









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 | Doombringer |
| Level / Exp | 25 / 34% |
| Size | medium |
| Lifes / Deaths | Killed by Xerille the elven cultist at level 25 on the 43rd Haze 122nd year of Ascendancy at 11:56 / 1 |
Primary Stats
| Strength | 70 (base 55) |
| Dexterity | 51 (base 44) |
| Constitution | 29 (base 12) |
| Magic | 18 (base 12) |
| Willpower | 15 (base 10) |
| Cunning | 17 (base 11) |
Resources
| Life | -171/942 |
| Paradox | 300 |
| Stamina | 179/210 |
| Vim | 111/204 |
| Healing Factor | 1.2624687383468 |
| Regeneration | 7.8904296146675 |
Speed
| Mental | +2.2204460492503E-14% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 7 |
| See Stealth | 19.500146650446 |
| See Invisible | 19.500146650446 |
Offense: Mainhand
| Damage | 123 |
| Accuracy | 49 |
| Crit Chance | 22% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +6% |
| Acid | +15% |
| Nature | +15% |
| Mind | +27% |
| Darkness | +9% |
| Arcane | +3% |
| Cold | +12% |
| All | 0% |
Offense: Damage Penetration
| Acid | +15% |
| Fire | +10% |
| Darkness | +5% |
| Physical | +10% |
| Mind | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 23 (68.594633868923%) |
| Defense | 62 |
| Ranged Defense | 62 |
| Fatigue | 0 |
| Physical Save | 36 |
| Spell Save | 25 |
| Mental Save | 17 |
Defense: Resistances
| Acid | + 33%( 70%) |
| Light | + 30%( 70%) |
| Nature | + 45%( 70%) |
| Darkness | + 25%( 70%) |
| Cold | + 26%( 70%) |
| Fire | + 26%( 70%) |
| All | + 21%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Confusion Resistance | 0% |
| Instadeath Resistance | 100% |
| Poison Resistance | 10% |
| Disarm Resistance | 27% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 305 life over 5 turns. 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 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 148 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 653% 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 37 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. |
Class Talents
| Corruption / Heart of Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torture | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Corruption / Demonic strength | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Precognition (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed giant spider spinneret. * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed minotaur nose. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed bear paw. * You've found the needed hummerhorn wing. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Eilinuyath the pair of rough leather boots (15 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +15 (+4 eff.) Changes stats: +3 Dex Changes resistances: +3% acid / +6% fire / +6% cold Changes resistances penetration: +15% acid A pair of boots made of leather. |
| Light source | VeluwynInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% light / +12% acid Disarm immunity: +10% Maximum life: +87.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Hanyvor the Duskreaper (20 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +2.0% Armour: +1 Defense: +20 (+5 eff.) Fatigue: +1% Damage when hit (Melee): 6 physical Changes stats: +3 Con Changes resistances penetration: +5% mind / +5% darkness Stamina each turn: +1.00 A cap made of leather. |
| Tool | Floecrypt the ash wand of shielding [power 182] (11/17 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Armour: +2 Changes damage: +3% cold Critical mult.: +5.00% Stamina each turn: +2.00 Only die when reaching: -60.00 life It can be used to create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Increase all damage penetration by 16% for 2 turns. * Reduce 2 talent cooldowns by 2. * Gain a 16% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | copper agate ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +3 Con Spell save: +10 (+5 eff.) Maximum stamina: +10.00 Rings make your fingers look great! |
| On fingers | copper citrine ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Life regen: +6.00 Maximum life: +46.00 Light radius: +4 Infravision radius: +4 Healing mod.: +11% Rings make your fingers look great! |
| Around waist | hardened leather belt 'Bregyhek'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Defense: +16 (+4 eff.) Fatigue: -6% Changes resistances: +9% light / +5% darkness Changes damage: +6% physical Stealth bonus: +6 Maximum encumbrance: +31 Physical save: +9 (+4 eff.) Stamina each turn: +1.00 Light radius: +3 A belt that goes around your waist. |
| In main hand | Eclipsewalker the dwarven-steel greatsword (38-61 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.0 - 60.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 14% When wielded/worn: Physical power: +13 (+4 eff.) Changes stats: +6 Con Changes resistances penetration: +10% physical Changes damage: +3% arcane / +9% darkness Poison immunity: +10% Disarm immunity: +17% Maximum life: +80.00 Massive two-handed swords. |
| On hands | Gumitira (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +4 Fatigue: +1% Changes stats: +9 Str / +3 Dex Changes damage: +12% mind Critical mult.: +10.00% Mental save: +6 (+4 eff.) Maximum life: +45.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
