conjurer's steel ring of clarityconjurer's steel ring of clarity Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes stats: +5 Wil / +4 Mag Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Mental save: +6 Poison immunity: +0% (-50%) Confusion immunity: +24% Spellpower: +5 Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] mule's steel ring of sensingmule's steel ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Fatigue: -6% Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Maximum encumbrance: +24 Blindness immunity: +22% Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Infravision radius: +3 See stealth: +7 See invisible: +7 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] rogue's steel ring of sensingrogue's steel ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Defense: +6 Changes stats: +3 Cun Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Blindness immunity: +25% Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Infravision radius: +3 See stealth: +5 See invisible: +7 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] savior's steel ring of tenacitysavior's steel ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Physical save: +7 Spell save: +7 Mental save: +6 Poison immunity: +0% (-50%) Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +22% Maximum life: +26.00 Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] steel ring of pilferingsteel ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Accuracy: +8 Armour penetration: +8 Defense: +8 Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] steel ring of tenacitysteel ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Disarm immunity: +25% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +20.00 Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] warrior's steel ring of powerwarrior's steel ring of power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Physical power: +5 Armour: +8 Changes stats: +4 Str Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Spellpower: +5 Mindpower: +6 (+1) Mental crit. chance: +0% (-5%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] wizard's steel ring of perseverancewizard's steel ring of perseverance Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes stats: +2 Mag Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Spell save: +4 Poison immunity: +0% (-50%) Stun/Freeze immunity: +20% Life regen: +0.90 Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] gold ringgold ring 0.10 Encumbrance. Type: jewelry / ring ; tier 3 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] psionicist's gold ring of the mind (+13%)psionicist's gold ring of the mind (+13%) Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes stats: +5 Wil Changes resistances: +13% mind / +0%(-10%) nature Changes damage: +13% mind / +0%(-10%) nature Mental save: +10 Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] rogue's gold ring of arcana(+0.10/turn)rogue's gold ring of arcana(+0.10/turn) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Defense: +4 Changes stats: +2 Cun Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Silence immunity: +25% Mana each turn: +0.10 Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] wizard's gold ring of arcana(+0.16/turn)wizard's gold ring of arcana(+0.16/turn) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes stats: +2 Mag Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Spell save: +4 Poison immunity: +0% (-50%) Silence immunity: +33% Mana each turn: +0.16 Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] Drake's Bane (52-78 power, 21 apr)This item will automatically be transmogrified when you leave the level. Drake's Bane (52-78 power, 21 apr) Requires: - Strength 45 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 52.0 - 78.0(+45.0 - +70.3) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 (+6) Physical crit. chance: +2.0% (-5.0%) Attack speed: 100% (-) Damage conversion: 0%(-30%) poison Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Physical save: +9 Poison immunity: +0% (-50%) Stun/Freeze immunity: +20% Knockback immunity: +40% Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] plaguebringer's stralite dagger of corruption (31-40.3 power, 9 apr)This item will automatically be transmogrified when you leave the level. plaguebringer's stralite dagger of corruption (31-40.3 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 31.0 - 40.3(+24.0 - +32.6) Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 (-6) Physical crit. chance: +8.0% (+1.0%) Attack speed: 100% (-) When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 4% chance to inflict damage reduction (+4%) * 7% chance to disease (+7%) + 20% chance to curse the target Damage (Melee): +8 blight Damage conversion: 0%(-30%) poison When wielded/worn: Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Disease immunity: +13% Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] dwarven-steel greatmaul of rage (43.5-65.25 power, 2 apr)This item will automatically be transmogrified when you leave the level. dwarven-steel greatmaul of rage (43.5-65.25 power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 43.5 - 65.3(+36.5 - +57.5) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-13) Physical crit. chance: +1.5% (-5.5%) Attack speed: 100% (-) Damage conversion: 0%(-30%) poison When wielded/worn: Accuracy: +13 Changes stats: +5 Str Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature / +12% physical Poison immunity: +0% (-50%) Stamina when hit: +2.00 Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Massive two-handed mauls. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] plaguebringer's stralite greatsword (48.5-77.6 power, 3 apr)This item will automatically be transmogrified when you leave the level. plaguebringer's stralite greatsword (48.5-77.6 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.5 - 77.6(+41.5 - +69.9) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 (-12) Physical crit. chance: +4.5% (-2.5%) Attack speed: 100% (-) When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 13% chance to disease (+13%) Damage (Melee): +14 blight Damage conversion: 0%(-30%) poison When wielded/worn: Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Disease immunity: +18% Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Massive two-handed swords. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] thunderous dwarven-steel longsword (24.5-34.3 power, 4 apr)thunderous dwarven-steel longsword (24.5-34.3 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.5 - 34.3(+17.5 - +26.6) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 (-11) Physical crit. chance: +3.5% (-3.5%) Attack speed: 100% (-) On weapon hit: * 16% chance to daze (+16%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +1 Wil / +2 Cun / +2 Con Changes resistances: +0%(-10%) nature Changes resistances penetration: +8% lightning Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Sharp, long, and deadly. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] stralite mace of erosion (36-50.4 power, 5 apr)This item will automatically be transmogrified when you leave the level. stralite mace of erosion (36-50.4 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 36.0 - 50.4(+29.0 - +42.7) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 (-10) Physical crit. chance: +2.5% (-4.5%) Attack speed: 100% (-) Damage (Melee): +10 nature / +9 temporal Damage conversion: 0%(-30%) poison When wielded/worn: Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Blunt and deadly. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] thorny mindstar (8-8.8 power, 24 apr, nature damage)This item will automatically be transmogrified when you leave the level. thorny mindstar (8-8.8 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8(+1.0 - +1.1) Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 (+9) Physical crit. chance: +3.5% (-3.5%) Attack speed: 100% (-) Damage conversion: 0%(-30%) poison When wielded/worn: Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Mindpower: +3 (-2) Mental crit. chance: +3% (-2%) 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. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] potent yew starstaff of greater warding (24-28.8 power, 4 apr, light element)This item will automatically be transmogrified when you leave the level. potent yew starstaff of greater warding (24-28.8 power, 4 apr, light element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 24.0 - 28.8(+17.0 - +21.1) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-11) Physical crit. chance: +3.5% (-3.5%) Attack speed: 100% (-) Damage conversion: 0%(-30%) poison When wielded/worn: Armour: +8 Defense: +8 Changes resistances: +0%(-10%) nature Maximum wards: +3 light Changes damage: +24% light / +0%(-10%) nature Talents granted: +1 Command Staff +2 Ward Poison immunity: +0% (-50%) Spellpower: +12 Spell crit. chance: +3% Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] caustic stralite waraxe (32-44.8 power, 5 apr)This item will automatically be transmogrified when you leave the level. caustic stralite waraxe (32-44.8 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.0 - 44.8(+25.0 - +37.1) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 (-10) Physical crit. chance: +6.5% (-0.5%) Attack speed: 100% (-) On weapon hit: * 11% chance to corrode armor (+11%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes resistances: +0%(-10%) nature Changes resistances penetration: +11% acid Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Life regen: +1.30 Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) One-handed war axes. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] spellcowled cashmere cloak (2 def, 0 armour)spellcowled cashmere cloak (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Defense: +2 Changes stats: +1 Wil / +3 Mag Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Spell save: +5 Poison immunity: +0% (-50%) Maximum mana: +48.00 Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] Rogue Plight (6 def, 7 armour)Rogue Plight (6 def, 7 armour) Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Armour: +7 Defense: +6 Fatigue: +7% Changes stats: +4 Con / +5 Wil Changes resistances: +35%(+25%) nature Changes damage: +0%(-10%) nature Reduces incoming crit damage: 30.00% Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] citrinecitrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] 7 aquamarine7 aquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Armour: +2 Changes resistances: +0%(-10%) nature / +2% all Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] 4 opal4 opal 0.00 Encumbrance. Type: gem / blue ; tier 2 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] 5 topaz5 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Defense: +4 Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Physical save: +4 Spell save: +4 Mental save: +4 Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] 7 amethyst7 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Physical crit. chance: +2.0% Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature / +4% all Poison immunity: +0% (-50%) Spell crit. chance: +2% Mindpower: +0 (-5) Mental crit. chance: +2% (-3%) When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] 2 onyx2 onyx 0.00 Encumbrance. Type: gem / black ; tier 3 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] lapis lazulilapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Defense: +6 Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Physical save: +6 Spell save: +6 Mental save: +6 Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] emeraldemerald 0.00 Encumbrance. Type: gem / green ; tier 3 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Armour: +3 Changes resistances: +0%(-10%) nature / +3% all Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] 2 garnet2 garnet 0.00 Encumbrance. Type: gem / red ; tier 3 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Physical crit. chance: +3.0% Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature / +6% all