Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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 Adventure |
Sex | Male |
Race | Dwarf |
Class | Writhing One |
Level / Exp | 30 / 57% |
Size | medium |
Lifes / Deaths | Killed by devourer at level 8 on the 2nd Profit 122nd year of Ascendancy at 03:46 0 / 8Killed by shadow at level 12 on the 7th Dearth 122nd year of Ascendancy at 10:48 Killed by ritch flamespitter at level 20 on the 14th Shortage 122nd year of Ascendancy at 06:56 Killed by snow giant thunderer at level 27 on the 23rd Iron 123rd year of Ascendancy at 13:17 Killed by corrupted corrupted mastocytic feeder at level 30 on the 38th Steel 123rd year of Ascendancy at 09:48 Killed by corrupted corrupted mastocytic feeder at level 30 on the 38th Steel 123rd year of Ascendancy at 11:28 Killed by corrupted corrupted mastocytic feeder at level 30 on the 38th Steel 123rd year of Ascendancy at 12:48 Killed by corrupted corrupted mastocytic feeder at level 30 on the 38th Steel 123rd year of Ascendancy at 13:08 |
Primary Stats
Strength | 48 (base 42) |
Dexterity | 1 (base 10) |
Constitution | 20 (base 13) |
Magic | 58 (base 60) |
Willpower | 16 (base 10) |
Cunning | 24 (base 27) |
Resources
Life | -111/890 |
Insanity | 91/100 |
Steam | 87/100 |
Healing Factor | 1.378947368421 |
Regeneration | 99.821999999997 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 5 |
See Stealth | 25.913931828235 |
See Invisible | 25.913931828235 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 135 |
Accuracy | 36 |
Crit Chance | 0% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 0% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 0% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Blight | +30% |
Physical | +24% |
Mind | +15% |
All | +9% |
Darkness | +33% |
Light | +15% |
Fire | +21% |
Lightning | +33% |
Offense: Damage Penetration
Blight | +20% |
Fire | +30% |
Light | +5% |
Defense: Base
Armour (hardiness) | 57.36174050493 (81.694915254237%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 27 |
Physical Save | 40 |
Spell Save | 3 |
Mental Save | 30 |
Defense: Resistances
Blight | + 50%( 70%) |
Arcane | + 30%( 70%) |
Cold | + 48%( 70%) |
All | + 26%( 70%) |
Darkness | + 44%( 70%) |
Light | + 30%( 70%) |
Temporal | + 40%( 70%) |
Fire | + 37%( 70%) |
Nature | + 48%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 36% |
Poison Resistance | 50% |
Blind Resistance | 10% |
Silence Resistance | 58% |
Bleed Resistance | 50% |
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Pinning Resistance | 15% |
Instadeath Resistance | 100% |
Knockback Resistance | 45% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 148% efficiency and cooldown mod of 98%. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 320 life over 5 turns. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 115% efficiency and cooldown mod of 77%. Its effects scale with your Constitution stat. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Demented / Disfigured face | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Horrific body | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
talent | Chaos Orbs |
talent | Constrict |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | The target has 30 reduced saves and defense, 20% reduced critical chance, and 21% chance to fail talent use. 10 Jinx |
beneficial effect | 3 stacks, +9% to all damage dealt. Chaos Orbs |
beneficial effect | A flow of life spins around the target, regenerating 64.04 life per turn. Regeneration |
beneficial effect | Linked to their horror ally gaining 16% all damage resistance. Shared Insanity |
beneficial effect | The target's skin reacts to damage, granting 6 armour. Stoneskin |
beneficial effect | 3 pustules increasing resistance by 6%. Putrescent Pustule |
detrimental effect | The target is engulfed in entropy, reducing the duration of new beneficial effects and increasing the duration of new negative effects by 43%. Nihil |
detrimental effect | The target's mind and body is wasting away, reducing all stats by 8. Atrophy |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You failed to protect the worried loremaster from death by greater faeros. Escort: worried loremaster (level 1 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 80. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed giant spider spinneret. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed vial of wight ectoplasm. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Pyrehunt the pair of hardened leather boots (0 def, 3 armour) Pyrehunt the pair of hardened leather boots (0 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 fire Changes stats: +2 Wil / +3 Mag Changes resistances: +3% fire Changes resistances penetration: +10% fire Changes damage: +3% acid / +12% fire Physical save: +9 (+3 eff.) Silence immunity: +28% Confusion immunity: +26% Pinning immunity: +15% Stun/Freeze immunity: +28% Knockback immunity: +15% Teleport immunity: +100% It can be used to blink to a nearby random location (rad 10), putting all charms on cooldown for 22 turns. A pair of boots made of leather. |
