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! 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.
Possessor Bonus Class 1.7.4Donators/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:
Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Yeek |
Class | Annihilator |
Level / Exp | 36 / 22% |
Size | small |
Lifes / Deaths | Killed by Grand Corruptor at level 35 on the 54th Regrowth 123rd year of Ascendancy at 00:51 / 2Killed by Aeramira the ghoul at level 36 on the 57th Regrowth 123rd year of Ascendancy at 15:45 |
Primary Stats
Strength | 48 (base 20) |
Dexterity | 45 (base 35) |
Constitution | 74 (base 45) |
Magic | 10 (base 10) |
Willpower | 16 (base 10) |
Cunning | 98 (base 60) |
Resources
Life | -298/871 |
Mana | 0/340 |
Steam | 28/106 |
Healing Factor | 1.815168050532 |
Regeneration | 40.387489124336 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +115% |
Vision
Sight | 10 |
Lite | -2 |
Infravision | 15 |
See Stealth | 26 |
See Invisible | 49 |
Offense: Mainhand
Damage | 64 |
Accuracy | 53 |
Crit Chance | 39% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 10 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 27% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +20% |
Nature | +22% |
Darkness | +37% |
Blight | +22% |
Acid | +34% |
Fire | +32% |
All | +2% |
Offense: Damage Penetration
Darkness | +20% |
Nature | +10% |
Lightning | +10% |
Acid | +30% |
All | 0% |
Defense: Base
Armour (hardiness) | 172.13943112722 (100%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 47 |
Physical Save | 53 |
Spell Save | 9 |
Mental Save | 52 |
Defense: Resistances
Acid | + 24%( 70%) |
Arcane | + 18%( 70%) |
Cold | + 58%( 70%) |
All | + 14%( 70%) |
Lightning | + 45%( 70%) |
Physical | + 33%( 70%) |
Mind | + 24%( 70%) |
Fire | + 45%( 70%) |
Darkness | + 22%( 70%) |
Defense: Immunities
Silence Resistance | 70% |
Disarm Resistance | 100% |
Knockback Resistance | 100% |
Confusion Resistance | 100% |
Stun Resistance | 100% |
Pinning Resistance | 50% |
Instadeath Resistance | 100% |
Blind Resistance | 40% |
Inscriptions (5/5)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.0 steam per turn. Can be activated for an instant burst of 50 steam. Its effects scale with your Strength stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 210% efficiency and cooldown mod of 81%. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 156% efficiency and cooldown mod of 87%. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 430 damage for 3 turns. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.2 steam per turn. Can be activated for an instant burst of 66 steam. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Steamtech / Magnetism | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Steamtech / Demolition | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 1/5 |
Steamtech / Heavy weapons | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Turrets | 1.30 |
| 4/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 4/5 |
| 5/5 |
| 3/5 |
Steamtech / Blacksmith | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 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 successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost defiler from death by Adyrinor the cutpurse. Escort: lost defiler (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 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 must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 54. | 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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed warg claw. * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed sandworm tooth. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed green worm. * You've found the needed electric eel tail. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
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 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 within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Anti-Gravity Boots (9 def, 9 armour) Anti-Gravity Boots (9 def, 9 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +9 Defense: +9 (+3 eff.) Fatigue: +8% Changes stats: +6 Str / +5 Dex Changes resistances: +10% fire Changes damage: +10% fire Pinning immunity: +50% Steampower: +3 (+1 eff.) These boots have a 6% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (119 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (201 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning) Activation costs 18 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Quiver | barbed pouch of stralite shots of torment (21/21, 50-59 power, 5 apr) barbed pouch of stralite shots of torment (21/21, 50-59 power, 5 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 49.5 - 59.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +12.5% Capacity: 21 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Talent granted: +5 Antimagic Shell Shots are used with slings to pummel your foes to death. |
Light source | Wintertide Phial Wintertide Phial Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +20% darkness Light radius: -2 Infravision radius: +15 See invisible: +8 It can be used to cleanse your mind of up to 2 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | Chamoharadan (0 def, 21 armour) Chamoharadan (0 def, 21 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +21 Fatigue: +3% Changes stats: +12 Cun Changes resistances: +2% physical / +11% cold / +11% fire Changes resistances penetration: +25% acid Mental save: +17 (+6 eff.) Blindness immunity: +20% Stun/Freeze immunity: +20% Maximum life: +40.00 Healing mod.: +20% A hat made of leather. Very stylish. |
