Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Possessor Tweaks 1.7.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! QuickTome QoL Changes 1.7.2Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release 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:
Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. 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:
Pragmatic Heroism 1.7.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Always center your character 1.5.5Always center your character Items Vault 1.7.0Donators/Buyers bonus! Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: 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: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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.
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Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Doomelf |
Class | Writhing One |
Level / Exp | 38 / 85% |
Size | gargantuan |
Lifes / Deaths | Killed by Celia at level 38 on the 59th Haze 124th year of Ascendancy at 07:10 / 1 |
Primary Stats
Strength | 84 (base 60) |
Dexterity | 20 (base 10) |
Constitution | 43 (base 13) |
Magic | 71 (base 60) |
Willpower | 22 (base 10) |
Cunning | 44 (base 33) |
Resources
Life | -316/942 |
Mana | 243/382 |
Insanity | 63/100 |
Healing Factor | 1.1397742564934 |
Regeneration | 5.9838148465904 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 35.634550475236 |
See Invisible | 41.634550475236 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 117 |
Accuracy | 63 |
Crit Chance | 17% |
APR | 29 |
Speed | 1.00 |
Offense: Spell
Spellpower | 52 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Blight | +25% |
Physical | +18% |
Cold | +20% |
All | 0% |
Darkness | +40% |
Light | +11% |
Temporal | +6% |
Fire | +7% |
Offense: Damage Penetration
Temporal | +20% |
Physical | +11% |
Light | +10% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 30.511553244325 (79.528438622713%) |
Defense | 33 |
Ranged Defense | 33 |
Fatigue | 27 |
Physical Save | 32 |
Spell Save | 35 |
Mental Save | 23 |
Defense: Resistances
Acid | + 21%( 70%) |
Blight | + 23%( 70%) |
Arcane | + 14%( 70%) |
Cold | + 16%( 70%) |
All | + 10%( 70%) |
Darkness | + 29%( 70%) |
Light | + 15%( 70%) |
Temporal | + 20%( 70%) |
Physical | + 16%( 70%) |
Fire | + 15%( 70%) |
Lightning | + 24%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 218 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 138 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 795% 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. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Demented / Disfigured face | 1.53 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Demented / Slow death | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.23 |
| 3/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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. | active |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | 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 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 have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+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 Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Scintillating Caves. Escort: temporal explorer (level 3 of Scintillating Caves)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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: 288. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed black mamba head. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed bear paw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 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 within20 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Dazzleobeisance the pair of hardened leather boots (0 def, 3 armour) =energize= Dazzleobeisance the pair of hardened leather boots (0 def, 3 armour) =energize=Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Str / +5 Dex / +11 Con / +5 Lck Changes resistances penetration: +20% temporal Changes damage: +6% light / +13% physical Stealth bonus: +8 Light radius: +1 Size category: +2 A pair of boots made of leather. |
Light source | Gunurion the brass lantern Gunurion the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Mag / +1 Wil / +4 Con Maximum life: +40.00 Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Balesin (0 def, 3 armour) Balesin (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +2.0% Physical power: +30 (+7 eff.) Armour: +3 Fatigue: +5% Changes stats: +7 Cun / +5 Str Equilibrium when hit: +0.08 Maximum psi: +20.00 It can be used to activate talent Skullcracker, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 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 562.7 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Camyregoblek the elm wand of clairvoyance [power 9] (2/9 cooldown) =oop, p power, energize= Camyregoblek the elm wand of clairvoyance [power 9] (2/9 cooldown) =oop, p power, energize=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Physical power: +25 (+6 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Only die when reaching: -20.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to reveal the area around you, dispelling darkness (radius 9, power 72 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Ulfogokan UlfogokanCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +1 Changes resistances: +15% blight / +5% arcane Critical mult.: +10.00% Mental save: +3 (+1 eff.) Stun/Freeze immunity: +31% Life regen: +5.00 Light radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
On fingers | gladiator's steel ring of pilfering gladiator's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +10 Physical power: +7 (+2 eff.) Defense: +10 (+5 eff.) Changes stats: +5 Str / +5 Con It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 93% 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! |
Around waist | rough leather belt 'Manahor' rough leather belt 'Manahor'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +25 (+6 eff.) Physical power: +3 (+1 eff.) Changes stats: +4 Con Changes damage: +6% acid Spell save: +6 (+3 eff.) Only die when reaching: -40.00 life Size category: +1 A belt that goes around your waist. |
In main hand | Ichorprophet (126% power, 4 apr) Ichorprophet (126% power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Power: 127% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +7 nature When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Effects on melee hit: * 20% chance to slow global speed by 44% Changes stats: +6 Str / +4 Dex / +5 Mag / +5 Wil / +4 Cun / +5 Con Changes resistances: +6% light Changes resistances penetration: +10% nature / +11% physical Sharp, long, and deadly. |
