Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 28 / 6% |
Size | medium |
Lifes / Deaths | Killed by Xerotira the elven cultist at level 28 on the 33rd Steel 123rd year of Ascendancy at 23:12 / 1 |
Primary Stats
Strength | 55 (base 45) |
Dexterity | 50 (base 40) |
Constitution | 42 (base 34) |
Magic | 8 (base 10) |
Willpower | 23 (base 16) |
Cunning | 19 (base 11) |
Resources
Life | -6/1185 |
Stamina | 5/213 |
Healing Factor | 1.3339880031269 |
Regeneration | 9.7470559595341 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +101% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 31.783939787388 |
See Invisible | 29.783939787388 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 76 |
Accuracy | 53 |
Crit Chance | 4% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 5.5 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Temporal | +6% |
Cold | +15% |
Lightning | +14% |
Mind | +12% |
All | 0% |
Offense: Damage Penetration
Acid | +20% |
Fire | +18% |
Mind | +5% |
Defense: Base
Armour (hardiness) | 14.999999999999 (30%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 21 |
Physical Save | 52 |
Spell Save | 64 |
Mental Save | 46 |
Defense: Resistances
Blight | + 52%( 70%) |
Cold | + 51%( 70%) |
All | + 19%( 70%) |
Lightning | + 41%( 70%) |
Temporal | + 30%( 70%) |
Darkness | + 21%( 70%) |
Mind | + 28%( 70%) |
Fire | + 53%( 70%) |
Nature | + 48%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Poison Resistance | 11% |
Pinning Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 283 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: 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 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 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. |
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 610% 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. |
Class Talents
Technique / Combat techniques | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Combat veteran | 1.50 |
| 1/5 |
| 2/5 |
| 5/5 |
| 2/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You failed to protect the injured seer from death by skeleton warrior. Escort: injured seer (level 3 of Dreadfell) | failed |
You failed to protect the injured seer from death by storm wyrm. Escort: injured seer (level 7 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by snow giant boulder thrower. Escort: lone alchemist (level 1 of Daikara) | failed |
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 grave wight. Escort: lost defiler (level 2 of Dreadfell) | failed |
You failed to protect the lost defiler from death by bee swarm. Escort: lost defiler (level 2 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of 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 warg claw. * You've found the needed skeleton mage skull. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed wretchling eyeball. * You've found the needed vial of greater demon bile. 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 xorn fragment. * You've found the needed storm wyrm claw. | 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! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | Frost Treads (1 def, 4 armour) =Speed= Frost Treads (1 def, 4 armour) =Speed=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | void-walker's alchemist's lamp of clarity =Invisible= void-walker's alchemist's lamp of clarity =Invisible=Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +7% cold / +6% temporal Mental save: +10 (+4 eff.) Light radius: +4 See stealth: +11 See invisible: +9 Defense after a teleport: +10 Resist all after a teleport: +15% New effects duration reduction after a teleport: +14% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | cleansing hardened leather cap of dexterity (+4) (0 def, 3 armour) =Blight= cleansing hardened leather cap of dexterity (+4) (0 def, 3 armour) =Blight=Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Dex Changes resistances: +9% nature / +7% blight A cap made of leather. |
On hands | Scorchblow the dwarven-steel gauntlets (0 def, 2 armour) =Fire/Temporal= Scorchblow the dwarven-steel gauntlets (0 def, 2 armour) =Fire/Temporal=Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 10 temporal Damage (Ranged): 10 temporal Changes resistances: +24% fire / +8% temporal Changes resistances penetration: +20% acid / +10% fire Changes damage: +6% acid / +6% temporal 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. |
Tool | extending dwarven-steel torque of mindblast [power 250] (11/15 cooldown) extending dwarven-steel torque of mindblast [power 250] (11/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to blast the opponent's mind dealing 280 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