| Cloak | cashmere cloak 'Blizzardburst' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +20 (+7 eff.) Defense: +2 (+1 eff.) Fatigue: -7% Damage when hit (Melee): 4 cold Changes stats: +5 Cun Changes resistances penetration: +10% fire Changes damage: +9% cold Maximum life: +40.00 Maximum stamina: +15.00 Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | 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. |
Inventory
healing infusion of the duelist (heal 153; cd 14)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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 153 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 347; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 347 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 18%; magical, physical; dur 4; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 20%; physical; dur 2; 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 physical effect and reduce all damage taken by 20% for 2 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. |
acid wave rune of the warrior (damage 246; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 246.10 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your 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. |
blink rune of the sneak (range 4; phase 13; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. 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 psychic (absorb 71; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 71 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. 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 49; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 49 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 55; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 55 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 wizard (absorb 161; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 161 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Isaminne the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +6% acid / +6% temporal / +3% light / +3% cold Amulets make your neck look great! |
Winterblast the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +7 (+2 eff.) Changes stats: +6 Lck Changes resistances: +12% cold Changes damage: +12% acid Mental save: +6 (+4 eff.) Equilibrium when hit: +0.12 Psi when hit: +0.08 Mental crit. chance: +2% Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Cut immunity: +50% Healing mod.: +12% 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 133 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
steel amulet 'Gloreth'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +6 (+2 eff.) Damage when hit (Melee): 6 blight Changes stats: +3 Dex / +2 Wil / +8 Lck Changes resistances: +5% arcane Changes damage: +6% arcane Mental save: +7 (+5 eff.) Confusion immunity: +12% Mindpower: +5 (+3 eff.) Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
Areyaba the SunspirePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Damage when hit (Melee): 2 fire Changes resistances: +3% fire Changes resistances penetration: +5% fire Changes damage: +9% arcane / +12% fire Spellpower: +5 (+3 eff.) Mindpower: +6 (+3 eff.) Light radius: +1 Rings make your fingers look great! |
Balytar the StarstrikeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Wil Changes resistances: +24% nature / +6% light Changes damage: +12% nature / +6% mind Equilibrium when hit: +0.24 Mindpower: +10 (+5 eff.) Rings make your fingers look great! |
Isythra the GlimmermaimPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Fatigue: -6% Changes resistances: +6% blight Changes resistances penetration: +5% light / +15% blight Maximum encumbrance: +25 Silence immunity: +30% Mana each turn: +0.20 Spellpower: +8 (+4 eff.) Mindpower: +7 (+4 eff.) Rings make your fingers look great! |
Lisedana the LustrekingInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 10 mind Changes resistances: +22% fire Changes resistances penetration: +15% mind / +10% light Changes damage: +6% mind / +11% fire Light radius: +1 Rings make your fingers look great! |
Stokespiker the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +6% fire Changes resistances penetration: +25% fire / +10% cold Changes damage: +3% darkness / +6% fire Mental save: +6 (+4 eff.) 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 9.86 cold and 9.33 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. |
copper citrine ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Cun / +3 Mag Spellpower: +6 (+3 eff.) Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
copper ring 'Gloomwither'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances penetration: +5% darkness Changes damage: +6% acid Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Mindpower: +25 (+13 eff.) Rings make your fingers look great! |
copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +5 (+4 eff.) Confusion immunity: +21% Rings make your fingers look great! |
gold quartz ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to reduce all saves and defense by 16 Damage (Melee): 12 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 16 Damage (Ranged): 13 physical Changes stats: +3 Cun Stun/Freeze immunity: +30% Hate when firing a critical mind attack: +1.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, 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: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Rings make your fingers look great! |
marksman's copper ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +22% nature Changes damage: +11% nature Rings make your fingers look great! |
psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+3 eff.) Rings make your fingers look great! |
savior's steel ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 16 Damage (Melee): 14 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 16 Damage (Ranged): 9 physical Changes stats: +2 Cun Physical save: +8 (+4 eff.) Spell save: +9 (+5 eff.) Mental save: +8 (+5 eff.) Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 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! |
solipsist's steel ring of light (+20%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +20% light Changes damage: +10% light Mindpower: +5 (+3 eff.) Rings make your fingers look great! |
steel ring 'Radiancevenom'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +5% arcane Changes resistances penetration: +10% light Changes damage: +6% light Stun/Freeze immunity: +24% Life regen: +3.00 Light radius: +3 See invisible: +3 Rings make your fingers look great! |
titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Rings make your fingers look great! |
enhanced dwarven-steel battleaxe (30-44 power, 2 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 29.5 - 44.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Changes stats: +7 Str / +5 Dex / +7 Mag / +9 Wil / +5 Cun / +9 Con Massive two-handed battleaxes. |
Glylrath the dwarven-steel greatmaul (43-64 power, 2 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 43.0 - 64.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +8 mind When wielded/worn: Physical crit. chance: +14.0% Changes stats: +2 Str / +3 Wil Changes resistances penetration: +25% arcane Critical mult.: +20.00% Spell crit. chance: +2% Massive two-handed mauls. |
dwarven-steel greatsword 'Dourrebel' (46-74 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 46.5 - 74.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +16 lightning Damage (radius 1) on hit: +8 darkness Damage (radius 2) on crit: +12 light When wielded/worn: Changes resistances: +9% darkness Changes resistances penetration: +10% darkness Changes damage: +9% light Massive two-handed swords. |
truestriking steel greatsword of enduring (23-37 power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +9 Changes stats: +7 Con / +9 Wil Changes resistances penetration: +10% physical Maximum life: +19.00 Massive two-handed swords. |
BrenoharavonInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes damage: +9% acid Life regen: +0.90 Light radius: +1 See invisible: +6 Healing mod.: +10% A belt that goes around your waist. |
ErydunalegCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Changes resistances: +3% acid Stealth bonus: +5 Disease immunity: +10% Confusion immunity: +20% Only die when reaching: -40.00 life A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Noonsin the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances penetration: +15% fire Changes damage: +3% light Critical mult.: +10.00% Maximum encumbrance: +22 Maximum mana: +40.00 A belt that goes around your waist. |
blurring rough leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Fatigue: -5% Stealth bonus: +5 Maximum encumbrance: +22 A belt that goes around your waist. |
noble's hardened leather belt of the vagrantInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Wil / +4 Cun / +2 Con Damage against: +22% Summoned Reduced damage from: +15% Summoned Mental save: +7 (+5 eff.) Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
noble's rough leather belt of resilienceInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Cun / +3 Wil Damage against: +17% Summoned Reduced damage from: +17% Summoned Maximum life: +30.00 A belt that goes around your waist. |
rough leather belt 'Anureyarab'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Str / +4 Wil / +3 Cun Damage against: +18% Summoned Reduced damage from: +17% Summoned Critical mult.: +10.00% Mana each turn: +0.04 Maximum vim: +30.00 A belt that goes around your waist. |
rough leather belt 'Shockream'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +6 Changes stats: +1 Str Changes resistances: +15% lightning / +6% temporal / +9% cold Changes resistances penetration: +5% lightning A belt that goes around your waist. |
spiritwalker's rough leather belt of the vagrantPowered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Mag / +2 Con Mental save: +6 (+4 eff.) Mana each turn: +0.13 Maximum mana: +22.00 Mindpower: +4 (+2 eff.) A belt that goes around your waist. |
Ivyyatha (2 def, 7 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +3 Armour: +7 Defense: +2 (+1 eff.) Changes stats: +3 Dex / +4 Cun / +3 Con Changes resistances: +14% cold Physical save: +5 (+3 eff.) Mental save: +8 (+5 eff.) Only die when reaching: -50.00 life Infravision radius: +2 See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Kehir the linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Mag / +4 Wil / +5 Cun Changes resistances: +3% temporal Changes damage: +3% temporal Spell save: +6 (+3 eff.) Maximum mana: +42.00 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Kindlelash the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 41% Damage when hit (Melee): 4 acid Changes resistances penetration: +10% fire Changes damage: +15% acid / +6% fire Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Maloharakor (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Defense: +1 (+1 eff.) Fatigue: -3% Changes stats: +3 Str / +3 Wil Changes resistances: +3% darkness Silence immunity: +20% Healing mod.: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Pyrebile (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Str / +1 Dex / +1 Cun Changes resistances: +3% acid / +6% fire Healing mod.: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Salyba the Radiancerage (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +4 Mag Changes resistances: +9% light Changes resistances penetration: +10% light Changes damage: +12% cold Reduces incoming crit damage: 15.00% Maximum life: +34.00 See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Anosanik' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +2 Defense: +2 (+1 eff.) Changes stats: +1 Dex / +3 Mag / +3 Wil / +3 Cun Changes resistances: +3% physical Changes damage: +15% physical Spell save: +8 (+4 eff.) Maximum mana: +58.00 See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Emelussra' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +5 Wil / +3 Cun Changes resistances: +6% darkness Mental crit. chance: +5% Light radius: +2 Infravision radius: +3 See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Silina' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +3 Cun / +2 Con Spell save: +3 (+2 eff.) Disease immunity: +10% Psi when hit: +0.04 Maximum hate: +8.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Snowspiker' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +18% cold Changes damage: +3% cold Critical mult.: +5.00% Maximum life: +33.00 Maximum psi: +30.00 Mindpower: +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak of sorcery (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +5 Mag / +3 Wil Spell save: +6 (+3 eff.) Maximum mana: +40.00 Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cutholach the Hazetitan (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +12% fire / +3% cold / +7% all Changes damage: +15% cold / +6% nature / +6% fire Poison immunity: +24% Disease immunity: +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Tulasarand (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +5 (+2 eff.) Changes stats: +3 Mag / +2 Wil Changes resistances: +11% acid / +10% physical / +9% blight / +10% cold / +11% fire / +7% all Changes damage: +7% acid / +5% physical / +6% fire / +6% cold Talent cooldown: Refit Golem (-2 turns) Only die when reaching: -20.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Tundrabrawn (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +10% darkness / +3% cold / +21% nature / +15% fire / +14% mind / +9% all Changes resistances penetration: +5% cold Changes damage: +9% lightning / +10% fire / +14% nature / +9% cold Physical save: +11 (+5 eff.) Spell save: +11 (+6 eff.) Mental save: +22 (+12 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's woollen robe of life (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +7% blight / +12% darkness / +11% mind / +9% all Physical save: +11 (+5 eff.) Spell save: +12 (+6 eff.) Mental save: +22 (+12 eff.) Life regen: +2.30 Maximum life: +49.00 Healing mod.: +12% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of the mountain (+12%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Mag / +5 Wil Changes resistances: +9% all / +12% physical Changes damage: +12% physical Mana each turn: +0.17 Psi each turn: +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Daywyrd' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 6 lightning / 2 light Changes stats: +3 Mag / +3 Wil Changes resistances: +18% darkness / +9% all Changes damage: +6% temporal / +12% darkness / +6% light / +8% arcane / +6% all Maximum mana: +26.00 Spellpower: +13 (+7 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Camafang (5 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Defense: +5 (+2 eff.) Fatigue: +2% Changes stats: +2 Cun / +1 Con Changes resistances: +6% nature Physical save: +10 (+5 eff.) Mental save: +11 (+7 eff.) Healing mod.: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Harakan the Starpyre (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances penetration: +10% fire Changes damage: +3% light / +9% cold Stamina each turn: +0.30 Maximum stamina: +13.00 Light radius: +2 A pair of boots made of leather. |
Relgeruibar the Lavaclash (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes stats: +1 Wil Changes resistances: +3% nature / +9% fire Changes damage: +3% fire Maximum encumbrance: +23 Physical save: +6 (+3 eff.) Hate when firing a critical mind attack: +1.00 Maximum psi: +10.00 A pair of boots made of leather. |
Searrigor (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Cun / +3 Wil Changes damage: +9% fire Physical save: +6 (+3 eff.) Spell save: +7 (+4 eff.) Mental save: +7 (+5 eff.) Equilibrium when hit: +0.04 Psi when hit: +0.20 Hate when firing a critical mind attack: +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Torchtorrent the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Armour: +1 Changes stats: +5 Cun / +1 Wil Changes resistances: +5% arcane Changes resistances penetration: +5% mind / +10% fire Critical mult.: +5.00% A pair of boots made of leather. |
pair of iron boots 'Nimbusshaper' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 2 lightning Changes stats: +3 Mag / +6 Wil / +2 Con Changes resistances: +6% lightning / +6% temporal Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Tarrabar' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes stats: +1 Mag Maximum encumbrance: +21 Physical save: +6 (+3 eff.) Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +5 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Xowe' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Con Changes damage: +3% mind Critical mult.: +5.00% Life regen: +1.00 Equilibrium when hit: +0.08 Healing mod.: +11% A pair of boots made of leather. |
