Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Higher |
Class | Doombringer |
Level / Exp | 24 / 90% |
Size | big |
Lifes / Deaths | Killed by Jamosor the dúathedlen at level 24 on the 68th Dusk 122nd year of Ascendancy at 02:03 / 1 |
Primary Stats
Strength | 45 (base 42) |
Dexterity | 16 (base 10) |
Constitution | 23 (base 20) |
Magic | 49 (base 40) |
Willpower | 16 (base 10) |
Cunning | 26 (base 19) |
Resources
Life | -247/708 |
Stamina | 102/184 |
Vim | 127/127 |
Healing Factor | 1.22103626943 |
Regeneration | 2.7473316062175 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +104.11345860396% |
Vision
Sight | 11 |
Lite | 8 |
Infravision | 7 |
Offense: Mainhand
Damage | 79 |
Accuracy | 48 |
Crit Chance | 24% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Light | +12% |
Physical | +5% |
Arcane | +3% |
Mind | +12% |
All | 0% |
Offense: Damage Penetration
Light | +5% |
Arcane | +5% |
Defense: Base
Armour (hardiness) | 80.511077022655 (93.454810495627%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 29 |
Physical Save | 27 |
Spell Save | 35 |
Mental Save | 26 |
Defense: Resistances
Acid | + 6%( 70%) |
Blight | + 25%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 34%( 70%) |
All | + 4%( 70%) |
Lightning | + 12%( 70%) |
Light | + 6%( 70%) |
Darkness | + 41%( 70%) |
Fire | + 19%( 70%) |
Mind | + 9%( 70%) |
Defense: Immunities
Fear Resistance | 0% |
Stun Resistance | 30% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 387 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 36 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 43 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 564% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Corruption / Torture | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Corruption / Fearfire | 1.10 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Demonic strength | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Effects
talent | Flame of Urh'Rok |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | This unit will not die until it has less than -68 HP. Surge of Power |
detrimental effect | Talents fail chance 38%, fear and sleep immunity reduced by 66%. Mind Drone |
detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Nerywyn the copperhead snake. Escort: lost defiler (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * Find a way back to Eyal. | active |
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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Tuladunalen the pair of iron boots (5 def, 11 armour) Tuladunalen the pair of iron boots (5 def, 11 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +11 Defense: +5 (+3 eff.) Fatigue: +2% Changes stats: +3 Mag / +2 Wil Critical mult.: +10.00% Mental save: +15 (+7 eff.) Mindpower: +10 (+5 eff.) It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Emelorianor the Sunzeal Emelorianor the SunzealInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +6 Damage when hit (Melee): 6 light Changes stats: +2 Dex Changes resistances: +3% light Changes resistances penetration: +5% light Spell save: +6 (+3 eff.) Maximum life: +42.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+6 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Tool | dwarven-steel torque of psionic shield 'Splendourwing' [power 73] (9.5/25 cooldown) dwarven-steel torque of psionic shield 'Splendourwing' [power 73] (9.5/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 4 light Changes damage: +12% light Light radius: +3 It can be used to setup a psionic shield, reducing all damage taken by 73 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 30. Torques are made by powerful psionics to store psionic powers. |
On fingers | copper ring of pilfering copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Defense: +7 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 90% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
On fingers | rogue's steel ring of power rogue's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Defense: +4 (+2 eff.) Changes stats: +2 Cun Spellpower: +6 (+2 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. |
Around waist | rough leather belt 'Zanuzor' rough leather belt 'Zanuzor'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +4 Defense: +15 (+8 eff.) Changes resistances: +3% acid Spell save: +18 (+8 eff.) Mental save: +3 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Size category: +1 A belt that goes around your waist. |
In main hand | Ulfenaridedin (39-58.5 power, 2 apr) Ulfenaridedin (39-58.5 power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 39.0 - 58.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 nature When wielded/worn: Defense: +5 (+3 eff.) Changes resistances: +6% blight Only die when reaching: -40.00 life Massive two-handed battleaxes. |
On hands | Halihell the Nimbusnight (0 def, 8 armour) Halihell the Nimbusnight (0 def, 8 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+4 eff.) Physical power: +10 (+3 eff.) Armour: +8 Damage (Melee): 7 physical Changes stats: +2 Str / +3 Dex Changes resistances: +9% lightning / +5% arcane Changes resistances penetration: +5% arcane Changes damage: +3% arcane / +5% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | dwarven-steel plate armour 'Magmashear' (0 def, 11 armour) dwarven-steel plate armour 'Magmashear' (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes stats: +3 Wil Changes resistances: +12% darkness / +16% blight / +18% cold / +6% mind / +6% fire Changes damage: +12% mind Life regen: +2.00 Maximum life: +36.00 Light radius: +2 Healing mod.: +12% A suit of armour made of metal plates. |
