















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Better Sounds Mod 1.7.4Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines 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: Forbidden Cults 1.7.4Official 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 Semi-Roguelike (sweet&sour) |
| Sex | Male |
| Race | Doomelf |
| Class | Rogue |
| Level / Exp | 45 / 45% |
| Size | medium |
| Lifes / Deaths | Killed by Zubilaith the orc grand master assassin at level 40 on the 74th Regrowth 123rd year of Ascendancy at 04:14 2 / 1 |
Primary Stats
| Strength | 81 (base 22) |
| Dexterity | 99 (base 60) |
| Constitution | 48 (base 15) |
| Magic | 103 (base 52) |
| Willpower | 79 (base 11) |
| Cunning | 106 (base 61) |
Resources
| Life | 1129/1129 |
| Stamina | 354/354 |
| Psi | 179/179 |
| Healing Factor | 1.6978383355188 |
| Regeneration | 34.381226294257 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -994 |
| Infravision | 12 |
| See Stealth | 66.794319938058 |
| See Invisible | 63.794319938058 |
| Stealth | 43 |
Offense: Mainhand
| Damage | 169 |
| Accuracy | 72 |
| Crit Chance | 87% |
| APR | 54 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 124 |
| Accuracy | 72 |
| Crit Chance | 89% |
| APR | 54 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 62 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Mind
| Mindpower | 57 |
| Crit Chance | 70% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +9% |
| Lightning | +26% |
| Nature | +52% |
| Temporal | +6% |
| Darkness | +35% |
| Physical | +62% |
| Cold | +17% |
| All | 0% |
Offense: Damage Penetration
| Nature | +29% |
| Acid | +79% |
| Darkness | +24% |
| All | +9% |
Defense: Base
| Armour (hardiness) | 63 (84.687909656376%) |
| Defense | 75 |
| Ranged Defense | 75 |
| Fatigue | 0 |
| Physical Save | 57 |
| Spell Save | 50 |
| Mental Save | 52 |
Defense: Resistances
| Acid | + 51%( 76%) |
| Arcane | + 27%( 76%) |
| Cold | + 47%( 76%) |
| All | + 19%( 76%) |
| Lightning | + 38%( 76%) |
| Physical | + 61%( 76%) |
| Darkness | + 64%( 76%) |
| Mind | + 21%( 76%) |
| Fire | + 39%( 76%) |
| Nature | + 47%( 76%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Bleed Resistance | 80% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
| Poison Resistance | 41% |
| Blind Resistance | 34% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 496 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 36% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 39% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
| Cunning / Artifice | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Duelist | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 2.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Cunning / Poisons | 2.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Quickdraw |
| talent | Trained Reactions |
| talent | Stealth |
| talent | Chant of Fortress |
| talent | Apply Poison |
| talent | Skate |
| talent | Corruption of the Doomed |
| talent | Numbing Poison |
| talent | Crippling Poison |
| beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 188 - 263 Accuracy: 88 (knife) APR: 57 Crit Chance: +89% Crit mult: 218% Uses Stats: 50% Cun, 50% Mag, 70% Dex |
| beneficial effect | Parrying melee and ranged attacks: Has a 60% chance to deflect up to 33 damage from the next 3.0 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 grave | active |
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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you gained talent category Psionic / Augmented mobility (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic 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. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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 unlocked the training room. * 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: 494. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed ice wyrm tooth. * You've found the needed orc heart. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed wretchling eyeball. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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! | done |
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. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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. Shadowpyre the pair of drakeskin leather boots (0 def, 13 armour) (On feet)]Shadowpyre the pair of drakeskin leather boots (0 def, 13 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 (-) Effects on melee hit: * 20% chance to reduce damage dealt by 27% Damage (Melee): 0(-20) item darkness numbing Damage when hit (Melee): 2(-) darkness Changes stats: +12(-) Lck / +6(-) Dex Changes resistances: +12%(-) darkness Changes damage: +9%(-) lightning Stealth bonus: +12 (-) Spellpower: +12 (+4 eff.) (-) Infravision radius: +2 (-) A pair of boots made of leather. |
| Light source | [vs. alchemist's lamp 'Hellswrither' (Light source)]alchemist's lamp 'Hellswrither' Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +10 (-) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 29 * 20% chance to reduce armor by 39% Damage (Melee): 0(-20) item acid corrode / 0(-20) item blight disease Changes resistances: +18%(-) fire Changes resistances penetration: +25%(-) acid / +9%(-) all Light radius: +6 (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | [vs. Belann (3 def, 0 armour) (On head)]Belann (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) (-) Effects on melee hit: * 20% chance to slow global speed by 62% Damage (Melee): 0(-20) item nature slow Changes stats: +1(-) Str / +3(-) Wil / +10(-) Cun Changes resistances: +6%(-) lightning / +39%(-) physical / +34%(-) darkness / +21%(-) acid Changes damage: +35%(-) darkness / +35%(-) physical Mental save: +13 (+4 eff.) (-) Maximum hate: +27.00 (-) Mindpower: +16 (+5 eff.) (-) Mental crit. chance: +8% (-) A pointy cloth hat, very wizardly... |
| On hands | [vs. Coalbone (0 def, 8 armour) (On hands)]Coalbone (0 def, 8 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour penetration: +3 (-) Physical power: +30 (+6 eff.) (-) Armour: +8 (-) Effects on melee hit: * 10% chance to slow global speed by 62% Damage (Melee): 10(-) nature / 0(-10) item nature slow Changes resistances: +8%(-) nature Changes resistances penetration: +15%(-) darkness Changes damage: +8%(-) nature Spell save: +15 (+5 eff.) (-) Stamina each turn: +3.00 (-) When used to modify unarmed attacks: Power: 113% Range: 1.1x Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) When this weapon hits: Venomous Breath (10% chance level 3). Damage (radius 2) on crit: +10(-) nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | [vs. Curemight (dig speed 22 turns) (Tool)]Curemight (dig speed 22 turns) Powered by arcane forces Infused by nature 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) (-) Physical crit. chance: +32.0% (-) Defense: +20 (+5 eff.) (-) Damage when hit (Melee): 11(-) nature Changes stats: +23(-) Str / +20(-) Wil Changes resistances penetration: +10%(-) nature Changes damage: +3%(-) physical Physical save: +17 (+6 eff.) (-) Spell save: +12 (+4 eff.) (-) Mental save: +6 (+2 eff.) (-) Maximum life: +79.00 (-) Mental crit. chance: +28% (-) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | [vs. Wheel of Fate (On fingers, 1 of 2)]Wheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 39% Damage (Melee): 0(-20) item acid corrode Changes resistances penetration: +25%(-) acid Critical mult.: +15.00% (-) Blindness immunity: +34% (-) Life regen: +20.00 (-) Maximum life: +130.00 (-) Spell crit. chance: +2% (-) Infravision radius: +4 (-) See stealth: +16 (-) See invisible: +13 (-) Healing mod.: +28% (-) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? Tap to cycle through comparison choices |
| On fingers | [vs. Wheel of Fate (On fingers, 1 of 2)]Relgehell the gold ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +18 Damage (Melee): 0(-20) item acid corrode Changes stats: +5 Str / +5 Con Changes resistances: +5% arcane / +5% physical Changes resistances penetration: +0%(-25%) acid Changes damage: +9% mind Critical mult.: +0.00% (-15.00%) Physical save: +6 (+2 eff.) Blindness immunity: +0% (-34%) Life regen: +0.00 (-20.00) Maximum life: +0.00 (-130.00) Spell crit. chance: +0% (-2%) Infravision radius: +0 (-4) See stealth: +0 (-16) See invisible: +0 (-13) Healing mod.: +0% (-28%) Rings make your fingers look great! Tap to cycle through comparison choices |
| Around neck | [vs. Puspulverizer the stralite amulet (Around neck)]Puspulverizer the stralite amulet Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) (-) Armour penetration: +16 (-) Armour: +7 (-) Defense: +10 (+2 eff.) (-) Effects on melee hit: * 20% chance to slow global speed by 62% * 20% chance to reduce armor by 39% Damage (Melee): 0(-20) item nature slow / 0(-20) item acid corrode Changes resistances: +12%(-) acid Changes resistances cap: +6%(-) all Changes resistances penetration: +20%(-) acid Critical mult.: +17.00% (-) Physical save: +21 (+7 eff.) (-) Cut immunity: +80% (-) Healing mod.: +15% (-) It can be used to activate talent Heal, placing all other charms into a 23 cooldown : Effective talent level: 3.0 Power cost: 23 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 355 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | [vs. Ce'Nildawe the stralite dagger (144% power, 9 apr) (In main hand, 1 of 2)]Ce'Nildawe the stralite dagger (144% power, 9 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 145% Range: 1.3x Uses stats: 50% Dex, 50% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 (-) Crit. chance: +8.0% (-) Attack speed: 100% (-) When this weapon hits: Netherblast (20% chance level 4). On weapon crit: * Wound the target dealing 339 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +10.0% (-) Physical power: +12 (+3 eff.) (-) Changes stats: +11(-) Str / +7(-) Dex / +11(-) Mag / +15(-) Wil / +10(-) Cun / +11(-) Con Mental save: +12 (+4 eff.) (-) Maximum psi: +20.00 (-) Mental crit. chance: +1% (-) Talent on hit(spell): Netherblast (20% chance level 4). Sharp, short and deadly. Tap to cycle through comparison choices |