On hands | Ruthless Grip (0 def, 5 armour) =flex= Ruthless Grip (0 def, 5 armour) =flex=Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% When used to modify unarmed attacks: Power: 131% Range: 1.4x Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Dominate (10% chance level 3). When this weapon hits: Slash (5% chance level 3). It can be used to activate talent Instill Fear (costing 11 power out of 30/30) : Effective talent level: 3.0 Power cost: 11 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 11.00 mind and 15.45 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 14% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 13. Terrified: Deals 2.50 mind and 3.51 darkness damage per turn and increases cooldowns by 21%. Haunted: Causes the target to suffer 4.25 mind and 5.97 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Main armor | steel plate armour of the dragon (0 def, 9 armour) steel plate armour of the dragon (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +7% acid / +7% physical / +6% fire / +7% lightning / +7% cold Talent cooldown: Rush (-5 turns) Disarm immunity: +20% Stun/Freeze immunity: +25% Knockback immunity: +20% A suit of armour made of metal plates. |
Cloak | Arcstalker the linen cloak (1 def, 0 armour) Arcstalker the linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +9% lightning / +11% temporal / +21% darkness / +6% acid Reduces incoming crit damage: 15.00% Spell save: +12 (+6 eff.) Defense after a teleport: +11 Resist all after a teleport: +11% New effects duration reduction after a teleport: +14% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | gold amulet 'Flashworm' gold amulet 'Flashworm'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Wil / +2 Mag Changes resistances penetration: +10% light Changes damage: +6% temporal / +5% light / +10% blight / +7% fire / +5% physical / +5% darkness Talent masteries: +0.23 Demented / Disfigured face +0.23 Technique / Combat training Critical mult.: +13.00% Spellpower: +11 (+4 eff.) Spell crit. chance: +4% Light radius: +2 See invisible: +6 Amulets make your neck look great! |
Inventory
healing infusion of the duelist (heal 119; cd 12) healing infusion of the duelist (heal 119; cd 12)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 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 119 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. Press to compare to your current inscriptions |
healing infusion of the psychic (heal 107; cd 10) healing infusion of the psychic (heal 107; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 107 then cleanse 1 wound, poison, and disease effect. 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. Press to compare to your current inscriptions |
healing infusion of the titan (heal 126; cd 10) healing infusion of the titan (heal 126; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 126 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. Press to compare to your current inscriptions |
heroism infusion (die at -456; dur 7; cd 25) heroism infusion (die at -456; dur 7; cd 25)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: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -456 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1065 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. Press to compare to your current inscriptions |
heroism infusion of the duelist (die at -382; dur 7; cd 32) heroism infusion of the duelist (die at -382; dur 7; cd 32)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: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -382 life. The duration and life will increase by 1% for every 1% life you have lost (currently 892 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. Press to compare to your current inscriptions |
heroism infusion of the titan (die at -423; dur 7; cd 28) heroism infusion of the titan (die at -423; dur 7; cd 28)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: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -423 life. The duration and life will increase by 1% for every 1% life you have lost (currently 987 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. Press to compare to your current inscriptions |
wild infusion (res 16%; mental, physical; dur 4; cd 12) wild infusion (res 16%; mental, physical; dur 4; 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 cure yourself of one random mental and physical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the sneak (res 26%; physical; dur 2; cd 12) wild infusion of the sneak (res 26%; physical; dur 2; 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 cure yourself of one random physical effect and reduce all damage taken by 26% for 2 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 nature talent. Press to compare to your current inscriptions |
wild infusion of the titan (res 26%; physical; dur 4; cd 11) wild infusion of the titan (res 26%; physical; dur 4; 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 cure yourself of one random physical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
wild infusion of the warrior (res 32%; physical; dur 2; cd 12) wild infusion of the warrior (res 32%; physical; dur 2; 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 cure yourself of one random physical effect and reduce all damage taken by 32% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
blink rune (range 4; phase 10; cd 15) blink rune (range 4; phase 10; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. 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. |
blink rune of the psychic (range 5; phase 18; cd 19) blink rune of the psychic (range 5; phase 18; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your 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. |
Mirror Image Rune (dur 6; cd 24) 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) 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. |
Prismatic Rune (6 turns; lightning, physical, darkness, blight, mind, acid) Prismatic Rune (6 turns; lightning, physical, darkness, blight, mind, acid)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 4 physical, 3 darkness, 4 blight, 3 mind, 3 acid 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. |
biting gale rune of the titan (damage 150; dur 4; cd 22) biting gale rune of the titan (damage 150; dur 4; cd 22)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: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 149.52 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects 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. Press to compare to your current inscriptions |
biting gale rune of the warrior (damage 258; dur 4; cd 22) biting gale rune of the warrior (damage 258; dur 4; cd 22)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: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 257.76 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. Press to compare to your current inscriptions |
shatter afflictions rune (absorb 79; cd 12) shatter afflictions rune (absorb 79; 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 79 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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. Press to compare to your current inscriptions |
shielding rune of the sneak (absorb 408; dur 5; cd 18) shielding rune of the sneak (absorb 408; dur 5; cd 18)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: 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 408 damage for 5 turns. 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. |