undeterred pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Silence immunity: +23% Confusion immunity: +20% Stun/Freeze immunity: +20% A pair of boots made of leather. |
Belubar the rough leather gloves (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Physical power: +6 (+2 eff.) Armour: +1 Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 13 Damage when hit (Melee): 4 blight / 2 physical Changes stats: +3 Str Stamina each turn: +1.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ce'Neba (0 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +20 (+7 eff.) Armour penetration: +3 Armour: +1 Fatigue: +1% Damage (Melee): 7 lightning Changes resistances: +6% lightning Changes resistances penetration: +15% physical Changes damage: +4% lightning Only die when reaching: -60.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 7 power out of 24/24) : Effective talent level: 3.0 Power cost: 7 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 31.35 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Lorysin the hardened leather gloves (0 def, 4 armour)Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Damage (Melee): 7 blight / 7 arcane / 5 lightning Changes stats: +4 Mag / +3 Wil Changes resistances: +6% blight / +3% nature / +4% arcane / +6% lightning Changes damage: +3% blight / +5% arcane / +4% lightning Maximum life: +60.00 Spellpower: +6 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Polarira (0 def, 1 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Wil Changes resistances: +6% temporal Changes resistances penetration: +5% arcane Life regen: +2.00 Stamina each turn: +0.70 Mana each turn: +0.08 Maximum mana: +20.00 Maximum stamina: +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Fire Breath (costing 21 power out of 24/24) : Effective talent level: 2.0 Power cost: 21 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 199.60 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
hardened leather gloves of magic (+4) (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +4 Mag Changes damage: +5% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of strength (+3) (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+3 eff.) Armour: +2 Changes stats: +3 Str Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful rough leather gloves of magic (+3) (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +3% arcane Life regen: +2.00 Stamina each turn: +0.70 Maximum stamina: +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +2 Fatigue: +3% Changes stats: +3 Mag Changes damage: +4% arcane Physical save: +7 (+4 eff.) Mental save: +7 (+5 eff.) Disarm immunity: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Adubeth the linen wizard hat (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Reduces incoming crit damage: 5.00% Poison immunity: +20% Stun/Freeze immunity: +20% Mana each turn: +0.12 Spellpower: +3 (+2 eff.) Spell crit. chance: +2% Healing mod.: +5% A pointy cloth hat, very wizardly... |
Arthirand the dwarven-steel helm (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +4 Con Changes resistances: +5% arcane / +6% mind Changes resistances penetration: +10% acid Spell save: +6 (+3 eff.) Poison immunity: +20% Healing mod.: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Blindmarrow the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Mag / +2 Wil Changes resistances: +6% fire / +6% darkness / +5% cold A cap made of leather. |
Ce'Nymira the linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +15 (+5 eff.) Defense: +1 (+1 eff.) Changes stats: +3 Mag Changes resistances: +3% mind / +1% physical Changes damage: +9% physical Spell save: +6 (+3 eff.) Stamina each turn: +1.00 A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 13 power out of 30/30) : Effective talent level: 1.0 Power cost: 13 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 24.81 to 74.43 lightning damage (49.62 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Darkvagrant (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to reduce damage dealt by 14% Changes stats: +7 Lck Changes resistances: +3% darkness Changes resistances penetration: +10% acid Changes damage: +12% darkness / +24% cold Spell crit. chance: +5% Mental crit. chance: +2% A cap made of leather. |
Duathelwither (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +3 Dex / +2 Wil / +5 Con Changes resistances penetration: +10% darkness Infravision radius: +1 See invisible: +6 A cap made of leather. |
Duremanik the rough leather cap (0 def, 7 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Changes stats: +2 Str / +1 Con Changes resistances: +3% light / +12% fire Stamina when hit: +0.90 Equilibrium when hit: +1.00 Maximum life: +20.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cap made of leather. |
Emaseda (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Fatigue: +5% Changes stats: +3 Cun / +1 Wil Changes resistances penetration: +5% mind Critical mult.: +15.00% Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Hazesorrow the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +6% acid / +6% fire / +21% nature / +3% cold Changes damage: +12% nature Poison immunity: +20% Cut immunity: +10% Only die when reaching: -60.00 life A pointy cloth hat, very wizardly... |
Nerykira (0 def, 3 armour) =water=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +4 Cun Changes resistances: +8% cold Changes resistances penetration: +10% mind Allows you to breathe in: water Psi when hit: +0.16 Maximum psi: +20.00 Mindpower: +15 (+8 eff.) Mental crit. chance: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Unrysta the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex Changes resistances: +5% arcane Only die when reaching: -20.00 life See invisible: +9 Healing mod.: +5% A cap made of leather. |
Viperpanic (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +1 Fatigue: +1% Changes stats: +3 Str Changes damage: +6% nature Psi when hit: +0.08 Maximum hate: +2.00 Maximum psi: +10.00 A cap made of leather. |
Wretchblood the cashmere wizard hat (22 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +22 (+6 eff.) Effects on melee hit: * 20% chance to slow global speed by 41% Changes stats: +5 Mag Changes resistances: +3% nature / +3% acid Spell save: +9 (+5 eff.) Cut immunity: +20% A pointy cloth hat, very wizardly... |
dwarven-steel helm 'Aledraroddatar' (6 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +4 Defense: +6 (+2 eff.) Fatigue: +4% Effects when hit in melee: * 13% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Cun Changes resistances: +6% cold / +6% temporal Reduces incoming crit damage: 15.00% Disease immunity: +10% Disarm immunity: +20% Stun/Freeze immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Heatjam' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10 arcane resource burn Changes resistances: +6% acid / +6% temporal / +10% light / +3% fire / +3% nature / +11% darkness Changes resistances penetration: +10% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Airweeper' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +9 Dex Changes resistances: +19% lightning Changes damage: +11% lightning A pointy cloth hat, very wizardly... |
mindwoven linen wizard hat of knowledge (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Cun / +4 Wil Psi each turn: +0.11 Mindpower: +5 (+3 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
rough leather cap 'Curewaker' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to slow global speed by 41% Damage when hit (Melee): 2 nature Changes stats: +3 Con Reduces incoming crit damage: 10.00% Physical save: +6 (+3 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cap made of leather. |
rough leather cap 'Growthschism' (0 def, 13 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +13 Fatigue: +1% Changes resistances: +6% lightning / +5% temporal Changes damage: +9% nature Stamina each turn: +3.00 Only die when reaching: -60.00 life A cap made of leather. |
Isloritha the Frigidvortex (18 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Physical crit. chance: +5.0% Armour: +6 Defense: +18 (+5 eff.) Fatigue: +8% Changes stats: +5 Str / +1 Con Changes resistances: +15% cold Stamina each turn: +1.00 Light radius: +2 Infravision radius: +3 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 100 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
328 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+4 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+3 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Chalethad' (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +3 Mag / +1 Cun Changes resistances: +11% nature Changes damage: +6% nature / +6% blight Mental crit. chance: +1% Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Emitira' (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +2 Changes stats: +1 Str Changes resistances: +6% blight / +6% temporal / +20% nature Changes damage: +5% nature Physical save: +3 (+2 eff.) Maximum life: +40.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Duathelsaw the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +7 Damage when hit (Melee): 4 darkness Changes resistances: +9% acid / +18% fire / +12% light / +9% blight Changes resistances penetration: +7% all Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
GlivenaInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 mind Changes stats: +4 Cun / +5 Dex Mental save: +5 (+4 eff.) Light radius: +3 See stealth: +6 See invisible: +8 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 22 power out of 25/25) : Effective talent level: 2.6 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 71.05 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 71.05 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(60 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
ThunderpiercerInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances penetration: +10% lightning Changes damage: +3% lightning / +3% darkness Disease immunity: +20% Life regen: +4.00 Only die when reaching: -60.00 life Maximum life: +42.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Salorimira'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +1 Defense: +10 (+3 eff.) Changes stats: +3 Cun Reduces incoming crit damage: 5.00% Maximum life: +44.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Ulaneg'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% temporal / +6% cold Cut immunity: +10% Silence immunity: +20% Maximum life: +44.00 Light radius: +3 Healing mod.: +15% 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. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)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. |
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. |
Camerekan the steel torque of psionic shield [power 55] (11/22 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Poison immunity: +10% Disease immunity: +20% Disarm immunity: +10% It can be used to setup a psionic shield, reducing all damage taken by 55 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Heal for 30. * Increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
yew totem of healing 'Cuthavon' [power 242] (11/13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +12% acid / +6% light / +6% darkness / +5% arcane Changes damage: +6% mind Spell save: +15 (+8 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 242 Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Cuthasta the Groworder [power 105] (11/13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 41% Changes resistances: +6% mind / +3% temporal It can be used to fire a magical bolt dealing 105 lightning damage Activation puts all charms on cooldown for 13 turns. When used: * Heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Salubreyawen the elm wand of lightning storm [power 110] (11/13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +5 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 16 Changes stats: +1 Cun Reduces incoming crit damage: 5.00% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total damage) Activation puts all charms on cooldown for 13 turns. When used: * Reduce fatigue by 23% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
13 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Lord Crambone III the Cornac Doombringer level 11
10th Dusk 122nd year of Ascendancy at 10:40 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Lord Crambone III the Cornac Doombringer level 23
7th Haze 122nd year of Ascendancy at 03:24 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Lord Crambone III the Cornac Doombringer level 6
77th Pyre 122nd year of Ascendancy at 21:57 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Lord Crambone III the Cornac Doombringer level 10
7th Flare 122nd year of Ascendancy at 22:30 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Lord Crambone III the Cornac Doombringer level 20
46th Dusk 122nd year of Ascendancy at 22:25 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Lord Crambone III the Cornac Doombringer level 24
33rd Haze 122nd year of Ascendancy at 12:11 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Lord Crambone III the Cornac Doombringer level 16
34th Dusk 122nd year of Ascendancy at 08:07 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Lord Crambone III the Cornac Doombringer level 7
3rd Flare 122nd year of Ascendancy at 14:09 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Lord Crambone III the Cornac Doombringer level 14
25th Dusk 122nd year of Ascendancy at 04:39 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Lord Crambone III the Cornac Doombringer level 19
44th Dusk 122nd year of Ascendancy at 13:56 see stats
Log
Xerille the elven cultist's Steady Shot hits Lord Crambone III for (44 abyssal shield), 264 physical, (7 abyssal shield), 7 blight (271 total damage).
Xerille the elven cultist uses Headshot.
Xerille the elven cultist's Headshot hits Lord Crambone III for (43 abyssal shield), 187 physical, (7 abyssal shield), 7 blight (194 total damage).
Burning from Lord Crambone III hits Xerille the elven cultist for 16 fire damage.
Mean looking elven guard misses Lord Crambone III.
Lord Crambone III feels pain again.
Weakness Disease from Xerille the elven cultist hits Lord Crambone III for (7 abyssal shield), 7 blight (7 total damage).
Deadly Poison from Xerille the elven cultist hits Lord Crambone III for (3 abyssal shield), 3 nature (3 total damage).
Xerille the elven cultist casts Drain.
Xerille the elven cultist hits Lord Crambone III for (42 abyssal shield), 44 blight (44 total damage).
LIFE LOST WARNING!
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Lord Crambone III casts Surge of Power.
Lord Crambone III surges with an incredible power!
Lord Crambone III receives 47 healing from Surge of Power.
Lord Crambone III performs a melee critical strike against Xerille the elven cultist!
Lord Crambone III hits Xerille the elven cultist for 235 physical, 3 fire, 14 fire (252 total damage).
Mean looking elven guard slows down.
Mean looking elven guard is poisoned!
Xerille the elven cultist regains their energy.
Melee retaliation hits Mean looking elven guard for (6 blocked), 0 physical, (10 blocked), 0 fire, (10 blocked), 0 blight, (5 blocked), 0 cold, (24 blocked), 0 nature, (4 blocked), 0 nature (0 total damage).
Burning from Lord Crambone III hits Xerille the elven cultist for 16 fire damage.
Mean looking elven guard hits Lord Crambone III for (32 abyssal shield), 32 physical (32 total damage).
Xerille the elven cultist uses Scatter Shot.
Poison bursts out of Lord Crambone III's corpse!
Lord Crambone III is stunned!
Xerille the elven cultist's Scatter Shot hits Lord Crambone III for (36 abyssal shield), 456 physical (456 total damage).
Lord Crambone III the level 25 cornac doombringer was bludgeoned to death by Xerille the elven cultist on level 1 of Dark crypt.






















































































