| Around waist | [vs. Amisaneg the hardened leather belt (Around waist)]Amisaneg the hardened leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 34 Damage (Melee): 0(-10) item expose Changes stats: +6(-) Cun / +5(-) Wil Changes resistances: +5%(-) arcane / +3%(-) mind / +9%(-) darkness Damage against: +30% (-)Summoned Reduced damage from: +30% (-)Summoned Confusion immunity: +10% (-) Pinning immunity: +20% (-) Only die when reaching: -80.00 life (-) A belt that goes around your waist. |
| In off hand | [vs. Ce'Nildawe the stralite dagger (144% power, 9 apr) (In main hand, 1 of 2)]Daimuchik the voratun dagger (149% power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 149% (+5%) Range: 1.3x (+0.0x) Uses stats: 50% Dex, 50% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 (-) Crit. chance: +10.0% (+2.0%) Attack speed: 100% (-) When this weapon hits: Netherblast (20% chance level 4). On weapon crit: - Wound the target dealing 339 physical damage across 5 turns and reducing healing by 50% + Splash the target with acid dealing 172 damage over 5 turns and reducing armor and accuracy by 22 Damage (radius 1) on hit: +12 blight When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Physical power: +0 (+0 eff.) (-12 (-3 eff.)) Changes stats: +15(+4) Str / +10(+3) Dex / +21(+10) Mag / +17(+2) Wil / +14(+4) Cun / +6(-5) Con Reduces incoming crit damage: 10.00% Mental save: +0 (+0 eff.) (-12 (-4 eff.)) Maximum psi: +0.00 (-20.00) Spellpower: +13 (+3 eff.) Mental crit. chance: +0% (-1%) Infravision radius: +3 Sharp, short and deadly. Tap to cycle through comparison choices |
| Cloak | [vs. Flowerwyrd (2 def, 9 armour) (Cloak)]Flowerwyrd (2 def, 9 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) (-) Armour penetration: +10 (-) Armour: +9 (-) Defense: +2 (+0 eff.) (-) Effects on melee hit: * 20% chance to slow global speed by 62% Damage (Melee): 0(-20) item nature slow Changes resistances: +7%(-) acid / +7%(-) fire / +26%(-) cold / +3%(-) nature / +7%(-) lightning Changes resistances penetration: +10%(-) nature Changes damage: +9%(-) nature / +3%(-) cold Critical mult.: +18.00% (-) Stealth bonus: +11 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. elven-silk robe 'Hazestinger' (0 def, 0 armour) (Main armor)]elven-silk robe 'Hazestinger' (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 0(-20) item temporal energize Damage when hit (Melee): 6(-) temporal Changes stats: +6(-) Str / +6(-) Mag / +6(-) Wil / +10(-) Con Changes resistances: +10%(-) lightning / +9%(-) cold / +24%(-) nature / +15%(-) all Changes damage: +17%(-) lightning / +24%(-) physical / +14%(-) cold / +35%(-) nature / +6%(-) temporal Poison immunity: +41% (-) Disease immunity: +40% (-) Defense after a teleport: +15 (-) Resist all after a teleport: +15% (-) New effects duration reduction after a teleport: +15% (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the duelist (heal 278; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 278 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the sneak (heal 266; 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 266 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
healing infusion of the titan (heal 150; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 150 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution 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. |
healing infusion of the wizard (heal 265; 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 265 then cleanse 1 wound, poison, and disease effect. 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. |
movement infusion of the psychic (speed 637%; cd 12)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 637% 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. |
[vs. Infusion: Regeneration [regeneration infusion of the duelist (heal 475; 13 cd)] (on body)]regeneration infusion of the duelist (heal 453; 15 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: 15(+2) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 453(-43) 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. |
[vs. Infusion: Regeneration [regeneration infusion of the duelist (heal 475; 13 cd)] (on body)]regeneration infusion of the duelist (heal 555; 15 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: 15(+2) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 555(+59) 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. |
[vs. Infusion: Regeneration [regeneration infusion of the duelist (heal 475; 13 cd)] (on body)]regeneration infusion of the psychic (heal 408; 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: 12(-1) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 408(-88) life over 5 turns. Its effects scale with your -Dexterity, +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. |
[vs. Infusion: Regeneration [regeneration infusion of the duelist (heal 475; 13 cd)] (on body)]regeneration infusion of the sneak (heal 628; 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: 14(+1) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 628(+132) life over 5 turns. Its effects scale with your -Dexterity, +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 nature talent. |
[vs. Infusion: Regeneration [regeneration infusion of the duelist (heal 475; 13 cd)] (on body)]regeneration infusion of the wizard (heal 502; 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: 12(-1) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 502(+6) life over 5 turns. Its effects scale with your -Dexterity, +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. |
[vs. Infusion: Regeneration [regeneration infusion of the duelist (heal 475; 13 cd)] (on body)]regeneration infusion of the wizard (heal 708; 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: 14(+1) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 708(+212) life over 5 turns. Its effects scale with your -Dexterity, +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. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 615 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Mirror Image Rune (dur 6; cd 24)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: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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. |
acid wave rune of the titan (damage 286; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 285.60 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 388; dur 5; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 388 damage for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 374; dur 3; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 374 damage for 3 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 521; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 521 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 501; dur 7; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 501 damage for 7 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 589; dur 5; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 589 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the duelist (threshold 47; blocks 4; dur 4; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 47 up to 4 times. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the sneak (threshold 35; blocks 7; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 35 up to 7 times. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the wizard (threshold 39; blocks 6; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 39 up to 6 times. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
[vs. Puspulverizer the stralite amulet (Around neck)]Feathersteel Amulet Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-2 eff.)) Armour penetration: +0 (-16) Armour: +0 (-7) Defense: +15 (+3 eff.) (+5 (+1 eff.)) Fatigue: -20% Damage (Melee): 0(-20) item nature slow / 0(-20) item acid corrode Changes resistances: +0%(-12%) acid Changes resistances cap: +0%(-6%) all Changes resistances penetration: +0%(-20%) acid Critical mult.: +0.00% (-17.00%) Maximum encumbrance: +20 Physical save: +0 (+0 eff.) (-21 (-7 eff.)) Cut immunity: +0% (-80%) Movement speed: +25% Healing mod.: +0% (-15%) Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
[vs. Puspulverizer the stralite amulet (Around neck)]The Black Core Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-2 eff.)) Armour penetration: +0 (-16) Armour: +0 (-7) Defense: +0 (+0 eff.) (-10 (-2 eff.)) Damage (Melee): 0(-20) item nature slow / 0(-20) item acid corrode Changes resistances: +15% darkness / +0%(-12%) acid Changes resistances cap: +0%(-6%) all Changes resistances penetration: +0%(-20%) acid Talent mastery: +0.20 Corruption / Black-magic Critical mult.: +0.00% (-17.00%) Physical save: +0 (+0 eff.) (-21 (-7 eff.)) Blindness immunity: +100% Cut immunity: +0% (-80%) Only die when reaching: -100.00 life Infravision radius: +6 Healing mod.: +0% (-15%) Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
[vs. Puspulverizer the stralite amulet (Around neck)]Arythra Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-2 eff.)) Armour penetration: +0 (-16) Armour: +4 (-3) Defense: +7 (+1 eff.) (-3 (-1 eff.)) Damage (Melee): 0(-20) item nature slow / 0(-20) item acid corrode Changes resistances: +0%(-12%) acid / +28% temporal / +14% mind Changes resistances cap: +3%(-3%) all Changes resistances penetration: +0%(-20%) acid Changes damage: +6% temporal Critical mult.: +0.00% (-17.00%) Physical save: +12 (+4 eff.) (-9 (-3 eff.)) Cut immunity: +0% (-80%) Confusion immunity: +26% Pinning immunity: +31% Knockback immunity: +24% Healing mod.: +0% (-15%) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