Poison immunity: +0% (-50%) Spell crit. chance: +3% Mindpower: +0 (-5) Mental crit. chance: +3% (-2%) When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] 2 quartz2 quartz 0.00 Encumbrance. Type: gem / white ; tier 3 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Stun/Freeze immunity: +30% Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] rubyruby 0.00 Encumbrance. Type: gem / red ; tier 4 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] Crystal FocusCrystal Focus Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] Wintertide PhialWintertide Phial Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 27 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] UmbraphageUmbraphage Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes resistances: +20% darkness / +0%(-10%) nature Changes resistances penetration: +10% darkness Changes damage: +0%(-10%) nature / +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 Poison immunity: +0% (-50%) Mindpower: +10 (+5) Mental crit. chance: +0% (-5%) Light radius: +5 Absorbs all darkness in its light radius. It can be used to release the absorbed darkness, costing 7 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. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] Tooth of the Mouth (dig speed 12 turns)Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes resistances: +0%(-10%) nature Changes damage: +4% blight / +0%(-10%) nature Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] iron pickaxe of endurance (dig speed 38 turns)iron pickaxe of endurance (dig speed 38 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Fatigue: -4% Changes stats: +2 Str Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] Scrying OrbScrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) When carried: This orb will automatically identify items you find. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] Transmogrification ChestTransmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) 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. Tap to cycle through comparison choices |
[vs. Serpent's Glare (7-7.7 power, 15 apr, nature damage) (In main hand, 1 of 2)] Rod of Recall (2/2)Rod of Recall (2/2) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod Armour Penetration: +0 (-15) Physical crit. chance: +0.0% (-7.0%) Attack speed: 100% (100%) Damage conversion: 0%(-30%) poison When wielded/worn: Changes resistances: +0%(-10%) nature Changes damage: +0%(-10%) nature Poison immunity: +0% (-50%) Mindpower: +0 (-5) Mental crit. chance: +0% (-5%) It can be used to recall the user to the worldmap, costing 134 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. Tap to cycle through comparison choices |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Look what I did the Cornac Summoner level 13
75th Dusk 122nd year of Ascendancy at 13:53 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Look what I did the Cornac Summoner level 17
34th Regrowth 123rd year of Ascendancy at 13:25 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Look what I did the Cornac Summoner level 16
15th Regrowth 123rd year of Ascendancy at 20:28 see stats
Level 10 (Roguelike)
Got a character to level 10.By Look what I did the Cornac Summoner level 10
8th Mirth 122nd year of Ascendancy at 12:15 see stats
Level 20 (Roguelike)
Got a character to level 20.By Look what I did the Cornac Summoner level 20
59th Regrowth 123rd year of Ascendancy at 06:47 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Look what I did the Cornac Summoner level 13
28th Dusk 122nd year of Ascendancy at 01:50 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Look what I did the Cornac Summoner level 23
78th Regrowth 123rd year of Ascendancy at 23:55 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Look what I did the Cornac Summoner level 10
8th Mirth 122nd year of Ascendancy at 12:15 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Look what I did the Cornac Summoner level 18
42nd Regrowth 123rd year of Ascendancy at 12:40 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Look what I did the Cornac Summoner level 10
10th Mirth 122nd year of Ascendancy at 12:57 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Look what I did the Cornac Summoner level 21
66th Regrowth 123rd year of Ascendancy at 00:30 see stats
Log
Arariawyn the elven blood mage casts Displacement Shield.
The very fabric of space alters around Arariawyn the elven blood mage.
Arariawyn the elven blood mage seems more focused.
Arariawyn the elven blood mage is not stunned anymore.
Talent Minotaur is ready to use.
Talent Ritch Flamespitter is ready to use.
Arariawyn the elven blood mage casts Drain.
Arariawyn the elven blood mage teleports some damage to Something!
Something hits Arariawyn the elven blood mage for (142 teleported), 0 fire (0 total damage).
Something hits Look what I did for 142 teleported damage.
Fire drake hatchling is not dazed anymore.
Fire drake hatchling is not dazed anymore.
Arariawyn the elven blood mage hits Something for 12 physical damage.
Something hits Arariawyn the elven blood mage for 119 physical damage.
Arariawyn the elven blood mage's Drain hits Look what I did for 151 blight damage.
Arariawyn the elven blood mage casts Soul Rot.
Arariawyn the elven blood mage's spell attains critical power!
Look what I did uses Nature's Balance.
A part of Arariawyn the elven blood mage's bone shield regenerates.
Arariawyn the elven blood mage teleports some damage to Something!
Something hits Arariawyn the elven blood mage for (142 teleported), 0 fire (0 total damage).
Something hits Look what I did for 142 teleported damage.
The fabric of space around Arariawyn the elven blood mage stabilizes to normal.
Arariawyn the elven blood mage teleports some damage to Something!
Arariawyn the elven blood mage hits Something for 12 physical damage.
Something hits Arariawyn the elven blood mage for (27 teleported), (26 to bones), 0 physical (0 total damage).
Something hits Look what I did for 27 teleported damage.
Saving game...