Cloak | linen cloak 'Rimekill' (1 def, 14 armour) linen cloak 'Rimekill' (1 def, 14 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +14 Defense: +1 (+1 eff.) Damage when hit (Melee): 2 temporal Changes resistances: +14% cold Only die when reaching: -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+2 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
movement infusion of the psychic (speed 460%; cd 11) movement infusion of the psychic (speed 460%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 460% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 nature talent. |
regeneration infusion of the duelist (heal 149; 16 cd) regeneration infusion of the duelist (heal 149; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 149 life over 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 nature talent. |
regeneration infusion of the duelist (heal 114; 14 cd) regeneration infusion of the duelist (heal 114; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 114 life over 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 nature talent. |
regeneration infusion of the psychic (heal 159; 12 cd) regeneration infusion of the psychic (heal 159; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 159 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 nature talent. |
regeneration infusion of the warrior (heal 322; 12 cd) regeneration infusion of the warrior (heal 322; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 322 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 230; 14 cd) regeneration infusion of the wizard (heal 230; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 230 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; acid, physical, darkness, temporal) Prismatic Rune (6 turns; acid, physical, darkness, temporal)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 2 physical, 5 darkness, 3 temporal It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
starlit steel amulet of strength (+3) starlit steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +11% light / +10% darkness Blindness immunity: +20% Amulets can have magical properties. |
starseer's copper amulet of magic (+4) starseer's copper amulet of magic (+4)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Mag Changes damage: +4% darkness / +5% temporal / +4% light / +4% physical Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. Ce'Nydassra the Toxinjustice (29-43.5 power, 2 apr)Ce'Nydassra the Toxinjustice (29-43.5 power, 2 apr) Requires: - Strength 16 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 29.0 - 43.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +4 nature / +8 fire Damage (radius 1) on hit: +8 nature When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +7 Str / +9 Dex / +7 Mag / +9 Wil / +9 Cun / +10 Con Changes resistances: +6% temporal / +3% fire Changes damage: +12% nature / +3% fire Spell save: +12 (+6 eff.) Massive two-handed mauls. |
dwarven-steel greatsword 'Nimbusbreeze' (33-52.8 power, 2 apr) dwarven-steel greatsword 'Nimbusbreeze' (33-52.8 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.0 - 52.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +14 nature / +8 blight Damage (radius 1) on hit: +8 lightning When wielded/worn: Accuracy: +16 (+5 eff.) Physical crit. chance: +14.0% Defense: +13 (+7 eff.) Changes resistances: +12% lightning Changes resistances penetration: +15% lightning Disarm immunity: +32% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Searrazor (23.5-32.9 power, 4 apr)Searrazor (23.5-32.9 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.5 - 32.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 16% Damage (Melee): +8 fire Damage (radius 2) on crit: +8 fire When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +8 (+4 eff.) Changes resistances: +3% lightning / +3% darkness Changes resistances penetration: +25% fire Disarm immunity: +30% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Adamivena (20-24 power, 3 apr, blight element)Adamivena (20-24 power, 3 apr, blight element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +15 (+8 eff.) Changes stats: +1 Wil / +2 Cun / +3 Con Changes resistances: +2% physical Changes damage: +20% blight Talent granted: +1 Command Staff Critical mult.: +20.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
Gunedrandil the rough leather belt Gunedrandil the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +1 Life regen: +2.60 Healing mod.: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Skyidol the rough leather belt Skyidol the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +8 Cun / +7 Str Changes resistances: +9% lightning Changes damage: +6% physical Physical save: +6 (+3 eff.) Only die when reaching: -60.00 life Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. hardened leather belt 'Strikeburst'hardened leather belt 'Strikeburst' Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +14 Changes stats: +2 Str Changes resistances: +3% physical Changes resistances penetration: +15% lightning Physical save: +12 (+6 eff.) Maximum stamina: +30.00 It can be used to create a temporary shield that absorbs 284 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