[vs. Puspulverizer the stralite amulet (Around neck)]Eilinugann Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-2 eff.)) Armour penetration: +0 (-16) Armour: +0 (-7) Defense: +0 (+0 eff.) (-10 (-2 eff.)) Damage (Melee): 0(-20) item nature slow / 0(-20) item acid corrode Changes resistances: +30%(+18%) acid / +18% temporal / +9% darkness Changes resistances cap: +0%(-6%) all Changes resistances penetration: +0%(-20%) acid Critical mult.: +0.00% (-17.00%) Reduces incoming crit damage: 15.00% Physical save: +9 (+3 eff.) (-12 (-4 eff.)) Disease immunity: +20% Cut immunity: +0% (-80%) Pinning immunity: +55% Knockback immunity: +38% Healing mod.: +10% (-5%) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets make your neck look great! |
[vs. Puspulverizer the stralite amulet (Around neck)]Isynor the Dimslice Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-2 eff.)) Armour penetration: +0 (-16) Armour: +5 (-2) Defense: +7 (+1 eff.) (-3 (-1 eff.)) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 27% Damage (Melee): 0(-20) item nature slow / 0(-20) item acid corrode Damage when hit (Melee): 10 lightning Changes resistances: +6% lightning / +0%(-12%) acid Changes resistances cap: +4%(-2%) all Changes resistances penetration: +10% darkness / +0%(-20%) acid Changes damage: +24% darkness Critical mult.: +0.00% (-17.00%) Physical save: +16 (+5 eff.) (-5 (-2 eff.)) Cut immunity: +0% (-80%) Healing mod.: +0% (-15%) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
[vs. Puspulverizer the stralite amulet (Around neck)]Zemekkys' Broken Hourglass Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-2 eff.)) Armour penetration: +0 (-16) Armour: +0 (-7) Defense: +0 (+0 eff.) (-10 (-2 eff.)) Damage (Melee): 0(-20) item nature slow / 0(-20) item acid corrode Changes stats: +4 Wil Changes resistances: +0%(-12%) acid / +20% temporal Changes resistances cap: +0%(-6%) all / +5% temporal Changes resistances penetration: +0%(-20%) acid Changes damage: +10% temporal Critical mult.: +0.00% (-17.00%) Physical save: +0 (+0 eff.) (-21 (-7 eff.)) Cut immunity: +0% (-80%) Lowers spell cool-downs by: 10% Healing mod.: +0% (-15%) Activating this item is instant. It can be used to activate talent Time Stop (costing 33 power out of 80/80) : Effective talent level: 1.0 Power cost: 33 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 7 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
[vs. Wheel of Fate (On fingers, 1 of 2)]Eilinolaith Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +2 Damage (Melee): 0(-20) item acid corrode Changes resistances: +3% nature / +13% physical Changes resistances penetration: +0%(-25%) acid Changes damage: +11% physical Critical mult.: +0.00% (-15.00%) Mental save: +9 (+3 eff.) Blindness immunity: +20% (-14%) Cut immunity: +10% Life regen: +0.00 (-20.00) Maximum life: +0.00 (-130.00) Spell crit. chance: +0% (-2%) Infravision radius: +0 (-4) See stealth: +0 (-16) See invisible: +0 (-13) Healing mod.: +0% (-28%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 2)]Ring of Growth Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 0(-20) item acid corrode Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes resistances penetration: +0%(-25%) acid Changes damage: +8% nature / +8% physical Critical mult.: +0.00% (-15.00%) Physical save: +8 (+3 eff.) Blindness immunity: +0% (-34%) Life regen: +3.00 (-17.00) Maximum life: +0.00 (-130.00) Spell crit. chance: +0% (-2%) Infravision radius: +0 (-4) See stealth: +0 (-16) See invisible: +0 (-13) Healing mod.: +20% (-8%) 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 |
[vs. Wheel of Fate (On fingers, 1 of 2)]Vargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 0(-20) item acid corrode Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes resistances penetration: +0%(-25%) acid Changes damage: +15% cold Critical mult.: +0.00% (-15.00%) Blindness immunity: +0% (-34%) Life regen: +0.00 (-20.00) Maximum life: +0.00 (-130.00) Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 Spell crit. chance: +0% (-2%) Infravision radius: +0 (-4) See stealth: +0 (-16) See invisible: +0 (-13) Healing mod.: +0% (-28%) It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 21.02 cold and 29.11 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 39 power out of 60/60. This azure ring seems to be always moist to the touch. Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 2)]steel ring 'Amedozor' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 39% * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 0(-20) item acid corrode Changes resistances: +15% blight / +6% temporal Changes resistances penetration: +0%(-25%) acid Changes damage: +3% blight Critical mult.: +0.00% (-15.00%) Blindness immunity: +0% (-34%) Disarm immunity: +28% Pinning immunity: +26% Knockback immunity: +25% Life regen: +0.00 (-20.00) Maximum life: +27.00 (-103.00) Spell crit. chance: +0% (-2%) Infravision radius: +0 (-4) See stealth: +0 (-16) See invisible: +0 (-13) Healing mod.: +0% (-28%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 2)]steel ring 'Erelithad' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +10 Defense: +30 (+7 eff.) Damage (Melee): 0(-20) item acid corrode Changes stats: +4 Str Changes resistances: +6% mind Changes resistances penetration: +0%(-25%) acid Changes damage: +6% mind Critical mult.: +0.00% (-15.00%) Physical save: +6 (+2 eff.) Blindness immunity: +0% (-34%) Disarm immunity: +31% Pinning immunity: +30% Knockback immunity: +30% Life regen: +0.00 (-20.00) Maximum life: +27.00 (-103.00) Spell crit. chance: +0% (-2%) Infravision radius: +0 (-4) See stealth: +0 (-16) See invisible: +0 (-13) Healing mod.: +0% (-28%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 2)]gold ring 'Cinderbright' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +11 (+3 eff.) Damage (Melee): 0(-20) item acid corrode Damage when hit (Melee): 10 cold / 10 fire Changes resistances: +30% fire Changes resistances penetration: +0%(-25%) acid Changes damage: +21% lightning Critical mult.: +0.00% (-15.00%) Blindness immunity: +0% (-34%) Life regen: +0.00 (-20.00) Maximum life: +0.00 (-130.00) Spell crit. chance: +0% (-2%) Infravision radius: +0 (-4) See stealth: +0 (-16) See invisible: +0 (-13) Movement speed: +19% Healing mod.: +0% (-28%) Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 26 cooldown : Effective talent level: 2.6 Power cost: 26 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 27% for 5 turns. Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 2)]Ring of the Dead Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 0(-20) item acid corrode Changes stats: +10 Lck Changes resistances penetration: +0%(-25%) acid Critical mult.: +0.00% (-15.00%) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Blindness immunity: +0% (-34%) Life regen: +0.00 (-20.00) Only die when reaching: -100.00 life Maximum life: +0.00 (-130.00) Spell crit. chance: +0% (-2%) Infravision radius: +0 (-4) See stealth: +0 (-16) See invisible: +0 (-13) Healing mod.: +0% (-28%) Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 2)]stralite ring 'Grinularalach' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 0(-20) item acid corrode Changes resistances: +18% blight / +9% fire / +49% nature Changes resistances penetration: +0%(-25%) acid Changes damage: +17% nature Critical mult.: +0.00% (-15.00%) Reduces incoming crit damage: 10.00% Blindness immunity: +0% (-34%) Cut immunity: +20% Confusion immunity: +20% Life regen: +0.00 (-20.00) Stamina each turn: +3.00 Maximum life: +0.00 (-130.00) Spell crit. chance: +0% (-2%) Infravision radius: +0 (-4) See stealth: +0 (-16) See invisible: +0 (-13) Healing mod.: +20% (-8%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 2)]Bokiyagorn Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +26 (+7 eff.) Armour penetration: +16 Physical crit. chance: +2.0% Armour: +6 Defense: +14 (+4 eff.) Damage (Melee): 0(-20) item acid corrode Changes resistances: +12% blight / +20% physical / +13% nature Changes resistances penetration: +0%(-25%) acid Changes damage: +20% physical Critical mult.: +5.00% (-10.00%) Physical save: +12 (+4 eff.) Blindness immunity: +0% (-34%) Poison immunity: +30% Disease immunity: +30% Life regen: +0.00 (-20.00) Stamina each turn: +3.13 Maximum life: +0.00 (-130.00) Spell crit. chance: +0% (-2%) Infravision radius: +0 (-4) See stealth: +0 (-16) See invisible: +0 (-13) Healing mod.: +0% (-28%) It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.6 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 2)]voratun ring 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 0(-20) item acid corrode Changes resistances penetration: +0%(-25%) acid Critical mult.: +0.00% (-15.00%) Blindness immunity: +0% (-34%) Life regen: +0.00 (-20.00) Maximum life: +0.00 (-130.00) Spell crit. chance: +0% (-2%) Infravision radius: +0 (-4) See stealth: +0 (-16) See invisible: +0 (-13) Healing mod.: +0% (-28%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Ce'Nildawe the stralite dagger (144% power, 9 apr) (In main hand)]Elelaith the Ebonyraze (169% power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 170% (+25%) Range: 1.5x (+0.2x) Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 (-5) Crit. chance: +8.0% (-) Attack speed: 100% (-) When this weapon hits: Netherblast (20% chance level 4). When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 27% chance to reduce strength, dexterity, and constitution by 29 On weapon crit: + Cripple the target reducing mind, spell, and combat action speeds by 30% - Wound the target dealing 339 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +12 darkness / +35 blight / +42 cold / +8 mind When wielded/worn: Physical crit. chance: +21.0% (+11.0%) Physical power: +0 (+0 eff.) (-12 (-3 eff.)) Changes stats: +0(-11) Str / +0(-7) Dex / +0(-11) Mag / +5(-10) Wil / +0(-10) Cun / +0(-11) Con Changes resistances: +6% darkness Changes damage: +12% blight Mental save: +0 (+0 eff.) (-12 (-4 eff.)) Disease immunity: +39% Maximum psi: +0.00 (-20.00) Mental crit. chance: +0% (-1%) Damage Shield penetration: +30% Massive two-handed battleaxes. |