shielding rune of the titan (absorb 368; dur 7; cd 16) shielding rune of the titan (absorb 368; 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 368 damage for 7 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 wizard (absorb 323; dur 4; cd 15) shielding rune of the wizard (absorb 323; 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 create a protective shield absorbing at most 323 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 spell talent. |
shielding rune of the wizard (absorb 529; dur 6; cd 15) shielding rune of the wizard (absorb 529; dur 6; 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 529 damage for 6 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. |
shielding rune of the wizard (absorb 423; dur 5; cd 18) shielding rune of the wizard (absorb 423; dur 5; cd 18)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: 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 423 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 (threshold 31; blocks 6; dur 4; cd 14) stormshield rune (threshold 31; blocks 6; 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 31 up to 6 times. 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 warrior (threshold 48; blocks 6; dur 4; cd 13) stormshield rune of the warrior (threshold 48; blocks 6; dur 4; cd 13)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: 13 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 48 up to 6 times. 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. |
teleportation rune (range 22; cd 16) teleportation rune (range 22; 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: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 22 with a minimum range of 15. 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. |
Belugawyn the copper amulet Belugawyn the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +8% physical Cut immunity: +20% Life regen: +4.00 Stamina each turn: +0.30 Amulets make your neck look great! |
Dairathel the Kindleorder Dairathel the KindleorderInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +1 Str / +2 Dex / +1 Con Changes resistances: +9% fire / +11% temporal Changes resistances penetration: +10% fire Pinning immunity: +22% Knockback immunity: +21% Amulets make your neck look great! |
Dimgore DimgorePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +3% lightning / +3% cold Changes resistances penetration: +5% darkness Changes damage: +9% fire Spell save: +3 (+2 eff.) Disarm immunity: +20% Amulets make your neck look great! |
Shadetooth the copper amulet Shadetooth the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 15% Changes resistances: +3% nature / +12% mind / +12% light / +17% darkness Changes damage: +9% darkness Blindness immunity: +26% Amulets make your neck look great! |
Withering Orbs =blindfight= Withering Orbs =blindfight=Infused 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... |
copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets make your neck look great! |
copper amulet 'Dawnimmortal' copper amulet 'Dawnimmortal'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Cun Changes resistances: +6% physical Changes resistances penetration: +15% acid Changes damage: +6% mind Critical mult.: +5.00% Stamina each turn: +0.30 Mindpower: +10 (+5 eff.) Mental crit. chance: +2% Light radius: +1 Amulets make your neck look great! |
restful copper amulet of constitution (+2) restful copper amulet of constitution (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Con Life regen: +1.00 Amulets make your neck look great! |
Amabers the steel amulet Amabers the steel amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +7 Wil Changes resistances: +14% temporal Changes resistances penetration: +10% blight Changes damage: +6% arcane Pinning immunity: +20% Knockback immunity: +24% Amulets make your neck look great! |
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 Changes resistances: +20% physical 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. |
Feathersteel Amulet =traps= Feathersteel Amulet =traps=Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+7 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% 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. |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Turolathasus the Galerain Turolathasus the GalerainCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +4 Physical power: +15 (+4 eff.) Armour: +4 Changes stats: +2 Str / +3 Dex Changes resistances: +6% lightning / +4% physical Changes damage: +9% physical Talent mastery: +0.19 Demented / Tentacles Amulets make your neck look great! |
archmage's steel amulet of magic (+6) archmage's steel amulet of magic (+6)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +4% acid / +5% fire / +5% cold / +5% lightning Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
restful steel amulet restful steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Life regen: +2.00 Amulets make your neck look great! |
savior's steel amulet savior's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical save: +10 (+5 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) Amulets make your neck look great! |
savior's steel amulet of manastreaming =mana regen= savior's steel amulet of manastreaming =mana regen=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Physical save: +12 (+6 eff.) Spell save: +13 (+6 eff.) Mental save: +12 (+6 eff.) Mana each turn: +0.17 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +34.00 Amulets make your neck look great! |
serendipitous steel amulet serendipitous steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +7 (+3 eff.) Changes stats: +5 Lck Reduce all damage from unseen attackers: 10% Amulets make your neck look great! |
steel amulet 'Balarion' steel amulet 'Balarion'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +4 Effects on melee hit: * 20% chance to reduce armor by 36% Changes stats: +5 Cun Changes resistances: +9% acid Changes resistances penetration: +25% acid / +5% physical Changes damage: +12% physical Critical mult.: +10.00% Amulets make your neck look great! |
steel amulet 'Freezeflash' steel amulet 'Freezeflash'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +4 Dex Changes resistances penetration: +20% mind / +15% cold Changes damage: +15% mind Maximum psi: +20.00 Amulets make your neck look great! |
steel amulet of murder steel amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +12 Critical mult.: +11.00% Amulets make your neck look great! |
steel amulet of vision steel amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Blindness immunity: +14% Infravision radius: +3 Sight radius: +2 See invisible: +6 Amulets make your neck look great! |
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 292 strength, based on Magic) for 5 turns Activation costs 14 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+17 eff.) Confusion immunity: -100% Mindpower: +8 (+4 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Yarekan the gold amulet Yarekan the gold amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 11 light / 11 darkness Effects when hit in melee: * 10% chance to reduce damage dealt by 15% * 10% chance to blind Changes stats: +3 Dex / +4 Wil Changes damage: +12% acid / +7% light / +8% darkness Spell save: +18 (+8 eff.) Spell crit. chance: +3% Light radius: +3 See invisible: +6 Amulets make your neck look great! |
insulating gold amulet of strength (+4) insulating gold amulet of strength (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Str Changes resistances: +15% fire / +11% cold Amulets make your neck look great! |
savior's gold amulet of constitution (+4) savior's gold amulet of constitution (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +13 (+7 eff.) Spell save: +12 (+6 eff.) Mental save: +10 (+5 eff.) Amulets make your neck look great! |
vitalizing gold amulet of mastery (0.20 Cunning / Survival) vitalizing gold amulet of mastery (0.20 Cunning / Survival)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Talent mastery: +0.20 Cunning / Survival Physical save: +8 (+4 eff.) Life regen: +3.00 Maximum life: +42.00 Amulets make your neck look great! |
Elivea the copper ring Elivea the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Dex / +4 Wil Changes resistances: +24% light / +5% arcane Changes damage: +12% light / +6% arcane Confusion immunity: +10% Knockback immunity: +20% Rings make your fingers look great! |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
copper ring of pilfering copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Defense: +8 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 93% 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! |
copper ring of power copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +6 (+2 eff.) Mindpower: +5 (+3 eff.) Rings make your fingers look great! |
marksman's copper ring of lightning (+20%) marksman's copper ring of lightning (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Changes resistances: +20% lightning Changes damage: +10% lightning Rings make your fingers look great! |
psionicist's copper ring of corrosion (+22%) psionicist's copper ring of corrosion (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +22% acid Changes damage: +11% acid Mental save: +4 (+2 eff.) Rings make your fingers look great! |
wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Rings make your fingers look great! |
Burnslicer the steel ring Burnslicer the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Changes resistances: +12% blight / +12% fire / +12% nature Changes damage: +6% arcane / +6% fire Poison immunity: +26% Disease immunity: +26% Rings make your fingers look great! |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+6 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 28 power out of 50/50) : Effective talent level: 2.0 Power cost: 28 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Runadrandur the Murklore Runadrandur the MurkloreCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +10 (+5 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 15% Damage when hit (Melee): 10 darkness Changes stats: +5 Cun Changes resistances: +20% blight Changes damage: +6% lightning / +15% darkness Rings make your fingers look great! |
Vargh Redemption =tidal= Vargh Redemption =tidal=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.35 cold and 12.15 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 33 power out of 60/60. This azure ring seems to be always moist to the touch. |
Wheel of Fate =no rolls= Wheel of Fate =no rolls=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: 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? |
Xanesenn the Gloomworm Xanesenn the GloomwormPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +6 Damage when hit (Melee): 8 lightning Changes resistances: +6% acid / +5% arcane / +15% blight Changes damage: +6% darkness Spellpower: +8 (+3 eff.) Mindpower: +9 (+5 eff.) Rings make your fingers look great! |
Xanuvea the steel ring Xanuvea the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +10 Changes resistances: +8% blight / +1% physical / +7% nature Mental save: +6 (+3 eff.) Poison immunity: +13% Disease immunity: +14% Disarm immunity: +20% Stun/Freeze immunity: +20% Rings make your fingers look great! |
conjurer's steel ring conjurer's steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag / +5 Wil Spellpower: +6 (+2 eff.) Rings make your fingers look great! |
conjurer's steel ring of clarity conjurer's steel ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Mag / +4 Wil Mental save: +7 (+3 eff.) Confusion immunity: +28% Spellpower: +7 (+3 eff.) Rings make your fingers look great! |
marksman's steel ring of blight (+10%) marksman's steel ring of blight (+10%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Changes resistances: +10% blight Changes damage: +10% blight Rings make your fingers look great! |
rogue's steel ring of darkness (+22%) rogue's steel ring of darkness (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +4 Cun Changes resistances: +22% darkness Changes damage: +11% darkness Rings make your fingers look great! |
savage's steel ring of arcana (+0.19/turn) savage's steel ring of arcana (+0.19/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Spell save: +12 (+6 eff.) Silence immunity: +22% Mana each turn: +0.19 Maximum stamina: +20.00 Rings make your fingers look great! |
solipsist's steel ring solipsist's steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
solipsist's steel ring solipsist's steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Mindpower: +5 (+3 eff.) Rings make your fingers look great! |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
steel ring of blight (+12%) steel ring of blight (+12%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +12% blight Changes damage: +12% blight Rings make your fingers look great! |
steel ring of luminosity steel ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 10 light Damage (Ranged): 14 light Changes stats: +2 Mag Changes damage: +11% light Rings make your fingers look great! |
steel ring of misery steel ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 18 Damage (Melee): 10 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 18 Damage (Ranged): 7 physical Changes stats: +4 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +5.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
treant's steel ring treant's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +5% nature / +6% blight Poison immunity: +12% Disease immunity: +10% Rings make your fingers look great! |
warrior's steel ring of power warrior's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +4 Changes stats: +2 Str Spellpower: +6 (+2 eff.) Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Ivarith the Boltbrawn Ivarith the BoltbrawnInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +36% lightning / +12% acid Changes resistances penetration: +25% lightning Changes damage: +15% lightning / +15% light / +18% acid Maximum psi: +30.00 Mindpower: +20 (+10 eff.) Rings make your fingers look great! |
The Black Ring The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+4 eff.) Spell crit. chance: +3% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