enveloping linen cloak of Eldoral (7 def, 0 armour) enveloping linen cloak of Eldoral (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Changes stats: +2 Cun / +1 Dex Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of battle (1 def, 6 armour) thick linen cloak of battle (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +1 (+0 eff.) Armour: +6 Defense: +1 (+1 eff.) Fatigue: -2% Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 33% (based on Cunning) Activation costs 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Muckreign (10 def, 5 armour) Muckreign (10 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +5 Defense: +10 (+5 eff.) Fatigue: -5% Changes resistances: +3% fire Changes damage: +9% nature Maximum encumbrance: +21 Physical save: +9 (+5 eff.) Only die when reaching: -60.00 life A pair of boots made of leather. |
Unlightoath the pair of iron boots (5 def, 7 armour) Unlightoath the pair of iron boots (5 def, 7 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Defense: +5 (+3 eff.) Fatigue: -3% Changes resistances: +6% darkness Maximum encumbrance: +25 Physical save: +5 (+3 eff.) Pinning immunity: +10% Light radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Getasagar' (5 def, 7 armour) pair of iron boots 'Getasagar' (5 def, 7 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Defense: +5 (+3 eff.) Fatigue: +2% Changes resistances: +3% acid / +3% temporal / +6% cold Reduces incoming crit damage: 10.00% Spell save: +3 (+2 eff.) Stamina each turn: +0.40 Maximum stamina: +14.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
sand rough leather gloves of magic (+3) (0 def, 7 armour) sand rough leather gloves of magic (+3) (0 def, 7 armour)Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 5 physical Changes stats: +3 Mag Changes damage: +3% arcane / +3% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Elyselle (0 def, 3 armour) Elyselle (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +5% Changes stats: +3 Str / +7 Wil / +3 Con Changes resistances: +5% arcane Mental save: +3 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Lisawyn the Rimejam (0 def, 3 armour) Lisawyn the Rimejam (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +1 Wil Changes resistances: +6% cold Changes resistances penetration: +15% blight / +15% cold Changes damage: +12% cold Allows you to breathe in: water Spell save: +3 (+2 eff.) Mana each turn: +0.08 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 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 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
enlightening dwarven-steel mail armour of Eyal (3 def, 8 armour) enlightening dwarven-steel mail armour of Eyal (3 def, 8 armour)Requires: - Heavy armour training - Strength 28 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +12% Changes stats: +5 Cun / +3 Wil Mental save: +12 (+6 eff.) Life regen: +3.00 Maximum life: +26.00 Healing mod.: +12% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Dagileg (9 def, 6 armour)Dagileg (9 def, 6 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+5 eff.) Fatigue: +8% Changes stats: +3 Mag Changes resistances: +5% arcane / +20% temporal Changes damage: +12% arcane / +15% blight Mana each turn: +0.28 A suit of armour made of leather. |
Galudas (0 def, 9 armour) Galudas (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +2 Mag / +3 Wil Changes resistances: +25% acid / +6% physical / +10% darkness / +10% blight / +6% fire / +6% lightning / +7% cold Changes resistances penetration: +10% blight Talent cooldown: Rush (-5 turns) Disarm immunity: +20% Stun/Freeze immunity: +21% Knockback immunity: +23% Light radius: +4 A suit of armour made of metal plates. |
Layamikira the Nightfist (6 def, 11 armour) Layamikira the Nightfist (6 def, 11 armour)Requires: - Massive armour training - Strength 22 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +11 Defense: +6 (+3 eff.) Fatigue: +22% Changes stats: +3 Str / +3 Dex / +2 Cun Changes resistances penetration: +5% darkness Changes damage: +9% physical Mental save: +11 (+5 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Scaldarc the dwarven-steel shield (0 def, 6 armour, 31.5-37.8 power, 78 block)Scaldarc the dwarven-steel shield (0 def, 6 armour, 31.5-37.8 power, 78 block) Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.5 - 37.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.5% Block value: +78 When wielded/worn: Armour: +6 Fatigue: +8% Effects on melee hit: * 20% chance to reduce armor by 33% Damage (Melee): 17 lightning Damage when hit (Melee): 6 lightning Changes resistances: +12% acid / +18% fire Changes resistances penetration: +25% fire Changes damage: +6% fire Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Tempesttrial (0 def, 6 armour, 29-34.8 power, 76.5 block)Tempesttrial (0 def, 6 armour, 29-34.8 power, 76.5 block) Requires: - Shield usage training - Strength 24 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.0 - 34.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.5% Block value: +76 On weapon hit: * reduce the cooldown of your ward talent by 1 When wielded/worn: Armour: +6 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 204 physical damage over 5 turns (1/turn) Changes resistances: +25% lightning Maximum wards: +4 lightning / +4 temporal / +4 darkness / +3 fire / +3 nature / +4 blight / +3 cold / +4 arcane / +3 light Changes resistances penetration: +10% fire Changes damage: +6% lightning Talents granted: +1 Ward +1 Block Handheld deflection devices. |