Light source | Aramitira the brass lantern Aramitira the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +3 Mag Changes damage: +15% physical Stamina each turn: +0.40 Light radius: +8 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Bleaklash of the Blightspawn (0 def, 4 armour) Bleaklash of the Blightspawn (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects when hit in melee: * 26% chance to inflict 15% damage reduction * 23% chance to disease Changes stats: +3 Cun / +4 Wil Changes damage: +6% mind Grants telepathy: Dragon Critical mult.: +10.00% Physical save: +25 (+8 eff.) Mental save: +3 (+1 eff.) Silence immunity: +30% Mindpower: +9 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Stormmarrow (dig speed 24 turns) Stormmarrow (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Damage when hit (Melee): 12 lightning Changes stats: +2 Cun / +2 Str Changes resistances: +6% light Changes damage: +6% light / +24% lightning Light radius: +3 Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Torchjeer TorchjeerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 20 blight Changes resistances: +12% blight / +12% fire Changes resistances penetration: +10% blight / +20% fire Changes damage: +9% blight Stun/Freeze immunity: +28% Life regen: +2.10 Rings can have magical properties. |
On fingers | Bokezor the gold ring Bokezor the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Mag / +2 Wil Changes resistances: +24% darkness Changes resistances penetration: +10% blight Changes damage: +12% darkness Mana when firing critical spell: +3.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +6% Rings can have magical properties. |
Around waist | Girdle of the Calm Waters Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In main hand | voratun longsword 'Shadowquill' (51-71.4 power, 6 apr) voratun longsword 'Shadowquill' (51-71.4 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 51.0 - 71.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to blind * 40% chance to inflict 15% damage reduction * splashes acid on your target dealing 27 damage and reducing their armor Damage (Melee): +37 cold Burst (radius 2) on crit: +4 light When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances penetration: +5% light Sharp, long, and deadly. |
On hands | Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour) Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Talent granted: +3 Iron Grip Disarm immunity: +120% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Main armor | Velavea the steel plate armour (4 def, 15 armour) Velavea the steel plate armour (4 def, 15 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +15 Defense: +4 (+0 eff.) Fatigue: +22% Changes resistances: +5% arcane / +19% temporal Physical save: +20 (+7 eff.) Mental save: +30 (+13 eff.) Blindness immunity: +10% Poison immunity: +50% Disease immunity: +90% Cut immunity: +50% Life regen: +6.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of metal plates. |
Cloak | marshal's linen cloak of the hunter (1 def, 0 armour) marshal's linen cloak of the hunter (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +16 (+7 eff.) Defense: +1 (+0 eff.) Fatigue: -4% Changes stats: +2 Str / +2 Con Changes resistances: +10% nature / +10% cold Physical save: +6 (+2 eff.) Maximum life: +87.00 Maximum stamina: +11.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 27 power out of 60/60) : Effective talent level: 2.0 Power cost: 27 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
medical injector implant of the duelist (efficiency 123% / cooldown 88%) medical injector implant of the duelist (efficiency 123% / cooldown 88%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 123% efficiency and cooldown mod of 88%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 143% / cooldown 99%) medical injector implant of the duelist (efficiency 143% / cooldown 99%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 143% efficiency and cooldown mod of 99%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 121% / cooldown 92%) medical injector implant of the wizard (efficiency 121% / cooldown 92%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 121% efficiency and cooldown mod of 92%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 9) steam generator implant of the psychic (steam 9)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.4 steam per turn. Can be activated for an instant burst of 47 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 10) steam generator implant of the titan (steam 10)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.6 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the psychic (348% speed; 4 turns) movement infusion of the psychic (348% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 348% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (670% speed; 5 turns) movement infusion of the wizard (670% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 670% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 ability. |
regeneration infusion of the psychic (heal 114 over 5 turns) regeneration infusion of the psychic (heal 114 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 114 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 317 over 5 turns) regeneration infusion of the titan (heal 317 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 317 life over 5 turns. 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 ability. |
wild infusion of the psychic (resist 22%; cure mental) wild infusion of the psychic (resist 22%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 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 effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 23%; cure mental) wild infusion of the sneak (resist 23%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 mental effect and reduce all damage taken by 23% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 23%; cure physical) wild infusion of the wizard (resist 23%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 5 turns. Also removes cross-tier effects of the affected types for free. 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 ability. |
acid wave rune of the warrior (188 acid damage; disarm 5 turns with power 45) acid wave rune of the warrior (188 acid damage; disarm 5 turns with power 45)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 187.71 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 45 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the wizard (171 acid damage; disarm 5 turns with power 50) acid wave rune of the wizard (171 acid damage; disarm 5 turns with power 50)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 170.91 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 50 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. 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 ability. |
shielding rune of the wizard (absorb 232 for 4 turns) shielding rune of the wizard (absorb 232 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 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 232 damage for 4 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 ability. |
shielding rune of the wizard (absorb 325 for 5 turns) shielding rune of the wizard (absorb 325 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 325 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 ability. |
Emagatta EmagattaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes damage: +12% physical Maximum life: +20.00 Light radius: +3 See invisible: +24 Amulets can have magical properties. |
Giliratir the Starpierce Giliratir the StarpierceInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +2 Wil Changes damage: +6% light Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
Neromira NeromiraCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +11 Armour: +6 Changes resistances: +9% acid / +9% fire / +9% mind Critical mult.: +11.00% Physical save: +20 (+7 eff.) Teleport immunity: +15% Maximum vim: +20.00 Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Yvosessra the Lavablight Yvosessra the LavablightPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Dex / +3 Mag Changes damage: +12% fire Light radius: +3 Infravision radius: +2 Amulets can have magical properties. |
gold amulet 'Isurin' gold amulet 'Isurin'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * Slows global speed by 30% Changes stats: +1 Str / +4 Wil Changes resistances: +3% blight / +6% lightning Spell save: +30 (+23 eff.) Amulets can have magical properties. |
insulating copper amulet of cunning (+3) insulating copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +12% cold / +11% fire Amulets can have magical properties. |
insulating copper amulet of willpower (+3) insulating copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +10% cold / +10% fire Amulets can have magical properties. |
stabilizing copper amulet stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% temporal Pinning immunity: +22% Knockback immunity: +20% Amulets can have magical properties. |
steel amulet 'Galaith' steel amulet 'Galaith'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +4 Damage when hit (Melee): 20 arcane / 8 physical Changes stats: +4 Mag Changes resistances: +3% physical Spell crit. chance: +5% Amulets can have magical properties. |
warrior's copper amulet of cunning (+2) warrior's copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +6% physical Stamina each turn: +0.30 Amulets can have magical properties. |
Brightzephyr the copper ring Brightzephyr the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +3 Mag Changes resistances: +3% mind Changes damage: +6% mind Spell save: +6 (+6 eff.) Light radius: +3 Rings can have magical properties. |
Cyrulle CyrulleInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +2 Wil Changes resistances: +20% nature / +1% physical Changes damage: +10% nature Stamina each turn: +0.80 See invisible: +9 Healing mod.: +5% Rings can have magical properties. |
Giledur the steel ring Giledur the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes resistances: +12% lightning Physical save: +8 (+3 eff.) Spell save: +9 (+9 eff.) Mental save: +8 (+4 eff.) Blindness immunity: +15% Disease immunity: +20% Knockback immunity: +25% Rings can have magical properties. |
Lelanik the gold ring Lelanik the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Changes resistances: +6% nature / +12% cold / +12% mind / +9% temporal Spell save: +9 (+9 eff.) Rings can have magical properties. |
Myhor the Brightshaper Myhor the BrightshaperInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Cun Changes resistances: +7% blight / +8% nature / +3% light Grants telepathy: Dragon Critical mult.: +20.00% Poison immunity: +17% Disease immunity: +11% Equilibrium when hit: +0.28 Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+0 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+6 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 36 power out of 50/50) : Effective talent level: 2.0 Power cost: 36 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 14 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Xanothra the steel ring Xanothra the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 acid Changes resistances: +26% darkness / +15% acid Changes damage: +13% darkness / +6% acid Grants telepathy: Dragon Mental save: +6 (+3 eff.) Heals friendly targets nearby when you use a nature summon: +30 Rings can have magical properties. |
Yarofast the Lightningwalker Yarofast the LightningwalkerInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness Changes resistances: +28% acid / +24% lightning Changes resistances penetration: +20% lightning Changes damage: +14% acid / +12% darkness Rings can have magical properties. |
psionicist's gold ring of light (+20%) psionicist's gold ring of light (+20%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes resistances: +20% light Changes damage: +10% light Mental save: +10 (+5 eff.) Rings can have magical properties. |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+0 eff.) Changes stats: +3 Cun Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
warrior's copper ring of fire (+22%) warrior's copper ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
warrior's gold ring warrior's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Rings can have magical properties. |
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 50% Mag, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+8 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Glebrera GlebreraInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +4 Dex / +2 Mag / +2 Wil / +1 Cun / +1 Con Physical save: +6 (+2 eff.) Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
Uluromirin the rough leather belt Uluromirin the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +8 Changes stats: +2 Cun / +2 Con Changes resistances: +7% cold / +6% fire Physical save: +18 (+6 eff.) A belt that goes around your waist. |
Blastcrack the linen cloak (7 def, 0 armour) Blastcrack the linen cloak (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+0 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +4 Dex / +6 Cun / +4 Con Changes resistances: +0% nature / +0% cold Physical save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glintpain (2 def, 0 armour) Glintpain (2 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +13% nature / +23% blight Changes damage: +6% light Life regen: +1.20 Maximum life: +74.00 Light radius: +1 Healing mod.: +19% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Ulumnir' (6 def, 0 armour) linen cloak 'Ulumnir' (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+0 eff.) Damage when hit (Melee): 8 mind Changes stats: +1 Wil Grants telepathy: Demon/Major Humanoid/Orc Demon/Minor Physical save: +5 (+2 eff.) Mental save: +9 (+4 eff.) Mindpower: +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Anti-Gravity Boots (8 def, 8 armour) Anti-Gravity Boots (8 def, 8 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+0 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Pinning immunity: +50% Steampower: +3 (+1 eff.) These boots have a 12% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (38 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (68 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning), costing 16 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Emelinne the pair of hardened leather boots (0 def, 9 armour) Emelinne 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: Accuracy: +4 (+2 eff.) Armour: +9 Fatigue: +3% Changes stats: +6 Dex Physical save: +30 (+10 eff.) Maximum life: +60.00 Infravision radius: +2 A pair of boots made of leather. |
Glytha the Gorestone (6 def, 6 armour) Glytha the Gorestone (6 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +3 Armour: +6 Defense: +6 (+0 eff.) Ranged Defense: +6 (+6 eff.) Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Changes damage: +6% nature Physical save: +6 (+2 eff.) Stamina each turn: +0.40 Maximum stamina: +15.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Veliwe' (9 def, 4 armour) pair of dwarven-steel boots 'Veliwe' (9 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +9 (+0 eff.) Ranged Defense: +9 (+9 eff.) Fatigue: +3% Changes stats: +4 Wil / +4 Con Changes resistances: +12% cold Changes resistances penetration: +7% physical Cut immunity: +30% Disarm immunity: +15% Pinning immunity: +20% Mindpower: +5 (+3 eff.) It can be used to activate talent Blindside, placing all other charms into a 22 cooldown : Effective talent level: 1.0 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 11 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Ivoramira' (0 def, 9 armour) pair of hardened leather boots 'Ivoramira' (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Changes stats: +5 Dex / +4 Wil / +8 Lck Changes resistances: +6% nature / +6% cold Changes damage: +9% mind Stealth bonus: +10 Physical save: +30 (+10 eff.) A pair of boots made of leather. |
pair of rough leather boots 'Salemirin' (3 def, 5 armour) pair of rough leather boots 'Salemirin' (3 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Armour: +5 Defense: +3 (+0 eff.) Ranged Defense: +3 (+3 eff.) Fatigue: +1% Changes stats: +4 Str / +3 Dex Changes damage: +9% physical Life regen: +0.20 A pair of boots made of leather. |
undeterred pair of rough leather boots of evasion (12 def, 1 armour) undeterred pair of rough leather boots of evasion (12 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +12 (+0 eff.) Fatigue: +1% Silence immunity: +21% Confusion immunity: +24% Stun/Freeze immunity: +21% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 16% chance to evade melee and ranged attacks and 1 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Brightspiker (0 def, 1 armour) Brightspiker (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 acid Damage when hit (Melee): 4 mind / 4 fire Changes stats: +3 Wil Changes resistances: +5% acid / +3% fire Changes damage: +4% acid Critical mult.: +10.00% Maximum psi: +10.00 Mental crit. chance: +1% Metal gloves protecting the hands up to the middle of the lower arm. |
Cholin the rough leather gloves (0 def, 1 armour) Cholin the rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +1 Changes stats: +4 Str Physical save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +20% Only die when reaching: -80.00 life Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Lisinor the Foghue (0 def, 1 armour) Lisinor the Foghue (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +1 Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 4 darkness Changes stats: +2 Cun Changes resistances: +8% darkness Infravision radius: +1 It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.4 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
dwarven-steel gauntlets of war-making (0 def, 2 armour) dwarven-steel gauntlets of war-making (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +12.0% Armour: +2 Critical mult.: +8.00% Spell crit. chance: +8% Mental crit. chance: +7% Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Berinaridor' (0 def, 1 armour) iron gauntlets 'Berinaridor' (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +7.0% Armour: +1 Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 12 mind Changes resistances: +6% nature Critical mult.: +6.00% Spell save: +18 (+17 eff.) Spell crit. chance: +6% Mental crit. chance: +7% Metal gloves protecting the hands up to the middle of the lower arm. |
steady hardened leather gloves of dexterity (+3) (0 def, 2 armour) steady hardened leather gloves of dexterity (+3) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +21 (+8 eff.) Armour: +2 Changes stats: +3 Dex Physical save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bokekan the rough leather cap (0 def, 1 armour) Bokekan the rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str / +6 Dex / +2 Mag Changes resistances: +6% blight / +5% cold Grants telepathy: Demon/Minor Demon/Major Allows you to breathe in: water A cap made of leather. |
Chamareyon (0 def, 3 armour) Chamareyon (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Dex / +3 Wil Changes resistances: +16% darkness / +5% arcane Silence immunity: +0% Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +4% Infravision radius: +5 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
Lightlord the dwarven-steel helm (0 def, 4 armour) Lightlord the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 16 nature / 7 physical Changes stats: +4 Str Changes resistances: +12% light Changes resistances penetration: +10% light Changes damage: +6% light Light radius: +3 It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 222.7 Physical damage. If the attack hits, the target is confused (8% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Mukalthohek the linen wizard hat (1 def, 0 armour) Mukalthohek the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Fatigue: -4% Changes stats: +2 Mag / +3 Wil / +5 Cun Changes resistances: +15% acid Changes damage: +10% acid A pointy cloth hat, very wizardly... |
Ravenvault (0 def, 3 armour) Ravenvault (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +2 Str / +7 Con Physical save: +15 (+5 eff.) Light radius: +2 A cap made of leather. |
Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+0 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
Ureblek the dwarven-steel helm (0 def, 4 armour) Ureblek the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +6 (+1 eff.) Armour: +4 Fatigue: +4% Damage when hit (Melee): 7 physical Changes stats: +9 Str / +2 Dex Changes damage: +9% acid / +12% physical It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 222.7 Physical damage. If the attack hits, the target is confused (8% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cashmere wizard hat 'Layulegata' (2 def, 0 armour) cashmere wizard hat 'Layulegata' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +21% lightning / +9% temporal / +9% blight Changes damage: +14% lightning Physical save: +9 (+3 eff.) Mental save: +9 (+4 eff.) Stun/Freeze immunity: +30% A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Mayyth' (2 def, 0 armour) cashmere wizard hat 'Mayyth' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Fatigue: -4% Changes stats: +3 Str / +7 Dex / +2 Con Changes resistances: +22% fire Changes resistances penetration: +15% acid Changes damage: +15% fire A pointy cloth hat, very wizardly... |
iron helm 'Lustremark' (0 def, 3 armour) iron helm 'Lustremark' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +5 Cun / +6 Wil Changes damage: +3% light / +6% mind Mindpower: +11 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Earoneg' (1 def, 0 armour) linen wizard hat 'Earoneg' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +1 Dex / +4 Con Changes resistances: +22% fire / +6% temporal Changes damage: +11% fire Healing mod.: +5% A pointy cloth hat, very wizardly... |
10 agate 10 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. |
487 alchemist agate 487 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. |
3 onyx 3 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. |
7 aquamarine 7 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. |
8 opal 8 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Liselaith the Ravennoon (dig speed 20 turns) Liselaith the Ravennoon (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +15% darkness / +6% acid Changes damage: +6% acid / +6% darkness Maximum life: +21.00 Maximum stamina: +16.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
emerald 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. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Poregaba the Thunderking Poregaba the ThunderkingInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Fatigue: -8% Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +3 Dex Changes damage: +6% lightning Maximum life: +43.00 Light radius: +2 Infravision radius: +1 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Mayiriathra' brass lantern 'Mayiriathra'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Fatigue: -6% Changes stats: +7 Str / +2 Cun / +1 Con Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 178 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. |
powerful frost salve [power 16] powerful frost salve [power 16]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 115% efficiency and 77% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (16% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 22 turns. Medical salve. |
powerful healing salve [power 220] powerful healing salve [power 220]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 115% efficiency and 77% cooldown modifier. It can be used to heal 220, putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
powerful pain suppressor salve [power 190] powerful pain suppressor salve [power 190]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 115% efficiency and 77% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -190 life and reduces all damage by 16% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
powerful water salve [power 16] powerful water salve [power 16]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 115% efficiency and 77% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (16% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 22 turns. Medical salve. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
good acid groove good acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item of type 'weapon' Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
steel armour reinforcement steel armour reinforcementPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'body' When attach to an other item: Armour: +2 Armour Hardiness: +20% Fatigue: +4% Tinkers can be attached to normal items to improve them with steam power! |
Blastlord the steel torque of thermal psionic shield [power 47] (18 cooldown) Blastlord the steel torque of thermal psionic shield [power 47] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances penetration: +25% lightning Changes damage: +21% lightning It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 47 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
Runydig the iron torque of kinetic psionic shield [power 25] (18 cooldown) Runydig the iron torque of kinetic psionic shield [power 25] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +4 Cun Changes damage: +12% mind Critical mult.: +5.00% Maximum hate: +2.00 Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +40 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 2 psi. Torques are made by powerful psionics to store psionic powers. |
ash totem of thorny skin 'Aerirawe' [power 25] (18 cooldown) ash totem of thorny skin 'Aerirawe' [power 25] (18 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +6% lightning / +3% fire / +3% blight / +3% temporal It can be used to harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40%, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 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. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 ametrine 9 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. |
13 citrine 13 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon 10 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Heeding Amakthel the Dwarf Writhing One level 24
30th Shortage 122nd year of Ascendancy at 19:20 see stats
By Heeding Amakthel the Dwarf Writhing One level 7
28th Voratun 122nd year of Ascendancy at 10:47 see stats
By Heeding Amakthel the Dwarf Writhing One level 19
4th Shortage 122nd year of Ascendancy at 09:30 see stats
By Heeding Amakthel the Dwarf Writhing One level 24
30th Shortage 122nd year of Ascendancy at 19:43 see stats
By Heeding Amakthel the Dwarf Writhing One level 10
17th Profit 122nd year of Ascendancy at 20:23 see stats
By Heeding Amakthel the Dwarf Writhing One level 20
4th Shortage 122nd year of Ascendancy at 10:06 see stats
By Heeding Amakthel the Dwarf Writhing One level 30
26th Steel 123rd year of Ascendancy at 19:20 see stats
By Heeding Amakthel the Dwarf Writhing One level 24
30th Shortage 122nd year of Ascendancy at 19:20 see stats
By Heeding Amakthel the Dwarf Writhing One level 10
18th Profit 122nd year of Ascendancy at 09:37 see stats
By Heeding Amakthel the Dwarf Writhing One level 28
5th Steel 123rd year of Ascendancy at 02:19 see stats
By Heeding Amakthel the Dwarf Writhing One level 24
30th Shortage 122nd year of Ascendancy at 19:20 see stats
By Heeding Amakthel the Dwarf Writhing One level 11
40th Profit 122nd year of Ascendancy at 05:00 see stats
By Heeding Amakthel the Dwarf Writhing One level 24
30th Shortage 122nd year of Ascendancy at 19:20 see stats
By Heeding Amakthel the Dwarf Writhing One level 11
41st Profit 122nd year of Ascendancy at 14:54 see stats
By Heeding Amakthel the Dwarf Writhing One level 24
29th Shortage 122nd year of Ascendancy at 00:45 see stats
By Heeding Amakthel the Dwarf Writhing One level 15
23rd Dearth 122nd year of Ascendancy at 23:54 see stats
By Heeding Amakthel the Dwarf Writhing One level 30
38th Steel 123rd year of Ascendancy at 12:48 see stats
Log
Corrupted corrupted mastocytic feeder loses 3 health to the entropy.
Tentacle Constriction from Heeding Amakthel misses Corrupted corrupted mastocytic feeder.
Corrupted corrupted mastocytic feeder's Reality Fracture hits Worm that walks (servant of Heeding Amakthel) for 12 temporal, 17 darkness (29 total damage).
Corrupted corrupted mastocytic feeder uses Block.
Heeding Amakthel casts Lash Out.
Corrupted corrupted mastocytic feeder is afflicted by a crippling illness!
Corrupted corrupted mastocytic feeder shrugs off the effect 'Dazed'!
Corrupted corrupted mastocytic feeder shrugs off the effect 'Numbing Darkness'!
Corrupted corrupted mastocytic feeder shrugs off the effect 'Corrode'!
Heeding Amakthel hits Corrupted corrupted mastocytic feeder for 32 darkness, (184 blocked), 0 physical, 26 cold, 16 acid (75 total damage).
Corrupted corrupted mastocytic feeder hits Heeding Amakthel for 1 healing, 11 mind, 2 healing, 12 mind (23 total damage) [3 healing].
Heeding Amakthel's defiled blood area effect hits Corrupted corrupted mastocytic feeder for 19 darkness damage.
Corrupted corrupted mastocytic feeder hits Heeding Amakthel for 1 healing, 12 mind (12 total damage) [1 healing].
Talent Diseased Tongue is ready to use.
Corrupted corrupted mastocytic feeder hits Heeding Amakthel for 55 healing, 427 fire (427 total damage) [55 healing].
Corrupted corrupted mastocytic feeder hits Worm that walks (servant of Heeding Amakthel) for 639 fire damage.
Corrupted corrupted mastocytic feeder killed Worm that walks (servant of Heeding Amakthel)!
Corrupted corrupted mastocytic feeder loses 3 health to the entropy.
Corrupted corrupted mastocytic feeder is weakened by the darkness!
Tentacle Constriction from Heeding Amakthel hits Corrupted corrupted mastocytic feeder for 19 darkness damage.
Corrupted corrupted mastocytic feeder hits Heeding Amakthel for 1 healing, 10 mind (10 total damage) [1 healing].
Corrupted corrupted mastocytic feeder's Reality Fracture hits Heeding Amakthel for 1 healing, 11 temporal, 1 healing, 9 darkness (21 total damage) [3 healing].
Heeding Amakthel uses Infusion: Regeneration.
Heeding Amakthel starts regenerating health quickly.
Heeding Amakthel's defiled blood area effect misses Corrupted corrupted mastocytic feeder.
Corrupted corrupted mastocytic feeder uses Ice Claw.
Corrupted corrupted mastocytic feeder performs a melee critical strike against Heeding Amakthel!
Saving game...