On fingers | treant's steel ring of the mind (+6%) =Mind/Nature/Blight= treant's steel ring of the mind (+6%) =Mind/Nature/Blight=Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% blight / +6% nature / +12% mind Changes damage: +12% mind Poison immunity: +11% Disease immunity: +12% Rings make your fingers look great! |
On fingers | savior's steel ring of lightning (+28%) =Lightning= savior's steel ring of lightning (+28%) =Lightning=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +28% lightning Changes damage: +14% lightning Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Rings make your fingers look great! |
Around neck | insulating steel amulet of strength (+2) =Fire= insulating steel amulet of strength (+2) =Fire=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str Changes resistances: +15% fire / +13% cold Amulets make your neck look great! |
In main hand | blazebringer's dwarven-steel mace of amnesia (135% power, 4 apr) blazebringer's dwarven-steel mace of amnesia (135% power, 4 apr)Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 135% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Damage (radius 2) on crit: +47 fire When wielded/worn: Changes resistances penetration: +8% fire Global speed: +1% Blunt and deadly. |
Around waist | Ivoldata the rough leather belt =Blight= Ivoldata the rough leather belt =Blight=Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +3 Dex Changes resistances: +9% blight / +3% fire Physical save: +6 (+2 eff.) Pinning immunity: +10% Mindpower: +4 (+2 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
In off hand | living dwarven-steel shield (0 def, 6 armour, 134% power, 73.5 block) =Blight/NAature= living dwarven-steel shield (0 def, 6 armour, 134% power, 73.5 block) =Blight/NAature=Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 134% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +73 Damage (Melee): +13 nature When wielded/worn: Armour: +6 Fatigue: +8% Changes resistances: +12% nature / +12% blight Talent granted: +1 Block Maximum life: +70.00 Handheld deflection devices. |
Cloak | linen cloak 'Dourrip' (1 def, 0 armour) linen cloak 'Dourrip' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 14% Changes resistances: +3% darkness Changes resistances penetration: +5% mind Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | spellwoven woollen robe of life (0 def, 0 armour) =Blight= spellwoven woollen robe of life (0 def, 0 armour) =Blight=Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +7% blight / +9% all Spell save: +17 (+5 eff.) Life regen: +1.60 Maximum life: +40.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +2% Healing mod.: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion (heal 40; cd 13)healing infusion (heal 40; 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 instantly heal yourself for 40 then cleanse 1 wound, poison, and disease effect. 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. |
shielding rune of the warrior (absorb 339; dur 3; cd 16) shielding rune of the warrior (absorb 339; dur 3; 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 339 damage for 3 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Daneth's Neckguard =Physical= Daneth's Neckguard =Physical=Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Erelibar the Quenchmark =Cold= Erelibar the Quenchmark =Cold=Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +13% fire / +6% physical / +26% cold Changes damage: +6% temporal Mental save: +5 (+2 eff.) Confusion immunity: +10% Stamina each turn: +0.30 Mindpower: +7 (+4 eff.) 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! |
clarifying gold amulet of constitution (+4) =mind= clarifying gold amulet of constitution (+4) =mind=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +14% mind Confusion immunity: +23% Amulets make your neck look great! |
grounding steel amulet of dexterity (+4) grounding steel amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex Changes resistances: +14% lightning Stun/Freeze immunity: +28% Amulets make your neck look great! |
stabilizing steel amulet of the eclipse =Temporal= stabilizing steel amulet of the eclipse =Temporal=Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 5 light / 6 darkness Effects when hit in melee: * 5% chance to reduce damage dealt by 14% * 6% chance to blind Changes resistances: +13% temporal Changes damage: +8% light / +7% darkness Pinning immunity: +28% Knockback immunity: +25% Amulets make your neck look great! |
starlit gold amulet of healing =Light/Dark= starlit gold amulet of healing =Light/Dark=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +12% light / +14% darkness Blindness immunity: +28% Cut immunity: +60% Healing mod.: +17% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 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! |
warrior's steel amulet of healing warrior's steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +5% physical Cut immunity: +50% Stamina each turn: +0.40 Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 165 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Snowwish the gold ring Snowwish the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 10% Changes stats: +4 Cun / +5 Wil Changes resistances: +3% lightning / +12% cold Changes resistances penetration: +5% acid Changes damage: +6% cold Mindpower: +7 (+4 eff.) Rings make your fingers look great! |
Vargh Redemption =Cold= Vargh Redemption =Cold=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 12.06 cold and 10.49 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
marksman's steel ring of darkness (+20%) =Darkness= marksman's steel ring of darkness (+20%) =Darkness=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +20% darkness Changes damage: +10% darkness Rings make your fingers look great! |
savior's steel ring =Saves= savior's steel ring =Saves=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +10 (+4 eff.) Rings make your fingers look great! |
warrior's steel ring of nature (+24%) =Nature= warrior's steel ring of nature (+24%) =Nature=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +24% nature Changes damage: +12% nature Rings make your fingers look great! |
Snoworacle (127% power, 4 apr) Snoworacle (127% power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 127% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 cold damage (1/turn) Damage (Melee): +20 cold Damage (radius 2) on crit: +8 mind When wielded/worn: Changes resistances penetration: +10% mind / +39% cold Changes damage: +12% mind / +12% cold Sharp, long, and deadly. |
inquisitor's dwarven-steel longsword (124% power, 4 apr) =Manaburn= inquisitor's dwarven-steel longsword (124% power, 4 apr) =Manaburn=Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 124% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Deals 36 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. yew starstaff 'Blindbait' (120% power, 4 apr, darkness element)yew starstaff 'Blindbait' (120% power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 120% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +7 Armour Hardiness: +8% Changes resistances: +6% light Changes resistances penetration: +15% cold Changes damage: +15% lightning / +20% darkness / +9% light Talent granted: +1 Command Staff Physical save: +7 (+2 eff.) Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Light radius: +2 Staves designed for wielders of magic, by the greats of the art. |
grounding hardened leather belt of the vagrant =Lightning/Temporal= grounding hardened leather belt of the vagrant =Lightning/Temporal=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +8% lightning / +7% temporal Mental save: +6 (+2 eff.) Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
noble's rough leather belt of valiance =Summons= noble's rough leather belt of valiance =Summons=Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Cun / +6 Wil Damage against: +20% Summoned Reduced damage from: +17% Summoned Mental save: +5 (+2 eff.) Maximum life: +40.00 A belt that goes around your waist. |
Poruriawe the Vilevenom (0 def, 0 armour) =Light/Acid= Poruriawe the Vilevenom (0 def, 0 armour) =Light/Acid=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 41% Damage when hit (Melee): 4 acid Changes resistances: +9% acid / +19% light / +9% all Changes damage: +13% light / +24% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe of frost (+24%) (0 def, 0 armour) =Cold= focusing cashmere robe of frost (+24%) (0 def, 0 armour) =Cold=Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Mag / +6 Wil Changes resistances: +11% all / +24% cold Changes damage: +16% cold Mana each turn: +0.15 Psi each turn: +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of the mind (+12%) (0 def, 0 armour) =Mind= woollen robe of the mind (+12%) (0 def, 0 armour) =Mind=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +12% mind / +9% all Changes damage: +12% mind A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Zorarobar the dwarven-steel gauntlets (0 def, 2 armour) =Lightning= Zorarobar the dwarven-steel gauntlets (0 def, 2 armour) =Lightning=Requires: - Heavy armour training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 10 acid / 6 lightning Damage when hit (Melee): 2 mind Changes stats: +1 Cun Changes resistances: +7% acid / +7% lightning Changes damage: +6% acid / +6% mind / +5% lightning Critical mult.: +15.00% Life regen: +1.00 Stamina each turn: +1.10 Maximum stamina: +16.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +3% 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. |
hardened leather gloves 'Dimsting' (0 def, 2 armour) =Darkness/Arcane= hardened leather gloves 'Dimsting' (0 def, 2 armour) =Darkness/Arcane=Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +3% darkness / +5% arcane / +6% nature Reduces incoming crit damage: 15.00% Spell save: +12 (+3 eff.) Life regen: +4.00 Stamina each turn: +0.80 Maximum stamina: +16.00 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. |
hardened leather gloves 'Scorpionbone' (0 def, 2 armour) =AntiArcane= hardened leather gloves 'Scorpionbone' (0 def, 2 armour) =AntiArcane=Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20 arcane resource burn Changes resistances: +9% lightning / +6% cold / +5% arcane Changes resistances penetration: +5% nature Changes damage: +3% light Life regen: +3.00 Stamina each turn: +1.00 Maximum stamina: +18.00 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. |
heroic hardened leather gloves of dexterity (+4) (0 def, 5 armour) heroic hardened leather gloves of dexterity (+4) (0 def, 5 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +5 Changes stats: +4 Dex Mental save: +7 (+3 eff.) Maximum life: +57.00 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. |
Aletta's Diadem (0 def, 0 armour) =Cause Confusion= Aletta's Diadem (0 def, 0 armour) =Cause Confusion=Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+6 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 62.54 mind damage and cripples the target's higher mental functions, reducing cunning by 6 and confusing (21% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Shinewilter the hardened leather cap (0 def, 3 armour) =Arcane/Elements= Shinewilter the hardened leather cap (0 def, 3 armour) =Arcane/Elements=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 41% Damage when hit (Melee): 2 cold Changes resistances: +7% acid / +8% fire / +8% cold / +5% arcane / +6% lightning Spell save: +9 (+3 eff.) Light radius: +3 A cap made of leather. |
cashmere wizard hat 'Ivymina' (2 def, 0 armour) =PhyicalPower= cashmere wizard hat 'Ivymina' (2 def, 0 armour) =PhyicalPower=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +1 Physical power: +25 (+8 eff.) Defense: +2 (+1 eff.) Critical mult.: +15.00% Spell save: +3 (+1 eff.) Stun/Freeze immunity: +10% Psi each turn: +0.16 Mindpower: +3 (+2 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. dwarven-steel helm (0 def, 4 armour)dwarven-steel helm (0 def, 4 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Ebonywing' (0 def, 4 armour) =Darkness/Arcane= dwarven-steel helm 'Ebonywing' (0 def, 4 armour) =Darkness/Arcane=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to reduce damage dealt by 14% Changes stats: +7 Str Changes resistances: +6% light / +9% temporal / +15% darkness / +5% arcane Changes resistances penetration: +10% darkness Changes damage: +9% darkness Spell save: +9 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Sleetnail' (0 def, 3 armour) =Water= iron helm 'Sleetnail' (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: +2 Dex Changes resistances: +10% cold Changes resistances penetration: +10% cold Changes damage: +3% physical Allows you to breathe in: water Stamina each turn: +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
shielding linen wizard hat of darkness (+16%) (1 def, 0 armour) =Darkness= shielding linen wizard hat of darkness (+16%) (1 def, 0 armour) =Darkness=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Mag Changes resistances: +16% darkness Changes damage: +11% darkness Spell save: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
Emelithra the Shiverterror (20 def, 8 armour) =Acid/Life/Defense= Emelithra the Shiverterror (20 def, 8 armour) =Acid/Life/Defense=Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+10 eff.) Fatigue: +8% Damage when hit (Melee): 4 arcane Changes stats: +6 Cun / +4 Wil Changes resistances: +25% acid / +3% cold Changes damage: +12% arcane / +12% cold Mental save: +23 (+8 eff.) Life regen: +7.00 Maximum life: +38.00 Healing mod.: +19% A suit of armour made of leather. |
Coral Spray (8 def, 8 armour, 117% power, 48 block) =Cold= Coral Spray (8 def, 8 armour, 117% power, 48 block) =Cold=Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 117% Range: 1.4x Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
coruscating dwarven-steel shield of the stars (0 def, 6 armour, 135% power, 80.5 block) =Fire/Light/Dark= coruscating dwarven-steel shield of the stars (0 def, 6 armour, 135% power, 80.5 block) =Fire/Light/Dark=Requires: - Shield usage training - Strength 24 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 135% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +80 Damage (Melee): +10 fire / +13 light / +13 darkness When wielded/worn: Armour: +6 Fatigue: +8% Damage when hit (Melee): 6 fire Changes stats: +1 Str / +3 Mag / +3 Cun Changes resistances: +10% fire / +12% light / +10% darkness Changes damage: +12% light / +12% darkness Talent granted: +1 Block Handheld deflection devices. |
13 agate 13 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. |
104 alchemist agate 104 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. |
4 onyx 4 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. |
5 aquamarine 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's Fang 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. |
3 emerald 3 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. |
9 spinel 9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial 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.(73 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 garnet 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 (1/1) Rod of Recall (1/1)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 202 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 Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
overpowered ash totem of healing [power 284] (11/19 cooldown) overpowered ash totem of healing [power 284] (11/19 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 284 Activation puts all charms on cooldown for 19 turns. Natural totems are made by powerful wilders to store nature power. |
6 amethyst 6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Yvetha the Serpentmaim [power 200] (11/15 cooldown) Yvetha the Serpentmaim [power 200] (11/15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 4 mind / 6 nature Changes damage: +3% mind It can be used to fire a magical bolt dealing 230 cold damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 30. * Increase the duration of 1 beneficial effects by 1. * Increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of clairvoyance [power 11] (11/15 cooldown) yew wand of clairvoyance [power 11] (11/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to reveal the area around you, dispelling darkness (radius 11, power 33 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 quartz 3 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. |
7 ametrine 7 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. |
6 citrine 6 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. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Basho the Dwarf Bulwark level 21
21st Loss 122nd year of Ascendancy at 09:17 see stats
By Basho the Dwarf Bulwark level 20
6th Loss 122nd year of Ascendancy at 10:13 see stats
By Basho the Dwarf Bulwark level 18
26th Dearth 122nd year of Ascendancy at 19:19 see stats
By Basho the Dwarf Bulwark level 24
2nd Steel 123rd year of Ascendancy at 21:53 see stats
By Basho the Dwarf Bulwark level 17
4th Dearth 122nd year of Ascendancy at 06:26 see stats
By Basho the Dwarf Bulwark level 17
4th Dearth 122nd year of Ascendancy at 10:01 see stats
By Basho the Dwarf Bulwark level 10
9th Profit 122nd year of Ascendancy at 11:21 see stats
By Basho the Dwarf Bulwark level 20
4th Loss 122nd year of Ascendancy at 09:46 see stats
By Basho the Dwarf Bulwark level 21
14th Shortage 122nd year of Ascendancy at 23:20 see stats
By Basho the Dwarf Bulwark level 5
19th Voratun 122nd year of Ascendancy at 01:07 see stats
By Basho the Dwarf Bulwark level 13
23rd Wealth 122nd year of Ascendancy at 21:03 see stats
By Basho the Dwarf Bulwark level 24
9th Steel 123rd year of Ascendancy at 22:21 see stats
By Basho the Dwarf Bulwark level 18
14th Dearth 122nd year of Ascendancy at 03:48 see stats
Log
Xerotira the elven cultist casts Shadow Veil.
Basho instinctively hardens her skin and ignores the attack!
Basho repels an attack from Xerotira the elven cultist.
Xerotira the elven cultist is covered in a veil of shadows!
Xerotira the elven cultist hits Basho for 64 darkness, 36 darkness, 44 lightning (145 total damage).
Basho uses Shield Slam.
Basho misses Xerotira the elven cultist.
Grand Corruptor casts Drain.
Basho is less impervious to physical effects.
Basho hits Xerotira the elven cultist for 31 physical, 11 nature, 6 temporal, 27 physical, 11 nature, 6 temporal (94 total damage).
Grand Corruptor hits Basho for (97 blocked), 0 blight (0 total damage).
Xerotira the elven cultist hits Basho for (54 blocked), 0 darkness, (35 blocked), 0 darkness, (25 blocked), 0 darkness, (35 blocked), 0 darkness (0 total damage).
Basho misses Xerotira the elven cultist.
Grand Corruptor casts Blood Grasp.
Basho stops regenerating health quickly.
Basho regains balance.
Xerotira the elven cultist performs a melee critical strike against Basho!
Xerotira the elven cultist hits Basho for 116 darkness, 35 darkness, 43 lightning, 29 darkness, 35 darkness (261 total damage).
Grand Corruptor casts Burning Hex.
Basho resists Grand Corruptor's 'Burning Hex'!
Xerotira the elven cultist performs a melee critical strike against Basho!
Basho instinctively hardens her skin and ignores the attack!
Basho repels an attack from Xerotira the elven cultist.
Xerotira the elven cultist's fully exits the shadows.
Xerotira the elven cultist regains their balance.
Xerotira the elven cultist hits Basho for 95 darkness, 35 darkness (131 total damage).
Basho the level 28 dwarf bulwark was shadowed to death by Xerotira the elven cultist on level 2 of Mark of the Spellblaze.