[vs. Ce'Nildawe the stralite dagger (144% power, 9 apr) (In main hand, 1 of 2)]Spellblaze Shard (120% power, 10 apr) Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 121% (-24%) Range: 1.3x (+0.0x) Uses stats: 50% Dex, 50% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 (+1) Crit. chance: +12.0% (+4.0%) Attack speed: 100% (-) When this weapon hits: Netherblast (20% chance level 4). On weapon crit: - Wound the target dealing 339 physical damage across 5 turns and reducing healing by 50% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Physical power: +0 (+0 eff.) (-12 (-3 eff.)) Changes stats: +0(-11) Str / +0(-7) Dex / +5(-6) Mag / +0(-15) Wil / +0(-10) Cun / +0(-11) Con Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease Mental save: +0 (+0 eff.) (-12 (-4 eff.)) Maximum psi: +0.00 (-20.00) Mental crit. chance: +0% (-1%) This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. Tap to cycle through comparison choices |
[vs. Ce'Nildawe the stralite dagger (144% power, 9 apr) (In main hand, 1 of 2)]elemental steel dagger (101% power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 101% (-44%) Range: 1.3x (+0.0x) Uses stats: 50% Dex, 50% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (-3) Crit. chance: +5.0% (-3.0%) Attack speed: 100% (-) When this weapon hits: Netherblast (20% chance level 4). On weapon hit: + Create an explosion dealing 103 lightning damage (1/turn) On weapon crit: - Wound the target dealing 339 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Physical power: +0 (+0 eff.) (-12 (-3 eff.)) Changes stats: +0(-11) Str / +0(-7) Dex / +0(-11) Mag / +0(-15) Wil / +0(-10) Cun / +0(-11) Con Changes resistances penetration: +12% lightning Changes damage: +8% lightning Mental save: +0 (+0 eff.) (-12 (-4 eff.)) Maximum psi: +0.00 (-20.00) Mental crit. chance: +0% (-1%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Ce'Nildawe the stralite dagger (144% power, 9 apr) (In main hand, 1 of 2)]Ashweeper the dwarven-steel dagger (114% power, 7 apr) Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 114% (-31%) Range: 1.3x (+0.0x) Uses stats: 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 (-2) Crit. chance: +6.0% (-2.0%) Attack speed: 100% (-) When this weapon hits: Netherblast (20% chance level 4). On weapon crit: - Wound the target dealing 339 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Physical power: +0 (+0 eff.) (-12 (-3 eff.)) Effects on melee hit: * 20% chance to slow global speed by 62% Changes stats: +9(-2) Str / +8(+1) Dex / +16(+5) Mag / +9(-6) Wil / +17(+7) Cun / +10(-1) Con Changes resistances: +6% cold / +18% fire Spell save: +9 (+3 eff.) Mental save: +0 (+0 eff.) (-12 (-4 eff.)) Maximum psi: +0.00 (-20.00) Mental crit. chance: +0% (-1%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Ce'Nildawe the stralite dagger (144% power, 9 apr) (In main hand, 1 of 2)]Mayovea the Carrionwild (132% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Power: 133% (-12%) Range: 1.3x (+0.0x) Uses stats: 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 (-2) Crit. chance: +6.0% (-2.0%) Attack speed: 100% (-) When this weapon hits: Netherblast (20% chance level 4). When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 5% chance to reduce strength, dexterity, and constitution by 29 + 25% chance for lightning to strike from the target to a second target dealing 103 damage On weapon crit: - Wound the target dealing 339 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +8 blight Damage (radius 1) on hit: +12 fire When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Physical power: +0 (+0 eff.) (-12 (-3 eff.)) Changes stats: +0(-11) Str / +0(-7) Dex / +0(-11) Mag / +0(-15) Wil / +0(-10) Cun / +0(-11) Con Changes resistances: +3% nature / +9% fire Changes damage: +9% nature Mental save: +0 (+0 eff.) (-12 (-4 eff.)) Disease immunity: +18% Maximum psi: +0.00 (-20.00) Mental crit. chance: +0% (-1%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Ce'Nildawe the stralite dagger (144% power, 9 apr) (In main hand, 1 of 2)]Shantiz the Stormblade (111% power, 20 apr) Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% (-34%) Range: 1.3x (+0.0x) Uses stats: 100% Dex, 50% Mag, 0% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 (+11) Crit. chance: +10.0% (+2.0%) Attack speed: 100% (-) When this weapon hits: Netherblast (20% chance level 4). On weapon hit: + Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. On weapon crit: - Wound the target dealing 339 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Physical power: +0 (+0 eff.) (-12 (-3 eff.)) Changes stats: +0(-11) Str / +20(+13) Dex / +0(-11) Mag / +0(-15) Wil / +0(-10) Cun / +0(-11) Con Mental save: +0 (+0 eff.) (-12 (-4 eff.)) Maximum psi: +0.00 (-20.00) Mental crit. chance: +0% (-1%) Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. Tap to cycle through comparison choices |
[vs. Ce'Nildawe the stralite dagger (144% power, 9 apr) (In main hand, 1 of 2)]Swordbreaker (129% power, 20 apr) Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% (-16%) Range: 1.3x (+0.0x) Uses stats: 50% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 (+11) Crit. chance: +15.0% (+7.0%) Attack speed: 111% (+11%) When this weapon hits: Netherblast (20% chance level 4). On weapon crit: + Breaks enemy weapon. - Wound the target dealing 339 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Physical power: +0 (+0 eff.) (-12 (-3 eff.)) Armour Hardiness: +20% Defense: +15 (+4 eff.) Changes stats: +0(-11) Str / +8(+1) Dex / +0(-11) Mag / +0(-15) Wil / +8(-2) Cun / +0(-11) Con Talent granted: +1 Dagger Block Physical save: +15 (+4 eff.) Mental save: +0 (+0 eff.) (-12 (-4 eff.)) Disarm immunity: +50% Maximum psi: +0.00 (-20.00) Mental crit. chance: +0% (-1%) Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. Tap to cycle through comparison choices |
[vs. Ce'Nildawe the stralite dagger (144% power, 9 apr) (In main hand, 1 of 2)]dwarven-steel dagger 'Belutha' (114% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 114% (-31%) Range: 1.3x (+0.0x) Uses stats: 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 (-2) Crit. chance: +6.0% (-2.0%) Attack speed: 100% (-) When this weapon hits: Netherblast (20% chance level 4). On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 29 On weapon crit: - Wound the target dealing 339 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +8 blight / +14 cold When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Physical power: +0 (+0 eff.) (-12 (-3 eff.)) Armour: +8 Changes stats: +0(-11) Str / +0(-7) Dex / +0(-11) Mag / +0(-15) Wil / +0(-10) Cun / +0(-11) Con Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) (-6 (-2 eff.)) Teleport immunity: +10% Maximum life: +100.00 Maximum psi: +0.00 (-20.00) Mental crit. chance: +0% (-1%) Infravision radius: +3 Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Ce'Nildawe the stralite dagger (144% power, 9 apr) (In main hand, 1 of 2)]Mercy (143% power, 9 apr) Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 144% (-1%) Range: 1.3x (+0.0x) Uses stats: 45% Cun, 50% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 (-) Crit. chance: +15.0% (+7.0%) Attack speed: 100% (-) When this weapon hits: Netherblast (20% chance level 4). On weapon hit: + deals 60 physical damage increased by 1% for each 1% life the target has lost On weapon crit: - Wound the target dealing 339 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Physical power: +0 (+0 eff.) (-12 (-3 eff.)) Changes stats: +6(-5) Str / +6(-1) Dex / +0(-11) Mag / +0(-15) Wil / +0(-10) Cun / +0(-11) Con Critical mult.: +20.00% Mental save: +0 (+0 eff.) (-12 (-4 eff.)) Maximum psi: +0.00 (-20.00) Mental crit. chance: +0% (-1%) This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. Tap to cycle through comparison choices |
[vs. Ce'Nildawe the stralite dagger (144% power, 9 apr) (In main hand, 1 of 2)]stralite dagger 'Torelasta' (139% power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 139% (-5%) Range: 1.3x (+0.0x) Uses stats: 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 (-) Crit. chance: +8.0% (-) Attack speed: 100% (-) When this weapon hits: Netherblast (20% chance level 4). When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 11% chance to reduce strength, dexterity, and constitution by 29 On weapon crit: - Wound the target dealing 339 physical damage across 5 turns and reducing healing by 50% + Splash the target with acid dealing 172 damage over 5 turns and reducing armor and accuracy by 22 Damage (Melee): +12 blight When wielded/worn: Armour penetration: +10 Physical crit. chance: +8.0% (-2.0%) Physical power: +0 (+0 eff.) (-12 (-3 eff.)) Changes stats: +0(-11) Str / +0(-7) Dex / +0(-11) Mag / +0(-15) Wil / +0(-10) Cun / +0(-11) Con Changes resistances: +6% lightning / +6% darkness / +3% blight Critical mult.: +19.00% Mental save: +3 (+1 eff.) (-9 (-3 eff.)) Disease immunity: +30% Cut immunity: +20% Maximum psi: +0.00 (-20.00) Mental crit. chance: +0% (-1%) Healing mod.: +15% Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Ce'Nildawe the stralite dagger (144% power, 9 apr) (In main hand, 1 of 2)]stralite dagger of massacre (149% power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 149% (+5%) Range: 1.3x (+0.0x) Uses stats: 50% Dex, 50% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 (-) Crit. chance: +8.0% (-) Attack speed: 100% (-) When this weapon hits: Netherblast (20% chance level 4). On weapon crit: - Wound the target dealing 339 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Physical power: +0 (+0 eff.) (-12 (-3 eff.)) Changes stats: +0(-11) Str / +0(-7) Dex / +0(-11) Mag / +0(-15) Wil / +0(-10) Cun / +0(-11) Con Mental save: +0 (+0 eff.) (-12 (-4 eff.)) Maximum psi: +0.00 (-20.00) Mental crit. chance: +0% (-1%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Ce'Nildawe the stralite dagger (144% power, 9 apr) (In main hand, 1 of 2)]Darkzephyr the voratun dagger (144% power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 145% Range: 1.3x Uses stats: 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 (-) Crit. chance: +10.0% (+2.0%) Attack speed: 100% (-) When this weapon hits: Netherblast (20% chance level 4). On weapon crit: - Wound the target dealing 339 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +16 blight When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +0.0% (-10.0%) Physical power: +0 (+0 eff.) (-12 (-3 eff.)) Defense: +15 (+4 eff.) Damage when hit (Melee): 8 darkness Changes stats: +0(-11) Str / +0(-7) Dex / +0(-11) Mag / +0(-15) Wil / +0(-10) Cun / +0(-11) Con Changes resistances penetration: +25% physical Changes damage: +34% arcane Critical mult.: +22.54% Mental save: +0 (+0 eff.) (-12 (-4 eff.)) Disarm immunity: +37% Spellpower on spell critical (stacks up to 3 times): +11 Maximum psi: +0.00 (-20.00) Mental crit. chance: +0% (-1%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. elven-silk robe 'Hazestinger' (0 def, 0 armour) (Main armor)]Spider-Silk Robe of Spydrë (10 def, 15 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage (Melee): 0(-20) item temporal energize Damage when hit (Melee): 20 nature slow / 0(-6) temporal / 20 poison Changes stats: +0(-6) Str / +0(-6) Mag / +4(-2) Wil / +5(-5) Con Changes resistances: +0%(-10%) lightning / +0%(-9%) cold / +30%(+6%) nature / +11%(-4%) all Changes damage: +15% acid / +0%(-24%) physical / +0%(-6%) temporal / +15% mind / +0%(-14%) cold / +15%(-20%) nature / +0%(-17%) lightning Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Poison immunity: +0% (-41%) Disease immunity: +0% (-40%) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Defense after a teleport: +0 (-15) Resist all after a teleport: +0% (-15%) New effects duration reduction after a teleport: +0% (-15%) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
[vs. elven-silk robe 'Hazestinger' (0 def, 0 armour) (Main armor)]Ariwyn the silk robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Damage (Melee): 0(-20) item temporal energize Damage when hit (Melee): 10 mind / 0(-6) temporal Changes stats: +0(-6) Str / +3 Dex / +0(-6) Mag / +0(-6) Wil / +9(-1) Con Changes resistances: +0%(-10%) lightning / +0%(-9%) cold / +0%(-24%) nature / +13%(-2%) all Changes resistances penetration: +25% physical Changes damage: +0%(-17%) lightning / +0%(-24%) physical / +0%(-6%) temporal / +0%(-14%) cold / +19%(-16%) nature / +15% mind Poison immunity: +44% (+3%) Disease immunity: +44% (+4%) Confusion immunity: +20% Only die when reaching: -60.00 life Maximum life: +40.00 Defense after a teleport: +0 (-15) Resist all after a teleport: +0% (-15%) New effects duration reduction after a teleport: +0% (-15%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. elven-silk robe 'Hazestinger' (0 def, 0 armour) (Main armor)]Halihek (73 def, 17 armour) Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +17 Defense: +73 (+16 eff.) Fatigue: +8% Damage (Melee): 0(-20) item temporal energize Damage when hit (Melee): 0(-6) temporal Changes stats: +0(-6) Str / +9 Dex / +0(-6) Mag / +0(-6) Wil / +6 Cun / +0(-10) Con Changes resistances: +0%(-10%) lightning / +9% physical / +0%(-9%) cold / +3% fire / +0%(-24%) nature / +0%(-15%) all Changes damage: +0%(-17%) lightning / +0%(-24%) physical / +0%(-14%) cold / +0%(-35%) nature / +0%(-6%) temporal Physical save: +19 (+5 eff.) Mental save: +23 (+8 eff.) Poison immunity: +0% (-41%) Disease immunity: +0% (-40%) Disarm immunity: +20% Movement speed: +20% Defense after a teleport: +16 (+1) Resist all after a teleport: +16% (+1%) New effects duration reduction after a teleport: +16% (+1%) A suit of armour made of leather. |
[vs. Flowerwyrd (2 def, 9 armour) (Cloak)]Ragodratir the Skyclamor (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-2 eff.)) Armour penetration: +0 (-10) Armour: +0 (-9) Defense: +2 (+0 eff.) (-) Effects on melee hit: * 20% chance to slow global speed by 62% Damage (Melee): 0(-20) item nature slow Damage when hit (Melee): 10 lightning Changes stats: +4 Wil Changes resistances: +0%(-7%) acid / +0%(-7%) fire / +0%(-26%) cold / +0%(-3%) nature / +0%(-7%) lightning Changes resistances penetration: +25% acid / +15%(+5%) nature / +10% lightning Changes damage: +15% lightning / +0%(-3%) cold / +21%(+12%) nature Critical mult.: +0.00% (-18.00%) Stealth bonus: +0 (-11) Mental save: +11 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Flowerwyrd (2 def, 9 armour) (Cloak)]cashmere cloak 'Vorynor' (8 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) (-) Armour penetration: +0 (-10) Physical crit. chance: +2.0% Armour: +0 (-9) Defense: +8 (+2 eff.) (+6 (+2 eff.)) Damage (Melee): 0(-20) item nature slow Changes stats: +3 Str / +3 Dex / +2 Cun / +3 Con Changes resistances: +0%(-7%) acid / +15% light / +0%(-26%) cold / +16%(+9%) fire / +0%(-3%) nature / +0%(-7%) lightning Changes resistances penetration: +0%(-10%) nature Changes damage: +0%(-9%) nature / +0%(-3%) cold Critical mult.: +10.00% (-8.00%) Stealth bonus: +7 (-4) Physical save: +10 (+3 eff.) Only die when reaching: -40.00 life Maximum life: +57.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Shadowpyre the pair of drakeskin leather boots (0 def, 13 armour) (On feet)]Arcward the pair of hardened leather boots (0 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 (-4) Damage (Melee): 0(-20) item darkness numbing Damage when hit (Melee): 0(-2) darkness Changes stats: +0(-12) Lck / +0(-6) Dex Changes resistances: +0%(-12%) darkness / +2% physical Changes damage: +6%(-3%) lightning Stealth bonus: +0 (-12) Poison immunity: +20% Stamina each turn: +0.40 Maximum stamina: +16.00 Spellpower: +0 (+0 eff.) (-12 (-4 eff.)) Infravision radius: +0 (-2) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pair of boots made of leather. |
[vs. Shadowpyre the pair of drakeskin leather boots (0 def, 13 armour) (On feet)]Poralaith the Puremire (20 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 (-8) Defense: +20 (+5 eff.) Damage (Melee): 0(-20) item darkness numbing Damage when hit (Melee): 11 nature / 0(-2) darkness Changes stats: +20(+14) Dex / +5 Mag / +0(-12) Lck Changes resistances: +16% mind / +0%(-12%) darkness Changes damage: +9% mind / +0%(-9%) lightning Stealth bonus: +0 (-12) Spellpower: +0 (+0 eff.) (-12 (-4 eff.)) Light radius: +3 Infravision radius: +3 (+1) A pair of boots made of leather. |
[vs. Shadowpyre the pair of drakeskin leather boots (0 def, 13 armour) (On feet)]Boltthorn (20 def, 9 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 (-4) Defense: +20 (+5 eff.) Fatigue: +3% Damage (Melee): 0(-20) item darkness numbing Damage when hit (Melee): 0(-2) darkness Changes stats: +0(-12) Lck / +0(-6) Dex Changes resistances: +0%(-12%) darkness / +9% fire Changes damage: +18%(+9%) lightning / +9% cold Stealth bonus: +0 (-12) Only die when reaching: -80.00 life Spellpower: +0 (+0 eff.) (-12 (-4 eff.)) Infravision radius: +1 (-1) Healing mod.: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Shadowpyre the pair of drakeskin leather boots (0 def, 13 armour) (On feet)]Erelidoneg (0 def, 14 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +14 (+1) Fatigue: +3% Damage (Melee): 0(-20) item darkness numbing Damage when hit (Melee): 0(-2) darkness Changes stats: +0(-6) Dex / +2 Mag / +0(-12) Lck Changes resistances: +6% cold / +3% mind / +0%(-12%) darkness Changes resistances penetration: +20% arcane Changes damage: +0%(-9%) lightning Stealth bonus: +0 (-12) Spellpower: +0 (+0 eff.) (-12 (-4 eff.)) Infravision radius: +2 (-) Healing mod.: +20% Damage Shield penetration: +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Shadowpyre the pair of drakeskin leather boots (0 def, 13 armour) (On feet)]pair of dwarven-steel boots 'Ganor' (30 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 (-9) Defense: +30 (+7 eff.) Fatigue: +3% Damage (Melee): 0(-20) item darkness numbing Damage when hit (Melee): 0(-2) darkness Changes stats: +0(-6) Dex / +3 Mag / +3 Wil / +0(-12) Lck Changes resistances: +11% cold / +6% physical / +0%(-12%) darkness / +11% fire Changes resistances penetration: +10% physical Changes damage: +0%(-9%) lightning Stealth bonus: +0 (-12) Maximum stamina: +30.00 Spellpower: +0 (+0 eff.) (-12 (-4 eff.)) Infravision radius: +2 (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Shadowpyre the pair of drakeskin leather boots (0 def, 13 armour) (On feet)]Belathra the pair of voratun boots (10 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +8.0% Physical power: +6 (+1 eff.) Armour: +5 (-8) Defense: +10 (+3 eff.) Fatigue: +4% Damage (Melee): 0(-20) item darkness numbing Damage when hit (Melee): 2 acid / 0(-2) darkness Changes stats: +5 Str / +0(-6) Dex / +0(-12) Lck / +4 Con Changes resistances: +0%(-12%) darkness / +2% physical Changes damage: +0%(-9%) lightning Critical mult.: +10.00% Stealth bonus: +0 (-12) Physical save: +6 (+2 eff.) Life regen: +9.00 Spellpower: +0 (+0 eff.) (-12 (-4 eff.)) Infravision radius: +0 (-2) Healing mod.: +19% It can be used to activate talent Rush, placing all other charms into a 17 cooldown : Effective talent level: 1.3 Power cost: 17 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Coalbone (0 def, 8 armour) (On hands)]Crystle's Astral Bindings (0 def, 0 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour penetration: +0 (-3) Physical power: +0 (+0 eff.) (-30 (-6 eff.)) Armour: +0 (-8) Damage (Melee): 0(-10) item nature slow / 0(-10) nature Changes stats: +3 Mag Changes resistances: +8% temporal / +8% darkness / +0%(-8%) nature Changes resistances penetration: +10%(-5%) darkness / +10% temporal Changes damage: +8% temporal / +8% darkness / +0%(-8%) nature Spell save: +0 (+0 eff.) (-15 (-5 eff.)) Stamina each turn: +0.00 (-3.00) N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Power: 109% (-4%) Range: 1.1x (+0.0x) Uses stats: 40% Dex, 40% Cun, 70% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 (-) Crit. chance: +6.0% (+3.0%) Attack speed: 100% (-) When this weapon hits: Venomous Breath (10% chance level 3). When this weapon hits: Dust to Dust (15% chance level 1). When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage (radius 2) on crit: +0(-10) nature Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