On hands | rough leather gloves 'Anekath' (0 def, 7 armour) rough leather gloves 'Anekath' (0 def, 7 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Changes resistances: +5% arcane / +12% fire Talent granted: +5 Iron Grip Disarm immunity: +100% Life regen: +6.00 Stamina each turn: +0.80 Only die when reaching: -60.00 life Maximum life: +80.00 Maximum stamina: +14.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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. |
Tool | ash totem of thorny skin 'Flashoath' [power 32] (20 cooldown) ash totem of thorny skin 'Flashoath' [power 32] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour: +4 Changes resistances: +9% acid / +6% lightning Changes damage: +18% lightning Mental save: +18 (+6 eff.) Blindness immunity: +20% Silence immunity: +20% It can be used to harden the skin for 7 turns increasing armour by 32 and armour hardiness by 40% Activation puts all charms on cooldown for 20 turns. When used: * Heal for 62. Natural totems are made by powerful wilders to store nature power. |
On fingers | steel ring 'Voidraptor' steel ring 'Voidraptor'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +8 Cun / +7 Dex Changes resistances: +9% darkness Changes resistances penetration: +20% darkness Changes damage: +15% darkness Stun/Freeze immunity: +28% Life regen: +3.00 See invisible: +15 Rings make your fingers look great! |
On fingers | Sulfurpride SulfurprideInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +3% acid Changes resistances penetration: +10% nature / +5% acid Changes damage: +12% acid Mental save: +7 (+3 eff.) Confusion immunity: +25% Life regen: +13.00 Maximum life: +84.00 Healing mod.: +22% Rings make your fingers look great! |
Around neck | Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +12 Fatigue: +2% Changes stats: +7 Str / +7 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. |
In main hand | voratun steamgun 'Cobraquake' voratun steamgun 'Cobraquake' Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 On weapon hit: * 20% chance to slow global speed by 50% * injects a simple virus dealing 100 blight damage on hit and lowering the victims highest stat Travel speed: +600% Damage (Ranged): +16 acid Attacks use: 2.0 Steam When wielded/worn: Changes stats: +9 Cun Changes resistances: +3% fire Physical save: +7 (+2 eff.) Confusion immunity: +20% Stun/Freeze immunity: +20% Only die when reaching: -60.00 life Steampower: +11 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Mighty Girdle Mighty Girdle |
In off hand | Chargetrial the voratun shield (0 def, 10 armour, 71-85 power, 250.5 block) Chargetrial the voratun shield (0 def, 10 armour, 71-85 power, 250.5 block)Requires: - Shield usage training - Cunning 48 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 71.0 - 85.2 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +250 Damage (Melee): +8 lightning When wielded/worn: Physical power: +15 (+5 eff.) Armour: +10 Fatigue: +8% Changes resistances: +12% mind / +18% cold Changes resistances penetration: +10% lightning Talent granted: +1 Block Handheld deflection devices. |
Cloak | Wildtide the elven-silk cloak (37 def, 10 armour) Wildtide the elven-silk cloak (37 def, 10 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +37 (+12 eff.) Effects on melee hit: * 20% chance to slow global speed by 50% Changes stats: +3 Str Changes resistances: +30% lightning / +22% cold Stun/Freeze immunity: +50% Stamina each turn: +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Tarrasca (0 def, 78 armour) Tarrasca (0 def, 78 armour) Requires: - Massive armour training - Strength 52 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +78 Armour Hardiness: +15% Fatigue: +36% Damage when hit (Melee): 50 physical Changes stats: +17 Con Physical save: +50 (+14 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns Activation costs 25 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Inventory
medical injector implant (efficiency 109% / cooldown 56%) medical injector implant (efficiency 109% / cooldown 56%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 109% efficiency and cooldown mod of 56%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 8) steam generator implant (steam 8)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.6 steam per turn. Can be activated for an instant burst of 38 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 9) steam generator implant of the duelist (steam 9)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.8 steam per turn. Can be activated for an instant burst of 44 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 9) steam generator implant of the wizard (steam 9)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.1 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the sneak (heal 236; cd 13) healing infusion of the sneak (heal 236; 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 236 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 889%; cd 12) movement infusion of the titan (speed 889%; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 889% 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 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. |
Rune of Reflection (--) Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 150 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
shatter afflictions rune of the warrior (absorb 78; cd 17) shatter afflictions rune of the warrior (absorb 78; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 78 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. 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. |
2 schematic: Acid Groove 2 schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Air Recycler 2 schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper schematic: Alchemist's HelperRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Botanical Shell schematic: Botanical ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge schematic: Crystal EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field schematic: Deflection FieldRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating schematic: Fireproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap schematic: Grounding StrapRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon schematic: Hand CannonRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating schematic: Rustproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree schematic: Silver FiligreeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Unstoppable Force Salve 2 schematic: Unstoppable Force SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water Salve 2 schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Bregutostir the Kindleweeper Bregutostir the KindleweeperCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Con Changes resistances penetration: +10% light / +25% physical Talent mastery: +0.26 Steamtech / Demolition Only die when reaching: -40.00 life Amulets make your neck look great! |
Brodentir the gold amulet Brodentir the gold amuletPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +20 (+7 eff.) Damage (Melee): 8 light / 8 darkness Effects when hit in melee: * 8% chance to reduce damage dealt by 19% * 7% chance to blind Changes stats: +5 Dex / +3 Mag / +2 Con Changes resistances penetration: +10% blight Changes damage: +15% light / +6% temporal / +17% darkness / +5% physical Blindness immunity: +28% Spellpower: +5 (+5 eff.) Spell crit. chance: +4% Infravision radius: +3 Sight radius: +2 See invisible: +8 Amulets make your neck look great! |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 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. |
Getegaharadas the Shinetouch Getegaharadas the ShinetouchCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +8 Fatigue: -7% Changes stats: +8 Dex / +5 Cun / +7 Con Changes resistances: +6% temporal Changes resistances penetration: +20% temporal Changes damage: +30% light Blindness immunity: +20% Knockback immunity: +20% Life regen: +4.00 Stamina each turn: +0.90 Movement speed: +10% Amulets make your neck look great! |
Hettyneg the Firevile Hettyneg the FirevileInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +12 (+4 eff.) Defense: +12 (+4 eff.) Changes stats: +15 Lck Changes resistances: +18% acid / +3% fire / +12% mind Changes damage: +18% mind Reduce all damage from unseen attackers: 16% Amulets make your neck look great! |
Serpentstrider the copper amulet Serpentstrider the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 6 nature Changes stats: +4 Dex / +5 Cun / +3 Con Changes resistances: +3% acid / +3% fire / +5% arcane / +6% darkness Spell save: +6 (+6 eff.) Life regen: +2.00 Stamina each turn: +0.40 Movement speed: +10% Amulets make your neck look great! |
Torukor the Rainhash Torukor the RainhashInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +15% acid / +21% darkness / +9% mind / +18% light Changes resistances penetration: +25% cold Spell save: +12 (+11 eff.) Blindness immunity: +31% Life regen: +4.00 Amulets make your neck look great! |
grounding copper amulet of constitution (+2) grounding copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +10% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
grounding steel amulet of murder grounding steel amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +12 Changes resistances: +14% lightning Critical mult.: +12.00% Stun/Freeze immunity: +24% Amulets make your neck look great! |
steel amulet 'Runegrim' steel amulet 'Runegrim'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +3 Physical power: +15 (+5 eff.) Defense: +20 (+7 eff.) Changes resistances: +3% physical Changes resistances penetration: +20% physical / +15% temporal Changes damage: +9% physical / +9% temporal Talent masteries: +0.22 Steamtech / Turrets +0.22 Steamtech / Magnetism Amulets make your neck look great! |
Dimcrack the copper ring Dimcrack the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 19% * 20% chance to reduce all saves and defense by 23 Changes stats: +3 Mag / +4 Wil Mental save: +7 (+3 eff.) Confusion immunity: +20% Rings make your fingers look great! |
Duathelwisp the voratun ring Duathelwisp the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 15% Changes resistances: +15% acid Changes resistances penetration: +25% darkness Changes damage: +12% darkness / +9% fire Physical save: +13 (+4 eff.) Spell save: +11 (+11 eff.) Mental save: +15 (+5 eff.) Rings make your fingers look great! |
Porelaith the Fogwend Porelaith the FogwendInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 2 acid / 6 darkness Changes resistances: +9% acid Changes resistances penetration: +20% lightning / +20% acid Changes damage: +12% acid Mental save: +8 (+3 eff.) Confusion immunity: +30% Rings make your fingers look great! |
Tarradedrazor TarradedrazorPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +9 Physical power: +9 (+3 eff.) Defense: +14 (+5 eff.) Changes stats: +3 Cun / +2 Mag Spell save: +9 (+9 eff.) Spellpower: +17 (+13 eff.) Mindpower: +6 (+3 eff.) Light radius: +1 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 92% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+6 eff.) Physical crit. chance: +2.0% Damage (Melee): 28 light Damage (Ranged): 35 light Changes stats: +11 Dex / +11 Mag / +6 Wil Changes resistances penetration: +25% physical Changes damage: +15% light Spellpower: +14 (+12 eff.) It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
gladiator's stralite ring of misery gladiator's stralite ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 23 Damage (Melee): 7 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 23 Damage (Ranged): 8 physical Changes stats: +8 Str / +7 Cun / +7 Con Hate when firing a critical mind attack: +1.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
gold ring 'Quenchquick' gold ring 'Quenchquick'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +10 Cun / +5 Str Changes damage: +6% cold Psi when hit: +0.20 Hate when firing a critical mind attack: +3.00 Maximum hate: +4.00 Mindpower: +20 (+8 eff.) Mental crit. chance: +2% Rings make your fingers look great! |
marksman's copper ring of perseverance marksman's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Stun/Freeze immunity: +23% Life regen: +2.00 Rings make your fingers look great! |
steel ring 'Brodaregoblek' steel ring 'Brodaregoblek'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +15 (+5 eff.) Changes stats: +3 Dex Blindness immunity: +24% Silence immunity: +27% Teleport immunity: +10% Mana each turn: +0.12 Infravision radius: +3 See stealth: +7 See invisible: +6 Rings make your fingers look great! |
steel ring 'Hedig' =4st= steel ring 'Hedig' =4st=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +1% physical / +22% light / +5% arcane Changes damage: +11% light Disease immunity: +10% Stun/Freeze immunity: +20% Life regen: +6.00 Rings make your fingers look great! |
stralite ring 'Cloudrain' stralite ring 'Cloudrain'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +9 Wil Changes resistances: +21% lightning / +6% temporal / +30% acid Changes damage: +12% lightning / +24% acid Mental save: +18 (+6 eff.) Rings make your fingers look great! |
voratun ring 'Smoldersever' voratun ring 'Smoldersever'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +13 Defense: +15 (+5 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 23 * 20% chance to slow global speed by 50% * 20 arcane resource burn Changes resistances: +6% mind / +12% darkness Changes damage: +3% fire It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 92% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
wizard's gold ring of pilfering wizard's gold ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +10 Defense: +9 (+3 eff.) Changes stats: +4 Mag Spell save: +8 (+8 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 92% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. flaming dwarven-steel greatsword of erosion (34-54 power, 2 apr)flaming dwarven-steel greatsword of erosion (34-54 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 34.0 - 54.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +19 nature Damage (radius 1) on hit: +17 fire Massive two-handed swords. |
Murderfang's Surekill Murderfang's SurekillRequires: - Cunning 30 - Dexterity 40 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Crit. chance: -10.0% Attack speed: 100% Dam. multiplier: 100% Firing range: +6 On weapon crit: * Burst apart, dealing physical damage equal to 25% of the original damage in a ball of radius 1. Travel speed: +1500% Attacks use: 2.0 Steam When wielded/worn: Talent granted: +3 Surekill Critical mult.: +50.00% "Murderfang came over yesterday, raving about this idea for a steamgun he had. He described it in great detail, everything, except for how it would actually work. What do you even grip it by? Insisted I make it though, left some design notes. They all just say 'make it really flashy'. -Pizurk, Master Tinker |
Skyvein SkyveinRequires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 3 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +9 When this weapon hits: Shoot (10% chance level 1). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +11 (+4 eff.) Physical crit. chance: +11.0% Physical power: +11 (+3 eff.) Changes stats: +5 Str Changes resistances: +6% acid / +2% physical / +6% blight Changes resistances penetration: +5% lightning Changes damage: +6% lightning Life regen: +4.23 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Elyba the Furnacevice Elyba the FurnaceviceCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Damage when hit (Melee): 4 fire Changes resistances: +9% cold / +9% fire Stealth bonus: +6 Equilibrium when hit: +0.08 Psi when hit: +0.04 Mental crit. chance: +3% A belt that goes around your waist. |
balancing hardened leather belt of magery balancing hardened leather belt of mageryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +5 Dex / +5 Mag / +5 Wil / +4 Cun Spell crit. chance: +4% Mental crit. chance: +8% A belt that goes around your waist. |
grounding rough leather belt grounding rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +5% temporal A belt that goes around your waist. |
hardened leather belt 'Kilntide' hardened leather belt 'Kilntide'Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +14 Defense: +10 (+3 eff.) Changes stats: +5 Mag Changes resistances: +3% temporal Changes damage: +9% fire Physical save: +10 (+3 eff.) Spell save: +6 (+6 eff.) Life regen: +1.80 Mana each turn: +0.22 Maximum mana: +28.00 Healing mod.: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
insulating rough leather belt of the mystic insulating rough leather belt of the mysticPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +6% cold Mental save: +6 (+2 eff.) Spellpower: +2 (+2 eff.) A belt that goes around your waist. |
Glarevile the cashmere cloak (7 def, 10 armour) