









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 47 / 19% |
| Size | medium |
| Lifes / Deaths | Killed by Ararin the banshee at level 37 on the 26th Pyre 123rd year of Ascendancy at 11:22 / 2Killed by Aluin the Fallen at level 47 on the 19th Haze 123rd year of Ascendancy at 10:12 |
Primary Stats
| Strength | 107 (base 66) |
| Dexterity | 71 (base 61) |
| Constitution | 57 (base 12) |
| Magic | 37 (base 16) |
| Willpower | 24 (base 17) |
| Cunning | 59 (base 57) |
Resources
| Life | -60/1344 |
| Stamina | 143/356 |
| Equilibrium | 0 |
| Healing Factor | 1.515111817684 |
| Regeneration | 0.37877795442098 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 36.114050962765 |
| See Invisible | 36.114050962765 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Barehand
| Damage | 134 |
| Accuracy | 65 |
| Crit Chance | 20% |
| APR | 33 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 16% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +30% |
| Lightning | +22% |
| Darkness | +12% |
| Cold | +28% |
| Blight | +18% |
| Physical | +79% |
| Fire | +16% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +40% |
| Physical | +52% |
| Acid | +40% |
| Blight | +35% |
| Arcane | +40% |
| Fire | +50% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 40 (35.65183292883%) |
| Defense | 70 |
| Ranged Defense | 70 |
| Fatigue | 0 |
| Physical Save | 43 |
| Spell Save | 20 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 80%( 80%) |
| Blight | + 51%( 70%) |
| Arcane | + 31%( 70%) |
| Cold | + 63%( 70%) |
| All | + 27%( 70%) |
| Physical | + 49%( 75%) |
| Lightning | + 66%( 70%) |
| Light | + 54%( 70%) |
| Temporal | + 36%( 70%) |
| Mind | + 47%( 70%) |
| Darkness | + 45%( 70%) |
| Fire | + 63%( 70%) |
| Nature | + 34%( 70%) |
Defense: Immunities
| Silence Resistance | 38% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 100% |
| Stun Resistance | 100% |
| Disarm Resistance | 0% |
| Poison Resistance | 29% |
| Blind Resistance | 49% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 187 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 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 140 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 929% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 29% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 430 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Grappling | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 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. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by Emelegaldathra the war bear. Escort: lost defiler (level 1 of Old Forest) | failed |
You failed to protect the lost defiler from death by Voronor the fire drake. Escort: lost defiler (level 2 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You failed to protect the lost defiler from death by Islavea the giant yellow ant. Escort: lost defiler (level 3 of Old Forest) | failed |
You failed to protect the lost defiler from death by giant yellow ant. Escort: lost defiler (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the worried loremaster from death by fire drake hatchling. Escort: worried loremaster (level 1 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1157. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed ritch stinger. * You've found the needed faerlhing fang. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed naga tongue. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed pouch of luminous horror dust. 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 green worm. * You've found the needed vial of fire wyrm saliva. * You've found the needed wretchling eyeball. | 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of drakeskin leather boots of spellbinding (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +3 Mag Silence immunity: +38% Confusion immunity: +22% Stun/Freeze immunity: +41% Lowers spell cool-downs by: 10% A pair of boots made of leather. |
| On hands | Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Heavy armour training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) When used to modify unarmed attacks: Base power: 27.0 - 37.8 Uses stats: 30% Dex, 60% Str, 30% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). Damage (Melee): +10 acid Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
| On head | Relgatolin (0 def, 16 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +16 Fatigue: +4% Changes stats: +12 Str / +4 Con Changes resistances: +12% temporal / +3% physical Changes damage: +6% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Bregeyagoneg the yew totem of healing [power 314] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Defense: +15 (+4 eff.) Changes stats: +2 Dex / +12 Con Changes resistances penetration: +10% blight Changes damage: +6% physical Stamina each turn: +3.00 Maximum stamina: +30.00 It can be used to heal yourself and all friendly characters within 10 spaces for 314 Activation puts all charms on cooldown for 13 turns. When used: * Gain a 28% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | GloraldaraPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +12 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 18 Damage when hit (Melee): 4 blight Changes stats: +6 Str Changes resistances: +21% acid / +26% fire / +6% blight / +19% cold / +5% arcane / +14% lightning Changes resistances penetration: +15% arcane Mental save: +15 (+5 eff.) Confusion immunity: +46% Rings make your fingers look great! |
| On fingers | voratun bloodstone ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +10% nature / +15% blight Poison immunity: +29% Disease immunity: +25% Stun/Freeze immunity: +60% Rings make your fingers look great! |
| Around neck | voratun amulet 'Oaktickler'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 50% Damage when hit (Melee): 4 fire Changes resistances: +30% lightning / +23% light / +12% blight / +27% mind / +25% darkness Changes damage: +6% blight Blindness immunity: +49% Confusion immunity: +40% Stun/Freeze immunity: +43% Amulets make your neck look great! |
| Main armor | Salelrata (0 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 18 Changes stats: +7 Str / +7 Mag / +7 Wil Changes resistances: +40% acid / +17% physical / +9% lightning / +17% fire / +30% cold / +15% all Changes damage: +20% acid / +40% physical / +12% blight / +16% fire / +22% lightning / +28% cold Talent cooldown: Refit Golem (-5 turns) Mental save: +21 (+7 eff.) Mindpower: +6 (+3 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | PyrewoePowered by arcane forces Infused by nature 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +7 Mag Changes resistances: +14% light / +6% fire Changes resistances penetration: +15% lightning / +25% fire Changes damage: +12% darkness Damage affinity(heal): +5% darkness Physical save: +12 (+4 eff.) Spellpower: +9 (+4 eff.) Light radius: +7 Infravision radius: +5 Healing mod.: +20% It can be used to activate talent Moonlight Ray, placing all other charms into a 7 cooldown : Effective talent level: 4.0 Power cost: 7 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 114.86 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| Cloak | elven-silk cloak 'Torynik' (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +43 (+11 eff.) Armour penetration: +11 Physical power: +5 (+1 eff.) Defense: +3 (+1 eff.) Fatigue: -10% Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Dex / +4 Mag / +2 Cun Critical mult.: +20.00% Stealth bonus: +11 Maximum life: +91.00 Maximum stamina: +53.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | ravager's drakeskin leather belt of the vagrantInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +3 Con Changes resistances penetration: +12% physical Changes damage: +22% physical Mental save: +10 (+3 eff.) Mindpower: +5 (+3 eff.) A belt that goes around your waist. |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion 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 nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the sneak (heal 159; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 159 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 163; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 163 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 179; 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 179 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 302; cd 13)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 302 then cleanse 1 wound, poison, and disease effect. 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. |
movement infusion of the psychic (speed 866%; cd 15)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 866% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 685%; cd 8)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 685% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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. |
regeneration infusion of the sneak (heal 423; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 423 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 20%; mental, magical; dur 2; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 20% for 2 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. |
wild infusion of the duelist (res 29%; magical, physical; dur 4; cd 16)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the duelist (res 29%; magical; dur 4; cd 16)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the sneak (res 31%; mental, magical; dur 3; cd 16)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 31% for 3 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. |
wild infusion of the warrior (res 39%; magical; dur 2; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 39% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your 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. |
wild infusion of the wizard (res 26%; magical, mental; dur 3; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 26% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
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: 22 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. |
Rune of Dissipation ( )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: 10 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. 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. |
shatter afflictions rune of the duelist (absorb 113; cd 17)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 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 113 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. 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. |
shatter afflictions rune of the sneak (absorb 112; 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 112 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 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. |
shatter afflictions rune of the sneak (absorb 118; 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: 15 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 118 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 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. |
shatter afflictions rune of the sneak (absorb 124; 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: 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 124 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 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. |
shatter afflictions rune of the titan (absorb 93; 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: 17 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 93 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 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 sneak (absorb 506; dur 3; 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: 13 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 506 damage for 3 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. |
stormshield rune of the warrior (threshold 52; blocks 7; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 52 up to 7 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. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Beereneg the FreezevenomCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Dex / +4 Wil / +5 Cun / +4 Con Changes damage: +21% cold Talent mastery: +0.34 Technique / Mobility Amulets make your neck look great! |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 51 power out of 60/60. The evilness of undeath radiates from this amulet. |
Darkspawn the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +3% fire Changes damage: +6% darkness Mental save: +12 (+4 eff.) Stun/Freeze immunity: +10% Maximum life: +20.00 Amulets make your neck look great! |
Deepswrecker the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +9 Cun / +6 Wil Changes resistances: +19% mind / +9% darkness Changes damage: +9% mind / +9% cold Confusion immunity: +36% Maximum psi: +50.00 Amulets make your neck look great! |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+3 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 30 power out of 35/35) : Effective talent level: 2.0 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 208 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+8 eff.) Mental save: -7 (-3 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+4 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. |
Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+3 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
FlowerrigorPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +6 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Mag Changes resistances: +6% mind / +15% light Changes resistances penetration: +20% nature Blindness immunity: +20% Maximum life: +40.00 Amulets make your neck look great! |
SamarerabInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +18% lightning / +2% physical Disarm immunity: +20% Stun/Freeze immunity: +26% Knockback immunity: +20% Life regen: +4.00 Maximum life: +40.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
SerpentlashInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 50% * 20% chance to reduce all saves and defense by 23 Damage when hit (Melee): 6 nature Changes stats: +3 Dex Changes resistances: +3% nature / +26% temporal Changes damage: +12% mind / +8% physical Pinning immunity: +27% Knockback immunity: +34% Combat speed: +10% Amulets make your neck look great! |
SplendourwarInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 2 mind Changes stats: +3 Con Changes resistances: +3% temporal Changes resistances penetration: +20% light Spell save: +6 (+3 eff.) Pinning immunity: +20% Only die when reaching: -60.00 life Amulets make your neck look great! |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+2 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
copper amulet 'Dimwish'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 23 Changes stats: +3 Con Changes resistances: +3% mind Changes resistances penetration: +5% cold / +5% darkness / +5% mind Changes damage: +9% darkness Amulets make your neck look great! |
copper amulet 'Serpentreeve'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 50% Changes stats: +3 Str / +2 Dex / +6 Wil Changes resistances: +13% mind Changes damage: +6% nature Confusion immunity: +23% Light radius: +3 Amulets make your neck look great! |
copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Amulets make your neck look great! |
copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Cut immunity: +40% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 169 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
mindweaver's gold amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Wil Mental save: +8 (+2 eff.) Confusion immunity: +14% Mindpower: +5 (+3 eff.) Amulets make your neck look great! |
mindweaver's gold amulet of the eclipsePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 7 light / 6 darkness Effects when hit in melee: * 8% chance to reduce damage dealt by 19% * 7% chance to blind Changes stats: +1 Wil Changes damage: +5% light / +7% darkness Mental save: +7 (+2 eff.) Confusion immunity: +12% Mindpower: +7 (+4 eff.) Amulets make your neck look great! |
mindweaver's stralite amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Wil Mental save: +10 (+3 eff.) Confusion immunity: +12% Mindpower: +7 (+4 eff.) Amulets make your neck look great! |
mindweaver's stralite amulet of visionInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Wil Mental save: +9 (+3 eff.) Blindness immunity: +14% Confusion immunity: +13% Mindpower: +9 (+5 eff.) Infravision radius: +3 Sight radius: +2 See invisible: +9 Amulets make your neck look great! |
savior's stralite amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 8 light / 8 darkness Effects when hit in melee: * 9% chance to reduce damage dealt by 19% * 10% chance to blind Changes damage: +9% light / +12% darkness Physical save: +14 (+4 eff.) Spell save: +19 (+10 eff.) Mental save: +16 (+5 eff.) Amulets make your neck look great! |
stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% temporal Pinning immunity: +20% Knockback immunity: +21% Amulets make your neck look great! |
stabilizing steel amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Dex Changes resistances: +10% temporal Pinning immunity: +20% Knockback immunity: +20% Amulets make your neck look great! |
starlit gold amulet of willpower (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +16% light / +18% darkness Blindness immunity: +25% Amulets make your neck look great! |
steel amulet 'Barublek'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +30 (+8 eff.) Changes stats: +3 Mag Changes resistances: +6% temporal / +5% physical Changes damage: +6% temporal / +6% light / +18% blight / +6% physical / +6% darkness Mental save: +9 (+3 eff.) Disarm immunity: +20% Life regen: +4.00 Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
steel amulet 'Flame's kiss'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun / +9 Mag Changes resistances: +15% fire Changes resistances penetration: +15% acid Changes damage: +24% fire Reduces incoming crit damage: 10.00% Amulets make your neck look great! |
stralite amulet 'Ivima'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +18 Changes stats: +2 Cun Changes resistances: +5% arcane Critical mult.: +33.00% Cut immunity: +20% Psi when hit: +0.32 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
wanderer's gold amulet of magic (+5)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +5 Dex / +6 Mag / +5 Cun / +5 Con Life regen: +2.00 Stamina each turn: +0.40 Movement speed: +10% Amulets make your neck look great! |
warrior's copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +5% physical Stamina each turn: +0.20 Amulets make your neck look great! |
warrior's gold amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Str Changes resistances: +8% physical Stamina each turn: +0.50 Amulets make your neck look great! |
AerykiraInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil / +5 Mag Changes resistances: +24% lightning Changes resistances penetration: +25% blight Changes damage: +12% lightning / +6% arcane Spell save: +6 (+3 eff.) Damage Shield penetration: +30% Rings make your fingers look great! |
ArtharuisusPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +5 Con Changes resistances: +24% darkness Changes damage: +12% darkness Critical mult.: +20.00% Mana when firing critical spell: +1.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +1% See invisible: +9 Rings make your fingers look great! |
BrandpythonCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 blight / 8 fire Changes resistances: +21% fire Changes damage: +9% acid / +27% fire / +18% arcane Stun/Freeze immunity: +29% Life regen: +4.00 Rings make your fingers look great! |
Brenedralach the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +9 Con Changes resistances: +18% acid / +32% fire Changes resistances penetration: +15% mind / +20% physical Changes damage: +9% physical / +16% fire Physical save: +15 (+5 eff.) Rings make your fingers look great! |
BrenokathPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +7 Mag / +10 Wil / +13 Cun / +2 Con Spell save: +8 (+4 eff.) Mindpower: +15 (+7 eff.) Healing mod.: +15% Rings make your fingers look great! |
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. |
Gilaran the PyrepiercerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 23 Changes stats: +6 Cun / +6 Dex Changes resistances: +15% fire Changes resistances penetration: +5% blight Changes damage: +12% mind Spell save: +12 (+6 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +15 (+7 eff.) Spell crit. chance: +2% Rings make your fingers look great! |
GlyreveaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances penetration: +10% temporal Changes damage: +6% blight / +12% mind Disarm immunity: +23% Pinning immunity: +22% Knockback immunity: +23% Maximum life: +22.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
LightmaliceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Damage when hit (Melee): 10 acid / 10 light Changes stats: +8 Cun / +8 Dex Changes resistances: +21% fire Changes resistances penetration: +25% light Changes damage: +18% fire Rings make your fingers look great! |
MayysethCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +24 (+6 eff.) Physical crit. chance: +7.0% Armour: +16 Defense: +39 (+10 eff.) Damage when hit (Melee): 4 mind Movement speed: +13% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 34 cooldown : Effective talent level: 3.9 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 43 power out of 50/50) : Effective talent level: 2.0 Power cost: 43 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. |
OleregorachPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Effects on melee hit: * 20% chance to reduce all saves and defense by 23 Changes resistances: +24% darkness Changes resistances penetration: +15% mind Changes damage: +12% darkness Critical mult.: +5.00% Maximum encumbrance: +22 Stun/Freeze immunity: +20% Life regen: +1.00 Maximum hate: +4.00 Rings make your fingers look great! |
PlaguewakeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 50% * 20% chance to reduce armor by 28% Damage when hit (Melee): 10 acid / 10 nature Changes resistances: +30% cold Changes resistances penetration: +25% nature Changes damage: +15% cold Rings make your fingers look great! |
PolymaPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +9 Defense: +12 (+3 eff.) Changes stats: +5 Cun / +5 Wil Changes resistances: +6% light Reduces incoming crit damage: 10.00% Mental save: +6 (+2 eff.) Blindness immunity: +22% Life regen: +2.00 Only die when reaching: -60.00 life Mindpower: +8 (+4 eff.) Infravision radius: +4 See stealth: +15 See invisible: +8 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
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 (+2 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. |
Silarin the GlitterwakeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +6 Changes resistances: +15% blight / +36% cold Changes damage: +18% light / +18% cold Silence immunity: +20% Maximum life: +100.00 Light radius: +3 Rings make your fingers look great! |
UlfamnirPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances penetration: +20% mind Critical mult.: +10.00% Mental save: +9 (+3 eff.) Blindness immunity: +25% Maximum psi: +10.00 Infravision radius: +3 See stealth: +7 See invisible: +8 Rings make your fingers look great! |
Vargh RedemptionInfused 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 13.66 cold and 19.11 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 51 power out of 60/60. This azure ring seems to be always moist to the touch. |
Velama the GlintgasherCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+3 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +9 Str / +9 Con Changes resistances: +9% nature / +3% cold / +18% darkness / +5% arcane Changes resistances penetration: +25% fire Light radius: +3 Rings make your fingers look great! |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +5 Mag / +5 Wil Changes resistances penetration: +15% blight Changes damage: +30% blight Maximum encumbrance: +22 Mental save: +6 (+2 eff.) Confusion immunity: +21% Spellpower: +6 (+3 eff.) 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? |
Winterweeper the stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 18% chance to reduce all saves and defense by 23 Damage (Melee): 29 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 23 Damage (Ranged): 27 physical Changes stats: +12 Cun Changes resistances penetration: +15% mind Changes damage: +21% mind / +12% cold Mental save: +9 (+3 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +13.00 Mental crit. chance: +8% It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 4.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
copper ring of nature (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% nature Changes damage: +10% nature Rings make your fingers look great! |
copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +2.00 Rings make your fingers look great! |
copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +24% Infravision radius: +3 See stealth: +6 See invisible: +6 Rings make your fingers look great! |
gold fire opal ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +6 Mag / +6 Wil Changes damage: +10% all Spellpower: +9 (+4 eff.) Spell crit. chance: +5% Mental crit. chance: +5% Rings make your fingers look great! |
gold quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +9 Physical power: +10 (+2 eff.) Defense: +9 (+2 eff.) Changes stats: +6 Str / +7 Con Stun/Freeze immunity: +30% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gold ring 'Dawnwyrd'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +14 Changes stats: +8 Cun / +6 Dex Changes resistances: +9% darkness Changes damage: +9% light Physical save: +15 (+5 eff.) Spell save: +18 (+9 eff.) Knockback immunity: +20% Life regen: +4.00 Rings make your fingers look great! |
gold turquoise ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +19 (+5 eff.) Defense: +12 (+3 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 18 Damage when hit (Melee): 10 arcane / 8 blight Changes stats: +7 Str / +6 Cun / +7 Con Changes resistances: +5% arcane / +3% blight Changes resistances penetration: +10% all Spellpower: +9 (+4 eff.) Mindpower: +10 (+5 eff.) Rings make your fingers look great! |
marksman's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Disarm immunity: +21% Pinning immunity: +21% Knockback immunity: +22% Maximum life: +22.00 Rings make your fingers look great! |
mule's copper ring of lightning (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +20% lightning Changes damage: +10% lightning Maximum encumbrance: +21 Rings make your fingers look great! |
mule's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +21 Blindness immunity: +20% Infravision radius: +3 See stealth: +5 See invisible: +6 Rings make your fingers look great! |
mule's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 Blindness immunity: +21% Infravision radius: +3 See stealth: +7 See invisible: +7 Rings make your fingers look great! |
mule's steel ring of darkness (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +20% darkness Changes damage: +10% darkness Maximum encumbrance: +22 Rings make your fingers look great! |
mule'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: +8 (+2 eff.) Fatigue: -5% Maximum encumbrance: +22 Spellpower: +7 (+3 eff.) Mindpower: +7 (+4 eff.) Rings make your fingers look great! |
mule's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Disarm immunity: +26% Pinning immunity: +24% Knockback immunity: +20% Maximum life: +25.00 Rings make your fingers look great! |
painweaver's steel ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +6 (+1 eff.) Defense: +5 (+1 eff.) Changes damage: +5% all Spellpower: +9 (+4 eff.) Mindpower: +7 (+4 eff.) Movement speed: +13% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 34 cooldown : Effective talent level: 5.2 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 41% for 5 turns. Rings make your fingers look great! |
pixie's steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +3 Mag Spellpower: +9 (+4 eff.) Rings make your fingers look great! |
psionicist's steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Mental save: +8 (+2 eff.) Rings make your fingers look great! |
rogue's gold ring of darkness (+26%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +5 Cun Changes resistances: +26% darkness Changes damage: +13% darkness Rings make your fingers look great! |
sneakthief's steel ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Damage (Melee): 17 light Damage (Ranged): 21 light Changes stats: +4 Dex / +2 Mag / +5 Cun Changes damage: +12% light Rings make your fingers look great! |
sneakthief's steel ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Damage (Melee): 13 light Damage (Ranged): 11 light Changes stats: +6 Dex / +3 Mag / +5 Cun Changes damage: +12% light Rings make your fingers look great! |
sneakthief's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Changes stats: +8 Cun / +7 Dex Life regen: +9.00 Maximum life: +75.00 Healing mod.: +10% Rings make your fingers look great! |
solipsist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Cun / +5 Wil Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
steel ring 'Elukira'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Defense: +14 (+4 eff.) Changes stats: +5 Str / +10 Cun / +5 Con Changes resistances: +3% darkness Psi when hit: +0.12 Mindpower: +10 (+5 eff.) Rings make your fingers look great! |
steel ring 'Glimmerburst'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 23 Damage when hit (Melee): 8 arcane Changes stats: +4 Cun / +2 Wil Mana when firing critical spell: +1.00 Spell crit. chance: +1% Light radius: +2 Rings make your fingers look great! |
steel ring 'Harigalin'Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +5 Wil Changes resistances: +3% temporal / +20% cold / +22% darkness / +3% nature Changes damage: +11% darkness / +10% cold Spell save: +6 (+3 eff.) Stun/Freeze immunity: +10% Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
steel ring 'Iviwen'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +9% acid / +3% temporal / +5% arcane Changes resistances penetration: +20% temporal Changes damage: +6% acid Disarm immunity: +30% Pinning immunity: +23% Knockback immunity: +21% Maximum life: +24.00 Rings make your fingers look great! |
steel ring 'Turydas'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 14% chance to reduce all saves and defense by 23 Damage (Melee): 16 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 23 Damage (Ranged): 15 physical Changes stats: +4 Cun / +5 Wil Changes resistances penetration: +25% blight Changes damage: +6% arcane Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Spell crit. chance: +3% It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
steel ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 20 light Damage (Ranged): 14 light Changes stats: +3 Mag Changes damage: +11% light Rings make your fingers look great! |
steel ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 12 light Damage (Ranged): 15 light Changes stats: +4 Mag Changes damage: +10% light Rings make your fingers look great! |
steel ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 13% chance to reduce all saves and defense by 23 Damage (Melee): 13 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 23 Damage (Ranged): 7 physical Changes stats: +3 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +7 Defense: +8 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+2 eff.) Spellpower: +7 (+3 eff.) Mindpower: +7 (+4 eff.) Rings make your fingers look great! |
stralite quartz ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 26 light Damage (Ranged): 29 light Changes stats: +7 Mag Changes damage: +12% light Stun/Freeze immunity: +30% Rings make your fingers look great! |
stralite quartz ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Stun/Freeze immunity: +30% Life regen: +11.00 Maximum life: +72.00 Healing mod.: +10% Rings make your fingers look great! |
stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings make your fingers look great! |
stralite ring 'Fograze'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 19% Changes stats: +8 Dex / +6 Wil / +7 Cun Changes resistances: +28% acid / +9% darkness Changes damage: +14% acid / +9% darkness Mental save: +12 (+4 eff.) Rings make your fingers look great! |
stralite ring 'Korothad'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +10 Dex Changes resistances: +26% acid / +7% physical / +26% cold / +24% fire / +5% arcane / +26% lightning Changes damage: +21% physical Rings make your fingers look great! |
stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +11 Defense: +13 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
titan's steel ring of darkness (+22%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +22% darkness Changes damage: +11% darkness Physical save: +4 (+1 eff.) Rings make your fingers look great! |
treant's stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +9% nature / +10% blight Poison immunity: +13% Disease immunity: +14% Life regen: +15.00 Maximum life: +50.00 Healing mod.: +12% Rings make your fingers look great! |
voratun Prothotipe's Prismatic Eye ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes resistances: +14% nature / +10% blight Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Poison immunity: +28% Disease immunity: +12% Talent on hit(spell): Eye Beam (10% chance level 2). Rings make your fingers look great! |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
warrior's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Blindness immunity: +24% Infravision radius: +3 See stealth: +6 See invisible: +6 Rings make your fingers look great! |
hardened leather belt 'Betuna'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 18 Damage when hit (Melee): 8 blight Changes stats: +10 Cun Changes damage: +6% blight / +18% mind Critical mult.: +10.00% Mental save: +11 (+3 eff.) Spellpower: +8 (+4 eff.) A belt that goes around your waist. |
hardened leather belt 'Strikerip'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Physical power: +23 (+6 eff.) Changes stats: +3 Dex Changes resistances penetration: +25% temporal Changes damage: +9% lightning Physical save: +18 (+6 eff.) Spell save: +10 (+5 eff.) Stamina each turn: +3.00 Size category: +1 A belt that goes around your waist. |
hardened leather belt 'Zanyyakath'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +30 (+7 eff.) Armour: +10 Changes stats: +6 Dex Changes resistances: +10% fire / +9% cold Changes resistances penetration: +15% acid Maximum stamina: +30.00 A belt that goes around your waist. |
Elenantir the elven-silk cloak (14 def, 8 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +8 Defense: +14 (+4 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 18 * 20% chance to reduce armor by 28% Changes stats: +4 Mag / +8 Wil / +4 Cun Changes resistances penetration: +20% acid Changes damage: +3% acid / +3% blight Physical save: +19 (+6 eff.) Spell save: +19 (+10 eff.) Mental save: +20 (+6 eff.) Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Pyreoracle the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +10 Defense: +2 (+1 eff.) Damage when hit (Melee): 10 fire Changes stats: +2 Cun Changes resistances penetration: +25% fire Changes damage: +6% mind Critical mult.: +21.00% Stealth bonus: +11 Hate when firing a critical mind attack: +3.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Winterterror' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +24 (+6 eff.) Defense: +2 (+1 eff.) Fatigue: -7% Damage when hit (Melee): 6 blight / 10 light Changes damage: +9% cold Critical mult.: +15.00% Spell save: +18 (+9 eff.) Maximum life: +76.00 Maximum stamina: +26.00 Spellpower: +25 (+10 eff.) Damage Shield penetration: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Adinn' (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Mag / +12 Wil Changes resistances: +22% darkness Changes resistances penetration: +16% darkness Changes damage: +18% darkness Stealth bonus: +20 Mental save: +10 (+3 eff.) Vim when firing critical spell: +2.00 Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Barunik the silk robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 18 Changes stats: +3 Dex / +9 Con Changes resistances: +16% physical / +27% nature / +13% all Changes damage: +37% nature / +16% physical Reduces incoming crit damage: 15.00% Poison immunity: +22% Disease immunity: +29% See invisible: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cuthileyon the Vileripper (5 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +5 Defense: +5 (+1 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 18 * 20% chance to reduce armor by 28% Changes resistances: +12% blight / +13% all Changes resistances penetration: +25% nature / +10% acid Changes damage: +18% nature / +6% blight Physical save: +27 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Worm Nest (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Spellpower: +15 (+7 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 13 power out of 20/20) : Effective talent level: 3.0 Power cost: 13 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
silk robe 'Shadowwell' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 19% * 20% chance to reduce armor by 28% Damage when hit (Melee): 6 temporal Changes stats: +9 Con Changes resistances: +15% mind / +13% all Changes damage: +22% nature / +21% mind Poison immunity: +40% Disease immunity: +44% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Snowpain (0 def, 5 armour)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 penetration: +7 Physical crit. chance: +10.0% Physical power: +9 (+2 eff.) Armour: +5 Fatigue: +4% Damage when hit (Melee): 10 cold Changes resistances: +30% temporal / +22% darkness / +12% cold Changes resistances penetration: +13% physical / +16% temporal / +20% darkness / +25% cold Defense after a teleport: +21 Resist all after a teleport: +16% New effects duration reduction after a teleport: +12% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
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 (+1 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 17 power out of 20/20) : Effective talent level: 3.0 Power cost: 17 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. |
Winterblack (17 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +9.0% Physical power: +10 (+2 eff.) Armour: +5 Defense: +17 (+4 eff.) Fatigue: +4% Damage when hit (Melee): 6 cold Changes stats: +12 Dex Changes resistances: +9% temporal / +12% fire Changes resistances penetration: +10% cold / +12% physical 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 'Gewyn' (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 stats: +6 Cun Changes resistances penetration: +15% arcane Changes damage: +18% mind / +15% blight Critical mult.: +10.00% Silence immunity: +38% Confusion immunity: +31% Stun/Freeze immunity: +29% Hate when firing a critical mind attack: +5.00 Spellpower: +10 (+5 eff.) Mental crit. chance: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Blindbliss (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +10 Armour: +3 Changes stats: +8 Cun / +9 Dex Changes resistances: +5% arcane Changes resistances penetration: +15% light Mental save: +18 (+6 eff.) Blindness immunity: +20% Cut immunity: +20% Knockback immunity: +20% When used to modify unarmed attacks: Base power: 24.0 - 26.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +10 Armour Penetration: +14 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Perfect Strike (15% chance level 5). It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Flash's kiss the voratun gauntlets (10 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Defense: +10 (+3 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 20 darkness Changes resistances: +27% darkness / +15% temporal Changes resistances penetration: +15% light Changes damage: +11% darkness Spell save: +18 (+9 eff.) When used to modify unarmed attacks: Base power: 28.0 - 39.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Moonlight Ray (20% chance level 5). On weapon hit: * 14% chance to reduce damage dealt by 19% Metal gloves protecting the hands up to the middle of the lower arm. |
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: Base power: 19.0 - 20.9 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: 125% 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. |
heroic voratun gauntlets of sorrow (0 def, 8 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +8 Fatigue: +5% Effects on melee hit: * 24% chance to reduce all saves and defense by 23 Damage (Melee): 23 mind / 25 darkness Mental save: +5 (+1 eff.) Maximum life: +60.00 Mindpower: +7 (+4 eff.) When used to modify unarmed attacks: Base power: 33.5 - 46.9 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +12 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). It can be used to activate talent Ruined Earth, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Gloruwyn' (30 def, 19 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +20 (+5 eff.) Armour: +19 Defense: +30 (+8 eff.) Fatigue: +5% Damage when hit (Melee): 10 acid Changes stats: +9 Str Changes damage: +9% acid Critical mult.: +10.00% When used to modify unarmed attacks: Base power: 41.5 - 58.1 Uses stats: 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: 100% Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Manodorach' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 18 Changes stats: +9 Str / +14 Dex / +5 Cun Changes resistances penetration: +25% blight Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+5 eff.) Infravision radius: +3 See invisible: +12 When used to modify unarmed attacks: Base power: 32.5 - 45.5 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +13 Armour Penetration: +15 Crit. chance: +22.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Yvybrelaith' (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 19 darkness Damage when hit (Melee): 4 mind Changes resistances: +2% physical / +14% darkness / +12% mind Changes resistances penetration: +15% arcane / +25% mind Changes damage: +11% darkness / +18% arcane Reduces incoming crit damage: 15.00% Blindness immunity: +20% Only die when reaching: -40.00 life When used to modify unarmed attacks: Base power: 31.0 - 43.4 Uses stats: 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: 100% When this weapon hits: Moonlight Ray (20% chance level 5). On weapon hit: * 15% chance to reduce damage dealt by 19% Metal gloves protecting the hands up to the middle of the lower arm. |
Betodata the linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% light / +6% temporal Changes resistances penetration: +5% physical Changes damage: +11% light / +3% acid Stamina each turn: +3.00 A pointy cloth hat, very wizardly... |
Blindwind (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 19% Damage when hit (Melee): 4 fire Changes stats: +3 Dex / +3 Con Changes resistances: +21% light / +6% fire Changes resistances penetration: +25% darkness Changes damage: +14% light See invisible: +15 A pointy cloth hat, very wizardly... |
Bovor (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +8 Str / +8 Mag / +6 Wil / +2 Con Changes resistances: +18% blight Changes damage: +18% blight Mana each turn: +2.40 Mana when hit: +2.00 Maximum mana: +100.00 Spellpower: +15 (+7 eff.) See invisible: +6 It can be used to activate talent Manaflow, placing all other charms into a 34 cooldown : Effective talent level: 1.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 9 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Brenudunathad (0 def, 3 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Wil / +7 Cun / +2 Con Changes resistances: +6% temporal Stamina when hit: +1.30 Equilibrium when hit: +1.30 Mindpower: +9 (+5 eff.) A cap made of leather. |
Corruptionransom (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 50% Changes resistances: +11% temporal Changes resistances penetration: +10% lightning Changes damage: +6% cold / +6% nature / +11% temporal A pointy cloth hat, very wizardly... |
Crown of Command (3 def, 6 armour)Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+3 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 51 power out of 60/60) : Effective talent level: 1.0 Power cost: 51 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 30 power out of 35/35) : Effective talent level: 2.0 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Xalaith the Blackwhisper (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to reduce damage dealt by 19% Changes stats: +5 Str Changes resistances: +20% nature / +15% blight Changes resistances penetration: +25% physical It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 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 637.2 Physical damage. If the attack hits, the target is confused (42% 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. |
Xerytta the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +4 Str / +4 Con Changes resistances penetration: +25% arcane Physical save: +18 (+6 eff.) Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Maximum stamina: +30.00 Damage Shield penetration: +30% A cap made of leather. |
Xiriadhelaith the Windspire (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% lightning / +6% temporal / +6% nature / +1% physical Poison immunity: +20% A pointy cloth hat, very wizardly... |
iron helm 'Darkripper' (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce damage dealt by 19% Changes stats: +3 Wil / +3 Cun / +2 Con Changes resistances: +1% physical Changes damage: +9% darkness Mindpower: +4 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Lavadare the dwarven-steel pickaxe (dig speed 24 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Changes stats: +5 Str / +15 Wil Changes damage: +6% arcane / +6% fire Spell save: +15 (+8 eff.) Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +4% Mental crit. chance: +11% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Murkoath the dwarven-steel pickaxe (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +11 Changes stats: +12 Cun / +6 Str Changes resistances penetration: +15% darkness Changes damage: +9% cold Critical mult.: +10.00% Mindpower: +30 (+12 eff.) 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 23 cooldown : Effective talent level: 5.2 Power cost: 23 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
Xeriyada the dwarven-steel pickaxe (dig speed 30 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -13% Effects on melee hit: * 10% chance to slow global speed by 50% Changes stats: +8 Str Changes resistances: +9% blight / +6% acid / +12% nature / +6% darkness Changes damage: +7% nature Only die when reaching: -20.00 life Healing mod.: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused 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. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Gloridheda the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 10 physical Changes stats: +5 Con Changes resistances: +3% physical Changes resistances penetration: +25% physical Critical mult.: +10.00% Physical save: +11 (+3 eff.) Stamina each turn: +3.00 Light radius: +4 Healing mod.: +21% A normal brass lantern, enhanced by alchemy to make it brighter. |
XawenInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 28% Damage when hit (Melee): 10 acid Changes stats: +5 Str / +5 Dex / +4 Mag / +2 Cun Changes resistances penetration: +10% acid Maximum life: +56.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Blindlace'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Effects on melee hit: * 20 arcane resource burn * 20% chance to reduce armor by 28% Changes stats: +5 Wil Changes resistances: +21% fire / +5% arcane / +9% darkness Changes resistances penetration: +25% light Critical mult.: +16.00% Spell save: +18 (+9 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Blindness immunity: +24% Confusion immunity: +12% Light radius: +7 See stealth: +6 See invisible: +7 It can be used to activate talent Track, placing all other charms into a 34 cooldown : Effective talent level: 4.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 24 for 7 turns. The radius will increase with your Cunning. 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. |
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. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
2 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 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. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 348.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 22 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
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. |
Corruptionnight the steel torque of mindblast [power 170] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +2 Armour: +8 Changes stats: +4 Str / +2 Mag / +2 Cun Changes resistances penetration: +10% nature Changes damage: +12% physical It can be used to blast the opponent's mind dealing 170 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Gain a 17% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Arinor the yew wand of lightning storm [power 290] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Armour: +14 Defense: +30 (+8 eff.) Damage when hit (Melee): 4 mind Changes resistances: +6% acid / +6% temporal Maximum wards: +3 temporal / +4 cold / +4 nature / +4 fire Talent granted: +1 Ward Mental crit. chance: +3% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 70 lightning damage and will be dazed for 1 turn (353 total damage) Activation puts all charms on cooldown for 13 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elven-wood wand of lightning storm 'Poradalrassra' [power 416] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 23 Changes stats: +5 Str / +3 Wil / +3 Con Changes resistances: +15% mind Changes resistances penetration: +15% mind See invisible: +6 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 101 lightning damage and will be dazed for 1 turn (507 total damage) Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 24% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 26 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Professor Plum the Cornac Brawler level 40
5th Flare 123rd year of Ascendancy at 08:10 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Professor Plum the Cornac Brawler level 40
54th Pyre 123rd year of Ascendancy at 09:32 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Professor Plum the Cornac Brawler level 45
17th Dusk 123rd year of Ascendancy at 20:21 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Professor Plum the Cornac Brawler level 43
5th Dusk 123rd year of Ascendancy at 15:36 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Professor Plum the Cornac Brawler level 8
7th Mirth 122nd year of Ascendancy at 18:20 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Professor Plum the Cornac Brawler level 42
1st Dusk 123rd year of Ascendancy at 03:52 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Professor Plum the Cornac Brawler level 46
23rd Dusk 123rd year of Ascendancy at 21:00 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Professor Plum the Cornac Brawler level 24
40th Haze 122nd year of Ascendancy at 04:02 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Professor Plum the Cornac Brawler level 35
6th Pyre 123rd year of Ascendancy at 23:58 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Professor Plum the Cornac Brawler level 29
7th Decay 122nd year of Ascendancy at 11:51 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Professor Plum the Cornac Brawler level 32
13rd Regrowth 123rd year of Ascendancy at 10:54 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Professor Plum the Cornac Brawler level 10
4th Flare 122nd year of Ascendancy at 05:19 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Professor Plum the Cornac Brawler level 20
40th Dusk 122nd year of Ascendancy at 16:13 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Professor Plum the Cornac Brawler level 30
10th Decay 122nd year of Ascendancy at 16:51 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Professor Plum the Cornac Brawler level 40
53rd Pyre 123rd year of Ascendancy at 19:37 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Professor Plum the Cornac Brawler level 23
1st Time of Equilibrium 122nd year of Ascendancy at 13:16 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Professor Plum the Cornac Brawler level 36
22nd Pyre 123rd year of Ascendancy at 11:02 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Professor Plum the Cornac Brawler level 18
33rd Dusk 122nd year of Ascendancy at 04:00 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Professor Plum the Cornac Brawler level 42
1st Dusk 123rd year of Ascendancy at 06:28 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Professor Plum the Cornac Brawler level 7
79th Pyre 122nd year of Ascendancy at 02:35 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Professor Plum the Cornac Brawler level 33
50th Regrowth 123rd year of Ascendancy at 01:48 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Professor Plum the Cornac Brawler level 12
9th Dusk 122nd year of Ascendancy at 22:25 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Professor Plum the Cornac Brawler level 46
47th Dusk 123rd year of Ascendancy at 12:39 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Professor Plum the Cornac Brawler level 33
49th Regrowth 123rd year of Ascendancy at 10:04 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Professor Plum the Cornac Brawler level 24
40th Haze 122nd year of Ascendancy at 12:07 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Professor Plum the Cornac Brawler level 19
35th Dusk 122nd year of Ascendancy at 16:27 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Professor Plum the Cornac Brawler level 37
26th Pyre 123rd year of Ascendancy at 11:22 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Professor Plum the Cornac Brawler level 39
53rd Pyre 123rd year of Ascendancy at 19:37 see stats
Log
Mindrot hits Professor Plum for (13 flat reduction), 0 mind, (13 flat reduction), 0 darkness, 1 healing (0 total damage) [1 healing].
Grappled from Professor Plum hits Aluin the Fallen for 105 physical damage.
Bleeding from Professor Plum hits Aluin the Fallen for 24 physical damage.
Talent Double Strike is ready to use.
Talent Axe Kick is ready to use.
Aluin the Fallen is free from the grapple.
Aluin the Fallen is free from the illness.
Aluin the Fallen stops bleeding.
Professor Plum HEALS from darkness damage!
Mindrot hits Professor Plum for (18 flat reduction), 0 mind, (18 flat reduction), 0 darkness, 2 healing (0 total damage) [2 healing].
Aluin the Fallen uses Block.
Professor Plum is no longer weakened.
Professor Plum has released the hold.
Talent Combination Kick is ready to use.
Professor Plum is dismayed!
Professor Plum HEALS from darkness damage!
Mindrot hits Professor Plum for (17 flat reduction), 0 mind, (17 flat reduction), 0 darkness, 2 healing (0 total damage) [2 healing].
Aluin the Fallen casts Crusade.
Aluin the Fallen performs a melee critical strike against Professor Plum!
Professor Plum reacts to an attack from Aluin the Fallen, mitigating the blow!.
Your resonance field crumbles under the damage!
The psychic field around Professor Plum crumbles.
Professor Plum overcomes the dismay
Professor Plum is recovering from the damage!
Aluin the Fallen steals life from Professor Plum!
Weapon of Wrath hits Professor Plum for (52 flat reduction), 428 fire (428 total damage).
Aluin the Fallen hits Professor Plum for (52 flat reduction), (56 resonance), 56 temporal, (52 flat reduction), (144 reacted , -5 stam), (87 resonance), 191 light, (52 flat reduction), 22 light, (52 flat reduction), 85 temporal, (52 flat reduction), 155 light (508 total damage).
Shield of Light hits Professor Plum for (52 flat reduction), 166 light, (52 flat reduction), 71 light (238 total damage).
Melee retaliation hits Aluin the Fallen for (2 blocked), 0 blight, (7 blocked), 0 fire, (2 blocked), 0 blight, (7 blocked), 0 fire, (2 blocked), 0 blight, (7 blocked), 0 fire (0 total damage).
Professor Plum the level 47 cornac brawler was sun baked to death by Aluin the Fallen on level 2 of Trollmire.






































































































