[vs. Coalbone (0 def, 8 armour) (On hands)]hardened leather gloves 'Gena' (5 def, 8 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +4 (+1) Physical power: +0 (+0 eff.) (-30 (-6 eff.)) Armour: +8 (-) Defense: +5 (+1 eff.) Damage (Melee): 0(-10) item nature slow / 0(-10) nature Changes stats: +3 Str / +3 Dex / +3 Cun Changes resistances: +0%(-8%) nature Changes resistances penetration: +0%(-15%) darkness Changes damage: +0%(-8%) nature Talent cooldown: Double Strike (-1 turn) Physical save: +14 (+4 eff.) Spell save: +0 (+0 eff.) (-15 (-5 eff.)) Mental save: +14 (+5 eff.) Disarm immunity: +28% Stamina each turn: +0.00 (-3.00) Maximum life: +49.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Power: 125% (+12%) Range: 1.1x (+0.0x) Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +16 Armour Penetration: +3 (-) Crit. chance: +9.0% (+6.0%) Attack speed: 100% (-) When this weapon hits: Venomous Breath (10% chance level 3). When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Battle Shout (10% chance level 3). When this weapon hits: Set Up (10% chance level 3). Damage (radius 2) on crit: +0(-10) nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Coalbone (0 def, 8 armour) (On hands)]hardened leather gloves 'Voidfame' (0 def, 18 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +0 (-3) Physical power: +0 (+0 eff.) (-30 (-6 eff.)) Armour: +18 (+10) Damage (Melee): 0(-10) item nature slow / 0(-10) nature Changes stats: +4 Dex / +7 Con Changes resistances: +12% darkness / +0%(-8%) nature Changes resistances penetration: +10%(-5%) darkness Changes damage: +0%(-8%) nature Spell save: +0 (+0 eff.) (-15 (-5 eff.)) Stamina each turn: +0.00 (-3.00) When used to modify unarmed attacks: Power: 118% (+5%) Range: 1.1x (+0.0x) Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +3 (-) Crit. chance: +10.0% (+7.0%) Attack speed: 100% (-) When this weapon hits: Venomous Breath (10% chance level 3). Damage (radius 2) on crit: +0(-10) nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Coalbone (0 def, 8 armour) (On hands)]Flashseam (0 def, 12 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour penetration: +0 (-3) Physical power: +0 (+0 eff.) (-30 (-6 eff.)) Armour: +12 (+4) Effects on melee hit: * 20% chance to slow global speed by 62% Damage (Melee): 11 physical / 0(-10) item nature slow / 0(-10) nature Damage when hit (Melee): 6 light Changes resistances: +12%(+4%) nature / +9% light Changes resistances penetration: +20% arcane / +0%(-15%) darkness Changes damage: +9% physical / +18% arcane / +0%(-8%) nature Spell save: +0 (+0 eff.) (-15 (-5 eff.)) Stamina each turn: +0.00 (-3.00) Light radius: +2 When used to modify unarmed attacks: Power: 131% (+17%) Range: 1.1x (+0.0x) Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (+2) Crit. chance: +5.0% (+2.0%) Attack speed: 100% (-) When this weapon hits: Venomous Breath (10% chance level 3). When this weapon hits: Sand Breath (10% chance level 5). Damage (radius 1) on hit: +9 physical Damage (radius 2) on crit: +0(-10) nature / +13 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Coalbone (0 def, 8 armour) (On hands)]drakeskin leather gloves 'Rotstun' (0 def, 3 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +25 (+6 eff.) Armour penetration: +0 (-3) Physical power: +0 (+0 eff.) (-30 (-6 eff.)) Armour: +3 (-5) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 0(-10) item nature slow / 0(-10) nature Changes stats: +6 Dex Changes resistances: +6% lightning / +12%(+4%) nature Changes resistances penetration: +20% temporal / +25% nature / +0%(-15%) darkness Changes damage: +6% lightning / +0%(-8%) nature Spell save: +0 (+0 eff.) (-15 (-5 eff.)) Stamina each turn: +0.00 (-3.00) When used to modify unarmed attacks: Power: 133% (+20%) Range: 1.1x (+0.0x) Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +11 Armour Penetration: +5 (+2) Crit. chance: +15.0% (+12.0%) Attack speed: 100% (-) When this weapon hits: Venomous Breath (10% chance level 3). Damage (radius 2) on crit: +0(-10) nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Coalbone (0 def, 8 armour) (On hands)]Will of Ul'Gruth (0 def, 15 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour penetration: +0 (-3) Physical power: +0 (+0 eff.) (-30 (-6 eff.)) Armour: +15 (+7) Damage (Melee): 0(-10) item nature slow / 0(-10) nature Changes stats: +5 Str / +5 Mag Changes resistances: +0%(-8%) nature Changes resistances penetration: +0%(-15%) darkness / +10% all Changes damage: +0%(-8%) nature / +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality Spell save: +0 (+0 eff.) (-15 (-5 eff.)) Stamina each turn: +0.00 (-3.00) When used to modify unarmed attacks: Power: 147% (+34%) Range: 1.4x (+0.3x) Uses stats: 40% Str, 40% Dex, 60% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 (+7) Crit. chance: +7.0% (+4.0%) Attack speed: 83% (-17%) When this weapon hits: Venomous Breath (10% chance level 3). When this weapon hits: Obliterating Smash (20% chance level 3). Damage (radius 2) on crit: +0(-10) nature Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 17 power out of 25/25) : Effective talent level: 3.0 Power cost: 17 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
[vs. Belann (3 def, 0 armour) (On head)]Emynne the Scaldstrike (2 def, 10 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +10 Defense: +2 (+1 eff.) (-1 (+0 eff.)) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 29 Damage (Melee): 0(-20) item nature slow Damage when hit (Melee): 4 fire Changes stats: +0(-1) Str / +5(+2) Wil / +5(-5) Cun Changes resistances: +0%(-6%) lightning / +0%(-39%) physical / +0%(-34%) darkness / +0%(-21%) acid Changes resistances penetration: +25% blight / +25% fire Changes damage: +0%(-35%) darkness / +0%(-35%) physical Mental save: +0 (+0 eff.) (-13 (-4 eff.)) Stamina each turn: +3.00 Maximum hate: +0.00 (-27.00) Mindpower: +5 (+2 eff.) (-11 (-3 eff.)) Mental crit. chance: +0% (-8%) A pointy cloth hat, very wizardly... |
[vs. Belann (3 def, 0 armour) (On head)]Icetouch (12 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +12 (+3 eff.) (+9 (+2 eff.)) Damage (Melee): 0(-20) item nature slow Changes stats: +0(-1) Str / +0(-3) Wil / +0(-10) Cun Changes resistances: +22%(+16%) lightning / +3%(-36%) physical / +0%(-34%) darkness / +12% cold / +0%(-21%) acid Changes damage: +15% lightning / +0%(-35%) physical / +0%(-35%) darkness Spell save: +12 (+4 eff.) Mental save: +0 (+0 eff.) (-13 (-4 eff.)) Maximum life: +80.00 Maximum hate: +0.00 (-27.00) Mindpower: +0 (+0 eff.) (-16 (-5 eff.)) Mental crit. chance: +0% (-8%) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pointy cloth hat, very wizardly... |
[vs. Belann (3 def, 0 armour) (On head)]Xerivena (20 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +20 (+5 eff.) (+17 (+4 eff.)) Fatigue: +3% Damage (Melee): 0(-20) item nature slow Changes stats: +0(-1) Str / +3(-) Wil / +0(-10) Cun Changes resistances: +0%(-6%) lightning / +0%(-39%) physical / +0%(-34%) darkness / +0%(-21%) acid Changes damage: +0%(-35%) darkness / +0%(-35%) physical Mental save: +0 (+0 eff.) (-13 (-4 eff.)) Pinning immunity: +10% Life regen: +2.00 Only die when reaching: -60.00 life Maximum hate: +0.00 (-27.00) Mindpower: +0 (+0 eff.) (-16 (-5 eff.)) Mental crit. chance: +2% (-6%) Infravision radius: +2 A cap made of leather. |
[vs. Belann (3 def, 0 armour) (On head)]Glowvice the drakeskin leather cap (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +0 (+0 eff.) (-3 (-1 eff.)) Fatigue: +5% Effects on melee hit: * 23% chance to reduce damage dealt by 27% Damage (Melee): 0(-20) item nature slow Changes stats: +0(-1) Str / +0(-3) Wil / +0(-10) Cun Changes resistances: +0%(-6%) lightning / +0%(-39%) physical / +23%(-11%) darkness / +0%(-21%) acid / +23% nature / +43% light Changes damage: +0%(-35%) darkness / +0%(-35%) physical / +30% light / +18% nature Mental save: +0 (+0 eff.) (-13 (-4 eff.)) Maximum hate: +0.00 (-27.00) Mindpower: +0 (+0 eff.) (-16 (-5 eff.)) Mental crit. chance: +0% (-8%) Light radius: +3 A cap made of leather. |
[vs. Belann (3 def, 0 armour) (On head)]Sewerwild (28 def, 12 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +12 Defense: +28 (+7 eff.) (+25 (+6 eff.)) Damage (Melee): 0(-20) item nature slow Changes stats: +0(-1) Str / +0(-3) Wil / +0(-10) Cun Changes resistances: +0%(-6%) lightning / +0%(-39%) physical / +0%(-34%) darkness / +15% fire / +0%(-21%) acid / +11% cold Changes damage: +0%(-35%) physical / +9% nature / +0%(-35%) darkness Critical mult.: +20.00% Physical save: +9 (+3 eff.) Mental save: +0 (+0 eff.) (-13 (-4 eff.)) Stamina each turn: +3.00 Maximum hate: +0.00 (-27.00) Mindpower: +0 (+0 eff.) (-16 (-5 eff.)) Mental crit. chance: +0% (-8%) See invisible: +12 A pointy cloth hat, very wizardly... |
[vs. Belann (3 def, 0 armour) (On head)]Tidevile the drakeskin leather cap (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Armour: +5 Defense: +0 (+0 eff.) (-3 (-1 eff.)) Fatigue: +5% Damage (Melee): 0(-20) item nature slow Damage when hit (Melee): 11 cold Changes stats: +0(-1) Str / +4 Dex / +10(+7) Wil / +0(-10) Cun Changes resistances: +0%(-6%) lightning / +0%(-39%) physical / +12%(-22%) darkness / +15% blight / +18% cold / +0%(-21%) acid Changes damage: +0%(-35%) darkness / +18%(-17%) physical Spell save: +9 (+3 eff.) Mental save: +15 (+5 eff.) (+2 (+1 eff.)) Stamina each turn: +3.00 Maximum hate: +0.00 (-27.00) Mindpower: +0 (+0 eff.) (-16 (-5 eff.)) Mental crit. chance: +0% (-8%) A cap made of leather. |
[vs. Belann (3 def, 0 armour) (On head)]Glintquake (0 def, 20 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +20 Defense: +0 (+0 eff.) (-3 (-1 eff.)) Fatigue: +4% Damage (Melee): 0(-20) item nature slow Damage when hit (Melee): 6 light Changes stats: +5(+4) Str / +0(-3) Wil / +0(-10) Cun Changes resistances: +0%(-6%) lightning / +0%(-39%) physical / +0%(-34%) darkness / +8% fire / +0%(-21%) acid / +10% cold Changes resistances penetration: +20% physical Changes damage: +0%(-35%) darkness / +0%(-35%) physical Mental save: +0 (+0 eff.) (-13 (-4 eff.)) Maximum stamina: +30.00 Maximum hate: +0.00 (-27.00) Mindpower: +0 (+0 eff.) (-16 (-5 eff.)) Mental crit. chance: +0% (-8%) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Belann (3 def, 0 armour) (On head)]Glorebreda (15 def, 10 armour) Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +15 (+4 eff.) (+12 (+3 eff.)) Fatigue: +4% Damage (Melee): 0(-20) item nature slow Changes stats: +0(-1) Str / +8 Dex / +3(-) Wil / +4(-6) Cun Changes resistances: +0%(-6%) lightning / +0%(-39%) physical / +15%(-19%) darkness / +0%(-21%) acid Changes resistances penetration: +10% physical Changes damage: +0%(-35%) darkness / +0%(-35%) physical Mental save: +0 (+0 eff.) (-13 (-4 eff.)) Stamina each turn: +1.00 Stamina when hit: +1.30 Equilibrium when hit: +1.30 Maximum hate: +0.00 (-27.00) Mindpower: +4 (+1 eff.) (-12 (-4 eff.)) Mental crit. chance: +0% (-8%) Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Belann (3 def, 0 armour) (On head)]Borarokor the Splendourseam (0 def, 17 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +17 Defense: +0 (+0 eff.) (-3 (-1 eff.)) Fatigue: +5% Damage (Melee): 0(-20) item nature slow Changes stats: +0(-1) Str / +10 Dex / +0(-3) Wil / +0(-10) Cun / +5 Con Changes resistances: +0%(-6%) lightning / +5%(-34%) physical / +0%(-34%) darkness / +9% blight / +0%(-21%) acid Changes damage: +0%(-35%) darkness / +0%(-35%) physical Mental save: +0 (+0 eff.) (-13 (-4 eff.)) Cut immunity: +20% Maximum hate: +0.00 (-27.00) Mindpower: +0 (+0 eff.) (-16 (-5 eff.)) Mental crit. chance: +0% (-8%) Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 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. |
8 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. |
2 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 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. |
9 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. |
5 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. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
844 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. |
39 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
[vs. alchemist's lamp 'Hellswrither' (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +0 (-10) Damage (Melee): 0(-20) item blight disease / 0(-20) item acid corrode / 15 Lite Light Burst (radius 1) Changes resistances: +30% light / +0%(-18%) fire Changes resistances penetration: +0%(-25%) acid / +0%(-9%) all Changes damage: +10% light Light radius: +5 (-1) 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.(134 power, based on Willpower) Activation costs 7 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
[vs. alchemist's lamp 'Hellswrither' (Light source)]Spectral Cage Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +0 (-10) Damage (Melee): 0(-20) item acid corrode / 0(-20) item blight disease Changes resistances: +0%(-18%) fire / +20% cold Changes resistances penetration: +0%(-25%) acid / +10% cold / +0%(-9%) all Changes damage: +15% cold Spellpower: +10 (+2 eff.) Light radius: +5 (-1) It can be used to release a will o' the wisp that will explode against your foes for 430 cold damage (based on your Magic) Activation costs 13 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
[vs. alchemist's lamp 'Hellswrither' (Light source)]Umbraphage Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +0 (-10) Damage (Melee): 0(-20) item acid corrode / 0(-20) item blight disease Changes resistances: +20% darkness / +0%(-18%) fire Changes resistances penetration: +0%(-25%) acid / +10% darkness / +0%(-9%) all Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Light radius: +5 (-1) Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 251.10 darkness damage (based on Mindpower and charge) Activation costs 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. |
[vs. alchemist's lamp 'Hellswrither' (Light source)]Dúathedlen Heart Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Armour penetration: +0 (-10) Physical power: +7 (+1 eff.) Damage (Melee): 0(-20) item blight disease / 20 darkness / 0(-20) item acid corrode Changes stats: +5 Mag Changes resistances: +30% light / +0%(-18%) fire Changes resistances cap: +10% light Changes resistances penetration: +0%(-25%) acid / +0%(-9%) all Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 (-1006) Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Planar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Armour penetration: +0 (-10) Damage (Melee): 0(-20) item acid corrode / 0(-20) item blight disease Changes resistances: +0%(-18%) fire Changes resistances penetration: +0%(-25%) acid / +0%(-9%) all Light radius: +3 (-3) It can be used to activate talent Fearscape Shift (costing 17 power out of 25/25) : Effective talent level: 2.0 Power cost: 17 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 126.75 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 126.75 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
[vs. Curemight (dig speed 22 turns) (Tool)]Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-5 eff.)) Armour penetration: +15 Physical crit. chance: +0.0% (-32.0%) Defense: +0 (+0 eff.) (-20 (-5 eff.)) Damage when hit (Melee): 0(-11) nature / 10 draining blight Changes stats: +0(-23) Str / +0(-20) Wil Changes resistances penetration: +0%(-10%) nature Changes damage: +5% blight / +0%(-3%) physical Physical save: +0 (+0 eff.) (-17 (-6 eff.)) Spell save: +0 (+0 eff.) (-12 (-4 eff.)) Mental save: +0 (+0 eff.) (-6 (-2 eff.)) Maximum life: +0.00 (-79.00) Mental crit. chance: +0% (-28%) When carried: Talents granted: +1.00(-) Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (3/3)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 131 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. |
[vs. Curemight (dig speed 22 turns) (Tool)]steel torque of gale force 'Lelydunafast' [power 175] (10 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-5 eff.)) Physical crit. chance: +8.0% (-24.0%) Defense: +0 (+0 eff.) (-20 (-5 eff.)) Damage when hit (Melee): 0(-11) nature / 6 physical Changes stats: +0(-23) Str / +4 Mag / +0(-20) Wil Changes resistances penetration: +0%(-10%) nature / +20% physical Changes damage: +0%(-3%) physical Reduces incoming crit damage: 10.00% Physical save: +9 (+3 eff.) (-8 (-3 eff.)) Spell save: +0 (+0 eff.) (-12 (-4 eff.)) Mental save: +0 (+0 eff.) (-6 (-2 eff.)) Only die when reaching: -80.00 life Maximum life: +0.00 (-79.00) Mental crit. chance: +0% (-28%) When carried: Talent granted: +0(+-1) Dig It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 284 physical damage Activation puts all charms on cooldown for 10 turns. When used: * Increase all damage by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. Curemight (dig speed 22 turns) (Tool)]Emebeth [power 240] (10 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-5 eff.)) Physical crit. chance: +0.0% (-32.0%) Defense: +0 (+0 eff.) (-20 (-5 eff.)) Damage when hit (Melee): 0(-11) nature Changes stats: +0(-23) Str / +5 Dex / +0(-20) Wil / +2 Con Changes resistances penetration: +0%(-10%) nature Changes damage: +6% mind / +0%(-3%) physical Critical mult.: +20.00% Physical save: +0 (+0 eff.) (-17 (-6 eff.)) Spell save: +0 (+0 eff.) (-12 (-4 eff.)) Mental save: +0 (+0 eff.) (-6 (-2 eff.)) Hate when firing a critical mind attack: +5.00 Maximum life: +0.00 (-79.00) Mental crit. chance: +2% (-26%) When carried: Talent granted: +0(+-1) Dig It can be used to blast the opponent's mind dealing 262 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 10 turns. When used: * Gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. Curemight (dig speed 22 turns) (Tool)]voratun torque of psionic shield 'Iveleyatha' [power 169] (17 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-5 eff.)) Physical crit. chance: +0.0% (-32.0%) Defense: +0 (+0 eff.) (-20 (-5 eff.)) Effects on melee hit: * 23% chance to reduce all saves and defense by 34 Damage when hit (Melee): 4 mind / 0(-11) nature Changes stats: +0(-23) Str / +0(-20) Wil Changes resistances: +6% acid Changes resistances penetration: +25% acid / +10% temporal / +0%(-10%) nature Changes damage: +12% acid / +0%(-3%) physical Physical save: +0 (+0 eff.) (-17 (-6 eff.)) Spell save: +0 (+0 eff.) (-12 (-4 eff.)) Mental save: +0 (+0 eff.) (-6 (-2 eff.)) Maximum life: +0.00 (-79.00) Mental crit. chance: +0% (-28%) When carried: Talent granted: +0(+-1) Dig It can be used to setup a psionic shield, reducing all damage taken by 169 for 5 turns Activation puts all charms on cooldown for 17 turns. When used: * Reduce fatigue by 59% for 2 turns. * Heal for 110. Torques are made by powerful psionics to store psionic powers. |
[vs. Curemight (dig speed 22 turns) (Tool)]Fuluzilahor the ash totem of stinging [power 200] (10 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-5 eff.)) Physical crit. chance: +0.0% (-32.0%) Defense: +0 (+0 eff.) (-20 (-5 eff.)) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 29 Damage when hit (Melee): 0(-11) nature Changes stats: +0(-23) Str / +0(-20) Wil Changes resistances: +3% blight / +3% acid Changes resistances penetration: +10% acid / +0%(-10%) nature Changes damage: +0%(-3%) physical Physical save: +0 (+0 eff.) (-17 (-6 eff.)) Spell save: +0 (+0 eff.) (-12 (-4 eff.)) Mental save: +0 (+0 eff.) (-6 (-2 eff.)) Maximum life: +0.00 (-79.00) Mental crit. chance: +0% (-28%) When carried: Talent granted: +0(+-1) Dig It can be used to sting an enemy dealing 304 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 10 turns. When used: * Heal for 30. * Increase all damage penetration by 11% for 2 turns. * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
[vs. Curemight (dig speed 22 turns) (Tool)]Kindlesmasher [power 284] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-5 eff.)) Physical crit. chance: +0.0% (-32.0%) Armour: +4 Defense: +0 (+0 eff.) (-20 (-5 eff.)) Damage when hit (Melee): 4 acid / 0(-11) nature Changes stats: +0(-23) Str / +0(-20) Wil Changes resistances: +15% light Changes resistances penetration: +0%(-10%) nature Changes damage: +6% acid / +0%(-3%) physical Physical save: +0 (+0 eff.) (-17 (-6 eff.)) Spell save: +6 (+2 eff.) (-6 (-2 eff.)) Mental save: +0 (+0 eff.) (-6 (-2 eff.)) Poison immunity: +20% Teleport immunity: +20% Maximum life: +0.00 (-79.00) Mental crit. chance: +0% (-28%) Light radius: +3 When carried: Talent granted: +0(+-1) Dig It can be used to sting an enemy dealing 432 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 10 turns. When used: * Increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
[vs. Curemight (dig speed 22 turns) (Tool)]yew totem of summon tentacle 'Thunderwither' [power 250] (17 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-5 eff.)) Physical crit. chance: +0.0% (-32.0%) Defense: +0 (+0 eff.) (-20 (-5 eff.)) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 0(-11) nature Changes stats: +0(-23) Str / +7(-13) Wil Changes resistances: +9% lightning / +6% temporal / +6% darkness Changes resistances penetration: +5% lightning / +0%(-10%) nature Changes damage: +0%(-3%) physical Physical save: +0 (+0 eff.) (-17 (-6 eff.)) Spell save: +0 (+0 eff.) (-12 (-4 eff.)) Mental save: +0 (+0 eff.) (-6 (-2 eff.)) Maximum life: +0.00 (-79.00) Mental crit. chance: +0% (-28%) When carried: Talent granted: +0(+-1) Dig It can be used to summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 662 Base Damage: 300 Armor: 24 All Resist: 24 Activation puts all charms on cooldown for 17 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
[vs. Curemight (dig speed 22 turns) (Tool)]Lightbringer's Wand Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-5 eff.)) Physical crit. chance: +0.0% (-32.0%) Defense: +0 (+0 eff.) (-20 (-5 eff.)) Damage when hit (Melee): 18 light / 0(-11) nature Changes stats: +0(-23) Str / +0(-20) Wil Changes resistances: +12% darkness / +12% light Changes resistances penetration: +0%(-10%) nature Changes damage: +10% light / +0%(-3%) physical Physical save: +0 (+0 eff.) (-17 (-6 eff.)) Spell save: +15 (+5 eff.) (+3 (+1 eff.)) Mental save: +0 (+0 eff.) (-6 (-2 eff.)) Maximum life: +0.00 (-79.00) Mental crit. chance: +0% (-28%) Light radius: +2 When carried: Talent granted: +0(+-1) Dig It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 116 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 23 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
[vs. Curemight (dig speed 22 turns) (Tool)]elven-wood wand of clairvoyance 'Cindertickler' [power 14] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-5 eff.)) Physical crit. chance: +0.0% (-32.0%) Physical power: +15 (+3 eff.) Armour: +14 Defense: +10 (+3 eff.) (-10 (-2 eff.)) Damage when hit (Melee): 0(-11) nature / 10 physical Changes stats: +0(-23) Str / +0(-20) Wil Changes resistances penetration: +0%(-10%) nature / +20% fire Changes damage: +9% cold / +9%(+6%) physical / +9% fire Physical save: +0 (+0 eff.) (-17 (-6 eff.)) Spell save: +0 (+0 eff.) (-12 (-4 eff.)) Mental save: +0 (+0 eff.) (-6 (-2 eff.)) Maximum life: +0.00 (-79.00) Mental crit. chance: +0% (-28%) When carried: Talent granted: +0(+-1) Dig It can be used to reveal the area around you, dispelling darkness (radius 14, power 90 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 10 turns. When used: * Reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Phlub the Doomelf Rogue level 30
70th Haze 122nd year of Ascendancy at 04:43 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Phlub the Doomelf Rogue level 29
68th Haze 122nd year of Ascendancy at 04:22 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Phlub the Doomelf Rogue level 38
63rd Regrowth 123rd year of Ascendancy at 18:01 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Phlub the Doomelf Rogue level 45
2nd Summertide 123rd year of Ascendancy at 04:24 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Phlub the Doomelf Rogue level 37
57th Regrowth 123rd year of Ascendancy at 22:22 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Phlub the Doomelf Rogue level 32
80th Haze 122nd year of Ascendancy at 05:54 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Phlub the Doomelf Rogue level 31
79th Haze 122nd year of Ascendancy at 05:51 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Phlub the Doomelf Rogue level 22
41st Haze 122nd year of Ascendancy at 20:53 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Phlub the Doomelf Rogue level 28
67th Haze 122nd year of Ascendancy at 02:15 see stats
Guiding Hand (Insane (Adventure) difficulty)
Saved all escorted adventurers.By Phlub the Doomelf Rogue level 30
77th Haze 122nd year of Ascendancy at 03:23 see stats
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By Phlub the Doomelf Rogue level 6
77th Pyre 122nd year of Ascendancy at 07:59 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Phlub the Doomelf Rogue level 36
46th Regrowth 123rd year of Ascendancy at 10:27 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Phlub the Doomelf Rogue level 40
64th Regrowth 123rd year of Ascendancy at 09:17 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Phlub the Doomelf Rogue level 10
64th Dusk 122nd year of Ascendancy at 00:08 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Phlub the Doomelf Rogue level 20
18th Haze 122nd year of Ascendancy at 02:33 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Phlub the Doomelf Rogue level 30
68th Haze 122nd year of Ascendancy at 04:22 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Phlub the Doomelf Rogue level 40
64th Regrowth 123rd year of Ascendancy at 06:48 see stats
Once bitten, twice shy (Insane (Adventure) difficulty)
Escaped the Anteroom of Agony.By Phlub the Doomelf Rogue level 34
2nd Decay 122nd year of Ascendancy at 19:46 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Phlub the Doomelf Rogue level 20
30th Haze 122nd year of Ascendancy at 10:37 see stats
Savior of the damsels in distress (Insane (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Phlub the Doomelf Rogue level 35
9th Decay 122nd year of Ascendancy at 00:31 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Phlub the Doomelf Rogue level 44
9th Mirth 123rd year of Ascendancy at 01:25 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Phlub the Doomelf Rogue level 33
1st Decay 122nd year of Ascendancy at 17:40 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Phlub the Doomelf Rogue level 36
53rd Regrowth 123rd year of Ascendancy at 09:52 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Phlub the Doomelf Rogue level 22
42nd Haze 122nd year of Ascendancy at 10:20 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Phlub the Doomelf Rogue level 6
78th Pyre 122nd year of Ascendancy at 02:35 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Phlub the Doomelf Rogue level 9
60th Dusk 122nd year of Ascendancy at 12:11 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Phlub the Doomelf Rogue level 41
1st Time of Balance 123rd year of Ascendancy at 21:21 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Phlub the Doomelf Rogue level 23
42nd Haze 122nd year of Ascendancy at 18:07 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Phlub the Doomelf Rogue level 16
9th Haze 122nd year of Ascendancy at 08:32 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Phlub the Doomelf Rogue level 28
67th Haze 122nd year of Ascendancy at 19:34 see stats
Log
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
--------------------------------
Saving done.
Phlub deactivates Quickdraw.
Phlub activates Quickdraw.
Phlub deactivates Trained Reactions.
Phlub activates Trained Reactions.
Phlub deactivates Chant of Fortress.
Phlub activates Chant of Fortress.
Phlub deactivates Apply Poison.
Phlub activates Apply Poison.
Phlub deactivates Corruption of the Doomed.
Phlub activates Corruption of the Doomed.
Phlub deactivates Skate.
Phlub activates Skate.
Phlub deactivates Numbing Poison.
Phlub activates Numbing Poison.
Phlub deactivates Crippling Poison.
Phlub activates Crippling Poison.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Stealth
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Resting starts...
Rested for 1 turns (stop reason: all resources and life at maximum).
--------------------------------
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
































































































































