8 agate 8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
427 alchemist agate 427 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Erelokor' (dig speed 39 turns) iron pickaxe 'Erelokor' (dig speed 39 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str / +2 Con Changes resistances penetration: +5% physical Light radius: +1 See invisible: +12 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 37 turns) woodsman's iron pickaxe (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. Ce'Noyata the QuenchpythonCe'Noyata the Quenchpython Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +9 (+5 eff.) Changes resistances: +6% blight / +30% fire / +15% nature Changes resistances penetration: +15% cold Changes damage: +6% cold Physical save: +15 (+8 eff.) Spell save: +13 (+6 eff.) Mental save: +16 (+8 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Glacierpain' brass lantern 'Glacierpain'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% blight / +2% physical / +3% cold Physical save: +6 (+3 eff.) Confusion immunity: +10% Maximum life: +20.00 Light radius: +3 Healing mod.: +21% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Vorebeth' brass lantern 'Vorebeth'Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes stats: +3 Wil Changes resistances: +6% temporal / +6% fire Changes resistances penetration: +5% blight Changes damage: +6% temporal Critical mult.: +5.00% Mana when firing critical spell: +1.00 Maximum mana: +20.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
iron torque of gale force 'Gygana' [power 110] (9.5/15 cooldown) iron torque of gale force 'Gygana' [power 110] (9.5/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +3% fire / +15% mind / +6% darkness Changes damage: +6% acid Stun/Freeze immunity: +20% It can be used to project a gust of wind in a cone knocking enemies back 7 spaces and dealing 115 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 39. Torques are made by powerful psionics to store psionic powers. |
Airspitter [power 182] (9.5/15 cooldown) Airspitter [power 182] (9.5/15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Accuracy: +20 (+7 eff.) Changes stats: +1 Dex Changes resistances: +3% lightning Changes damage: +3% lightning It can be used to sting an enemy dealing 182 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. Kindlefear [power 284] (9.5/20 cooldown)Kindlefear [power 284] (9.5/20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +4% physical / +6% mind / +12% temporal Changes damage: +6% light Life regen: +4.00 Maximum life: +40.00 It can be used to create a shield absorbing up to 284 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz 2 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. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Sovreign the Higher Doombringer level 10
2nd Summertide 122nd year of Ascendancy at 12:42 see stats
By Sovreign the Higher Doombringer level 24
66th Dusk 122nd year of Ascendancy at 22:06 see stats
By Sovreign the Higher Doombringer level 6
77th Pyre 122nd year of Ascendancy at 06:40 see stats
By Sovreign the Higher Doombringer level 10
2nd Mirth 122nd year of Ascendancy at 05:10 see stats
By Sovreign the Higher Doombringer level 20
40th Dusk 122nd year of Ascendancy at 06:53 see stats
By Sovreign the Higher Doombringer level 21
51st Dusk 122nd year of Ascendancy at 19:19 see stats
By Sovreign the Higher Doombringer level 11
4th Dusk 122nd year of Ascendancy at 14:46 see stats
By Sovreign the Higher Doombringer level 10
9th Flare 122nd year of Ascendancy at 05:24 see stats
By Sovreign the Higher Doombringer level 22
63rd Dusk 122nd year of Ascendancy at 09:22 see stats
By Sovreign the Higher Doombringer level 17
27th Dusk 122nd year of Ascendancy at 09:08 see stats
Log
Sovreign receives 1 healing from Devouring flames from Sovreign.
Burning from Sovreign hits Jamosor the dúathedlen for (6 flat reduction), 0 fire (0 total damage).
Jamosor the dúathedlen's Shoot performs a ranged critical strike against Sovreign!
Jamosor the dúathedlen's Shoot hits Sovreign for 94 physical, 14 fire (110 total damage).
Jamosor the dúathedlen's Shoot hits Sovreign for 123 physical damage.
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Sovreign fails to use Blazing Rebirth.
Jamosor the dúathedlen shoots!
Sovreign receives 1 healing from Devouring flames from Sovreign.
Burning from Sovreign hits Jamosor the dúathedlen for (6 flat reduction), 0 fire (0 total damage).
Jamosor the dúathedlen's Shoot performs a ranged critical strike against Sovreign!
Jamosor the dúathedlen's Shoot hits Sovreign for 128 physical damage.
Jamosor the dúathedlen's Shoot hits Sovreign for 83 physical, 14 fire (98 total damage).
Talent Fearscape Shift is ready to use.
Talent Dig is ready to use.
LIFE LOST WARNING!
Mouse input temporarily disabled.
Mouse input temporarily disabled.
Sovreign fails to use Blazing Rebirth.
Jamosor the dúathedlen stops burning.
Jamosor the dúathedlen shoots!
Sovreign receives 1 healing from Devouring flames from Sovreign.
Jamosor the dúathedlen's Shoot hits Sovreign for 95 physical damage.
Sovreign the level 24 higher doombringer was shattered to death by Jamosor the dúathedlen on level 3 of Anteroom of Agony.
Sovreign deactivates Flame of Urh'Rok.
Sovreign is free from the mind drone.
Sovreign's surge ends.