Xanoth the Frigidborn Xanoth the FrigidbornInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes resistances penetration: +25% mind Changes damage: +9% cold Mental save: +28 (+14 eff.) Hate when firing a critical mind attack: +4.00 Rings make your fingers look great! |
gold ring 'Blazepiety' gold ring 'Blazepiety'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +2.0% Defense: +10 (+5 eff.) Changes stats: +2 Cun / +3 Con Changes resistances: +6% light Changes damage: +21% physical Spell save: +15 (+7 eff.) Maximum stamina: +21.00 Infravision radius: +3 Rings make your fingers look great! |
gold ring of sensing gold ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Blindness immunity: +31% Infravision radius: +3 See stealth: +16 See invisible: +8 Rings make your fingers look great! |
titan's gold ring of pilfering titan's gold ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +7 Defense: +11 (+5 eff.) Changes stats: +3 Con Physical save: +6 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 93% 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! |
Bloodcaller =maybe= Bloodcaller =maybe=Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
conjurer's stralite ring conjurer's stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag / +5 Wil Spellpower: +9 (+3 eff.) Rings make your fingers look great! |
gladiator's stralite ring of warding gladiator's stralite ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +7 Str / +7 Con Changes resistances: +11% acid / +18% fire / +19% lightning / +11% cold Rings make your fingers look great! |
sneakthief's stralite ring sneakthief's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +6 Cun / +5 Dex Rings make your fingers look great! |
stralite ring of warding stralite ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +15% acid / +16% fire / +15% lightning / +22% cold Rings make your fingers look great! |
Issugen the ash magestaff (111% power, 3 apr, arcane element) Issugen the ash magestaff (111% power, 3 apr, arcane element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% temporal Changes resistances penetration: +30% temporal Changes damage: +15% arcane / +12% acid Talent granted: +1 Command Staff Physical save: +8 (+4 eff.) Spell save: +7 (+4 eff.) Mental save: +8 (+4 eff.) Spellpower: +6 (+2 eff.) Spell crit. chance: +7% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short elven-wood starstaff of wizardry (129% power, 5 apr, darkness element) magewarrior's short elven-wood starstaff of wizardry (129% power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +8.0% Physical power: +9 (+3 eff.) Changes stats: +3 Mag / +3 Wil Changes damage: +25% darkness Talent granted: +1 Command Staff Maximum mana: +46.00 Spellpower: +24 (+8 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
Staff of Absorption Staff of AbsorptionRequires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Power: 137% Range: 1.1x Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+5 eff.) Spellpower: +20 (+7 eff.) Spell crit. chance: +10% It can be used to absorb energies Activation costs 550 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
Acera (140% power, 4 apr) = Acera (140% power, 4 apr) = |
quick stralite longsword of torment (142% power, 5 apr) quick stralite longsword of torment (142% power, 5 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 143% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +1 Dex Combat speed: +10% Sharp, long, and deadly. |
Winterguile the steel mace (125% power, 3 apr) Winterguile the steel mace (125% power, 3 apr)Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Power: 126% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 7% chance to reduce strength, dexterity, and constitution by 26 Damage (Melee): +5 blight When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 18 Changes stats: +7 Con / +6 Wil Changes resistances: +3% cold Changes resistances penetration: +5% cold Disease immunity: +10% Maximum life: +10.00 Blunt and deadly. |
Veluldaritta (144% power, 5 apr) Veluldaritta (144% power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Power: 145% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +5 cold Damage (radius 1) on hit: +17 fire When wielded/worn: Accuracy: +19 (+5 eff.) Armour penetration: +9 Damage when hit (Melee): 6 arcane Changes resistances penetration: +10% physical Changes damage: +6% blight Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +1% Blunt and deadly. |
Eclipsewisp (158% power, 6 apr) Eclipsewisp (158% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 158% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +8 darkness Damage (radius 2) on crit: +12 darkness When wielded/worn: Accuracy: +18 (+4 eff.) Armour penetration: +7 Physical crit. chance: +11.0% Changes resistances: +3% darkness Changes resistances penetration: +12% all Changes damage: +9% darkness / +9% fire One-handed war axes. |
Spelldrinker (132% power, 8 apr) Spelldrinker (132% power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 132% Range: 1.3x Uses stats: 35% Str, 20% Mag, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
swashbuckler's dwarven-steel shield of patience (0 def, 6 armour, 76.5 block) swashbuckler's dwarven-steel shield of patience (0 def, 6 armour, 76.5 block)Requires: - Shield usage training - Strength 24 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +13 (+3 eff.) Armour: +6 Fatigue: +8% Changes stats: +4 Str / +6 Dex Changes resistances: +14% temporal Talent granted: +1 Block Activating this item is instant. It can be used to activate talent Temporal Shield, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (304) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Glintravage the hardened leather belt Glintravage the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes resistances: +9% acid / +12% temporal / +15% light Changes damage: +12% light Spell save: +10 (+5 eff.) Teleport immunity: +20% Spellpower on spell critical (stacks up to 3 times): +10 Only die when reaching: -80.00 life Size category: +1 A belt that goes around your waist. |
Neira's Memory Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 277, based on Magic) for 10 turns Activation costs 11 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Destala's Scales (10 def, 0 armour) = Destala's Scales (10 def, 0 armour) = |
Fearfire Mantle (14 def, 0 armour) Fearfire Mantle (14 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+7 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Helldream (2 def, 0 armour) Helldream (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 fire Changes stats: +4 Str / +4 Dex / +4 Cun / +3 Con Changes damage: +6% blight / +6% fire Talent mastery: +0.30 Technique / Combat training Spell save: +8 (+4 eff.) Stamina each turn: +0.90 Maximum vim: +20.00 Spell crit. chance: +4% Mindpower: +10 (+5 eff.) Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Berezilakath' (2 def, 8 armour) cashmere cloak 'Berezilakath' (2 def, 8 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 26 Damage when hit (Melee): 4 mind Changes stats: +4 Mag / +4 Wil Changes resistances: +5% physical Changes damage: +9% temporal Reduces incoming crit damage: 10.00% Spell save: +19 (+8 eff.) Maximum mana: +58.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow cashmere cloak of the voidstalker (2 def, 0 armour) shadow cashmere cloak of the voidstalker (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +25% darkness / +15% temporal Changes resistances penetration: +5% darkness Changes damage: +14% darkness Stealth bonus: +6 Defense after a teleport: +13 Resist all after a teleport: +12% New effects duration reduction after a teleport: +11% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eden's Guile (2 def, 1 armour) = Eden's Guile (2 def, 1 armour) = |
Adeyakira the Blazebrawn (0 def, 7 armour) Adeyakira the Blazebrawn (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Effects on melee hit: * 20% chance to slow global speed by 44% Changes stats: +4 Cun / +3 Dex Changes resistances: +6% temporal / +15% mind / +6% light Physical save: +15 (+8 eff.) Life regen: +4.00 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 109% 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. A pair of boots made of leather. |
Dazzleoath the pair of hardened leather boots (0 def, 3 armour) Dazzleoath the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Str / +3 Con Changes resistances: +6% cold Changes resistances penetration: +25% light Changes damage: +6% arcane / +6% light Teleport immunity: +20% Only die when reaching: -80.00 life Maximum life: +100.00 It can be used to activate talent Rush, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 25/25. Range: 8 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. A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 11 power out of 20/20) : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Falikan (0 def, 14 armour) Falikan (0 def, 14 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +14 Fatigue: +3% Changes stats: +6 Str Changes resistances: +9% mind Changes damage: +9% physical Physical save: +9 (+5 eff.) Silence immunity: +35% Confusion immunity: +33% Stun/Freeze immunity: +38% Maximum stamina: +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sootcrack the pair of dwarven-steel boots (0 def, 4 armour) Sootcrack the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to reduce damage dealt by 15% Damage when hit (Melee): 6 darkness Changes resistances: +6% darkness / +6% acid Changes damage: +18% acid / +30% cold / +6% darkness Spellpower: +9 (+3 eff.) 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 'Deepsspire' (0 def, 4 armour) pair of dwarven-steel boots 'Deepsspire' (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +4 Fatigue: +3% Damage when hit (Melee): 4 mind Changes stats: +2 Wil Changes resistances: +6% darkness Changes resistances penetration: +25% physical Reduces incoming crit damage: 10.00% Spellpower: +6 (+2 eff.) See invisible: +24 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 of evasion (8 def, 4 armour) pair of dwarven-steel boots of evasion (8 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Fatigue: +3% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 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 21% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of dwarven-steel boots of void walking (0 def, 4 armour) undeterred pair of dwarven-steel boots of void walking (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +16% darkness / +18% temporal Changes resistances penetration: +12% darkness / +15% temporal Silence immunity: +29% Confusion immunity: +28% Stun/Freeze immunity: +29% Defense after a teleport: +18 Resist all after a teleport: +13% New effects duration reduction after a teleport: +16% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Radhyfast' (0 def, 10 armour) =tele= pair of voratun boots 'Radhyfast' (0 def, 10 armour) =tele=Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +10 Fatigue: -3% Effects on melee hit: * 20% chance to reduce armor by 36% Changes stats: +2 Mag / +4 Wil Changes resistances penetration: +10% arcane Changes damage: +9% acid / +9% arcane Maximum encumbrance: +33 Physical save: +8 (+4 eff.) Infravision radius: +2 It can be used to blink to a nearby random location (rad 13) Activation puts all charms on cooldown for 14 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystle's Astral Bindings (0 def, 0 armour) 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: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Power: 109% Range: 1.1x Uses stats: 40% Dex, 40% Cun, 20% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 100% 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 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. |
hardened leather gloves 'Darklash' (0 def, 2 armour) hardened leather gloves 'Darklash' (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour penetration: +6 Physical crit. chance: +2.0% Armour: +2 Damage (Melee): 9 fire Changes resistances: +7% fire Changes resistances penetration: +25% darkness / +20% physical Changes damage: +6% fire Physical save: +6 (+3 eff.) Only die when reaching: -80.00 life When used to modify unarmed attacks: Power: 116% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex 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: Fire Breath (10% chance level 3). Damage (radius 2) on crit: +10 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Power: 119% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). 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. |
blighted drakeskin leather gloves of the iron hand (0 def, 3 armour) blighted drakeskin leather gloves of the iron hand (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 8 blight Changes stats: +3 Str / +3 Wil / +4 Con Changes resistances: +8% blight Changes damage: +8% blight Talent mastery: +0.20 Technique / Grappling Disarm immunity: +25% When used to modify unarmed attacks: Power: 133% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Soul Rot (20% chance level 5). Damage (radius 2) on crit: +15 blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Faleran' (0 def, 11 armour) drakeskin leather gloves 'Faleran' (0 def, 11 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +11 Effects on melee hit: * 20% chance to reduce all saves and defense by 18 Damage (Melee): 10 fire / 11 physical Changes resistances: +5% fire / +5% arcane / +3% mind Changes resistances penetration: +5% mind Changes damage: +7% physical / +6% arcane / +5% fire Physical save: +8 (+4 eff.) Mental save: +9 (+4 eff.) Disarm immunity: +44% When used to modify unarmed attacks: Power: 133% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +10 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). When this weapon hits: Fire Breath (10% chance level 5). Damage (radius 1) on hit: +9 physical Damage (radius 2) on crit: +11 physical / +13 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spellstreaming drakeskin leather gloves of the juggernaut (0 def, 3 armour) spellstreaming drakeskin leather gloves of the juggernaut (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes stats: +4 Con Physical save: +25 (+11 eff.) Spell save: +6 (+3 eff.) Mental save: +9 (+4 eff.) Disarm immunity: +26% Mana each turn: +0.10 Spellpower: +12 (+4 eff.) Spell crit. chance: +6% When used to modify unarmed attacks: Power: 130% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Elemental Bolt (10% chance level 5). Damage (Melee): +15 arcane / +18 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eilinimina the Vileblood (0 def, 1 armour) Eilinimina the Vileblood (0 def, 1 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to slow global speed by 44% * 10% chance to reduce armor by 36% Changes resistances: +3% darkness Changes resistances penetration: +10% darkness Changes damage: +6% acid Life regen: +2.00 Stamina each turn: +0.60 Maximum stamina: +10.00 When used to modify unarmed attacks: Power: 100% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Yvitha' (10 def, 8 armour) iron gauntlets 'Yvitha' (10 def, 8 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +8 Armour Hardiness: +6% Defense: +10 (+5 eff.) Fatigue: +1% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 26 Changes stats: +7 Con Changes resistances: +6% fire / +18% cold / +5% physical Only die when reaching: -80.00 life When used to modify unarmed attacks: Power: 102% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Stone Touch (5% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
Armerak (0 def, 2 armour) Armerak (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +18 (+4 eff.) Armour: +2 Fatigue: +3% Damage when hit (Melee): 8 mind Changes stats: +4 Dex / +3 Cun / +6 Con Changes resistances penetration: +20% physical Mental save: +9 (+4 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +10.00 When used to modify unarmed attacks: Power: 124% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
restful dwarven-steel gauntlets of war-making (0 def, 2 armour) restful dwarven-steel gauntlets of war-making (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +8.0% Armour: +2 Fatigue: +3% Critical mult.: +7.00% Life regen: +4.00 Stamina each turn: +0.90 Maximum stamina: +12.00 Spell crit. chance: +8% Mental crit. chance: +9% When used to modify unarmed attacks: Power: 129% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Changes stats: +3 Str / +3 Cun / +3 Wil Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+2 eff.) When used to modify unarmed attacks: Power: 129% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 87% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Quick as Thought (10% chance level 3). When this weapon hits: Implode (5% chance level 1). It can be used to activate talent Mindhook (costing 9 power out of 24/24) : Effective talent level: 4.0 Power cost: 9 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
aegis cashmere wizard hat of the Brotherhood (2 def, 0 armour) aegis cashmere wizard hat of the Brotherhood (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +1 Mag / +4 Con Changes damage: +9% arcane Life regen: +2.70 Damage Shield Power: +7% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 5.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Issiroddatir the Naturejustice (0 def, 3 armour) Issiroddatir the Naturejustice (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 44% Damage when hit (Melee): 4 cold Changes resistances: +9% lightning / +8% temporal Changes resistances penetration: +10% nature Changes damage: +15% fire / +18% nature / +6% cold A cap made of leather. |
Aletta's Diadem (0 def, 0 armour) Aletta's Diadem (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+6 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 5 power out of 10/10) : Effective talent level: 3.0 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 61.13 mind damage and cripples the target's higher mental functions, reducing cunning by 7 and confusing (23% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
dwarven-steel helm of sanctity (0 def, 4 armour) dwarven-steel helm of sanctity (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +6% blight / +8% darkness Spell save: +8 (+4 eff.) Mental save: +10 (+5 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 17 cooldown : Effective talent level: 4.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 18 light damage to everyone else who enters. The circle lasts 5 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Light of Revelation =fun lamp= Light of Revelation =fun lamp=Powered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
scorching alchemist's lamp of corpselight =corpselight= scorching alchemist's lamp of corpselight =corpselight=Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 16 fire Changes resistances: +7% blight / +6% fire / +8% darkness Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Light radius: +4 Infravision radius: +4 See invisible: +8 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 27 blight damage or heals 32 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Mummified Egg-sac of Ungolë = Mummified Egg-sac of Ungolë = |
Rungof's Fang =:-D= Rungof's Fang =:-D=Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
dream-smith's dwarven-steel pickaxe (dig speed 14 turns) =dig14= dream-smith's dwarven-steel pickaxe (dig speed 14 turns) =dig14=Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes damage: +9% mind / +5% fire Mental save: +11 (+5 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of wreckage (dig speed 24 turns) =perfect strike= dwarven-steel pickaxe of wreckage (dig speed 24 turns) =perfect strike=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +8 Changes stats: +5 Str When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Orb of Communication Orb of CommunicationPowered by unknown forces 0.00 Encumbrance. [Plot Item] Type: orb / orb Activating this item is instant. It can be used to speak with someone Activation costs 1 power out of 128/128. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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 Annulment (1/1) =:-D= Rod of Annulment (1/1) =:-D=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 17 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Entropy (1/1) =:-D= Rod of Entropy (1/1) =:-D=Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 121% of the healing done. This effect scales with your Magic stat. Activation costs 42 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (3/3) 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 111 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. |
extending steel torque of mindblast [power 165] (2/9 cooldown) =extending = extending steel torque of mindblast [power 165] (2/9 cooldown) =extending =Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 165 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 9 turns. When used: * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
extending dwarven-steel torque of clear mind [power 2] (2/14 cooldown) extending dwarven-steel torque of clear mind [power 2] (2/14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 14 turns. When used: * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
voratun torque of mindblast 'Rhykan' [power 405] (2/9 cooldown) voratun torque of mindblast 'Rhykan' [power 405] (2/9 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +3 Wil Changes damage: +6% arcane Mana each turn: +0.16 Spellpower: +10 (+4 eff.) It can be used to blast the opponent's mind dealing 405 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 9 turns. When used: * Reduce 3 talent cooldowns by 2. * Reduce fatigue by 54% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of stinging [power 200] (2/9 cooldown) ash totem of stinging [power 200] (2/9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to sting an enemy dealing 200 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
supercharged ash totem of healing [power 248] (2/10 cooldown) =heal= supercharged ash totem of healing [power 248] (2/10 cooldown) =heal=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 248 Activation puts all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
cleansing yew totem of healing [power 248] (2/9 cooldown) =heal= cleansing yew totem of healing [power 248] (2/9 cooldown) =heal=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 248 Activation puts all charms on cooldown for 9 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
soothing yew totem of healing [power 272] (2/9 cooldown) soothing yew totem of healing [power 272] (2/9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 272 Activation puts all charms on cooldown for 9 turns. When used: * Heal for 41. Natural totems are made by powerful wilders to store nature power. |
focusing yew wand of lightning storm [power 230] (2/9 cooldown) focusing yew wand of lightning storm [power 230] (2/9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 46 lightning damage and will be dazed for 1 turn (230 total damage) Activation puts all charms on cooldown for 9 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Carrion Feet + Pitiless the Doomelf Writhing One level 38
50th Haze 124th year of Ascendancy at 11:31 see stats
By Carrion Feet + Pitiless the Doomelf Writhing One level 19
23rd Haze 122nd year of Ascendancy at 01:31 see stats
By Carrion Feet + Pitiless the Doomelf Writhing One level 32
41st Dusk 124th year of Ascendancy at 23:45 see stats
By Carrion Feet + Pitiless the Doomelf Writhing One level 10
3rd Summertide 122nd year of Ascendancy at 19:53 see stats
By Carrion Feet + Pitiless the Doomelf Writhing One level 34
57th Dusk 124th year of Ascendancy at 20:53 see stats
By Carrion Feet + Pitiless the Doomelf Writhing One level 24
80th Haze 123rd year of Ascendancy at 22:25 see stats
By Carrion Feet + Pitiless the Doomelf Writhing One level 34
59th Dusk 124th year of Ascendancy at 00:33 see stats
By Carrion Feet + Pitiless the Doomelf Writhing One level 23
17th Haze 123rd year of Ascendancy at 16:40 see stats
By Carrion Feet + Pitiless the Doomelf Writhing One level 36
42nd Haze 124th year of Ascendancy at 21:39 see stats
By Carrion Feet + Pitiless the Doomelf Writhing One level 6
2nd Mirth 122nd year of Ascendancy at 06:39 see stats
By Carrion Feet + Pitiless the Doomelf Writhing One level 34
58th Dusk 124th year of Ascendancy at 07:38 see stats
By Carrion Feet + Pitiless the Doomelf Writhing One level 10
7th Mirth 122nd year of Ascendancy at 19:23 see stats
By Carrion Feet + Pitiless the Doomelf Writhing One level 20
27th Haze 122nd year of Ascendancy at 20:05 see stats
By Carrion Feet + Pitiless the Doomelf Writhing One level 30
71st Pyre 124th year of Ascendancy at 11:09 see stats
By Carrion Feet + Pitiless the Doomelf Writhing One level 20
70th Dusk 123rd year of Ascendancy at 17:23 see stats
By Carrion Feet + Pitiless the Doomelf Writhing One level 25
29th Regrowth 124th year of Ascendancy at 12:02 see stats
By Carrion Feet + Pitiless the Doomelf Writhing One level 26
15th Pyre 124th year of Ascendancy at 10:26 see stats
By Carrion Feet + Pitiless the Doomelf Writhing One level 29
70th Pyre 124th year of Ascendancy at 21:24 see stats
By Carrion Feet + Pitiless the Doomelf Writhing One level 37
43rd Haze 124th year of Ascendancy at 22:51 see stats
By Carrion Feet + Pitiless the Doomelf Writhing One level 17
73rd Dusk 122nd year of Ascendancy at 07:13 see stats
By Carrion Feet + Pitiless the Doomelf Writhing One level 20
71st Dusk 123rd year of Ascendancy at 08:54 see stats
By Carrion Feet + Pitiless the Doomelf Writhing One level 7
4th Mirth 122nd year of Ascendancy at 04:56 see stats
By Carrion Feet + Pitiless the Doomelf Writhing One level 10
1st Summertide 122nd year of Ascendancy at 11:38 see stats
By Carrion Feet + Pitiless the Doomelf Writhing One level 29
65th Pyre 124th year of Ascendancy at 12:43 see stats
By Carrion Feet + Pitiless the Doomelf Writhing One level 26
34th Pyre 124th year of Ascendancy at 01:09 see stats
By Carrion Feet + Pitiless the Doomelf Writhing One level 23
57th Haze 123rd year of Ascendancy at 16:35 see stats
By Carrion Feet + Pitiless the Doomelf Writhing One level 16
63rd Dusk 122nd year of Ascendancy at 21:40 see stats
By Carrion Feet + Pitiless the Doomelf Writhing One level 37
47th Haze 124th year of Ascendancy at 08:28 see stats
Log
Something misses Something.
Something misses Something.
Bleeding from Carrion Feet + Pitiless hits Celia for 25 physical damage.
Inner Tentacles hits Carrion Feet + Pitiless for 20 healing, 7 healing, 2 healing (0 total damage) [28 healing].
Tentacle Constriction from Carrion Feet + Pitiless hits Celia for 144 darkness, 49 physical, 13 darkness, 3 cold, 135 darkness, 11 darkness, 1 cold, 9 darkness, 3 cold (368 total damage).
Something hits Something for 21 darkness, 4 darkness, 3 cold (27 total damage).
Something hits Something for 15 darkness, 3 darkness, 0 cold (18 total damage).
Something hits Something for 4 blight damage.
Something hits Something for 4 blight damage.
Celia hits Carrion Feet + Pitiless for 10 healing, 84 cold (84 total damage) [10 healing].
Spikes of Decrepitude hits Carrion Feet + Pitiless for 2 healing, 13 cold, 2 healing, 13 cold (26 total damage) [3 healing].
Melee retaliation hits Carrion Feet + Pitiless for 4 lightning damage.
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Carrion Feet + Pitiless is less powerfull.
Talent Foul Convergence is ready to use.
Dire Plague from Celia hits Carrion Feet + Pitiless for 5 healing, 42 cold (42 total damage) [5 healing].
Something hits Carrion Feet + Pitiless for 22 healing, 186 cold (186 total damage) [22 healing].
Carrion Feet + Pitiless is hexed!
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Something hits Carrion Feet + Pitiless for 13 healing, 107 cold (107 total damage) [13 healing].
Spikes of Decrepitude hits Carrion Feet + Pitiless for 2 healing, 13 cold, 2 healing, 13 cold (25 total damage) [3 healing].
Carrion Feet + Pitiless casts Anarchic Walk.
Something hits Carrion Feet + Pitiless for 12 healing, 96 cold (96 total damage) [12 healing].
Dire Plague rips out a piece of Carrion Feet + Pitiless soul!
Talent Infusion: Healing is ready to use.
Dire Plague from Celia hits Carrion Feet + Pitiless for 10 healing, 83 cold, 6 healing, 54 cold (136 total damage) [16 healing].
Carrion Feet + Pitiless the level 38 doomelf writhing one was frozen and shattered into a million little shards to death by Celia on level 2 of Last Hope Graveyard.
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The victim in your stomach finally dies from the painful agony.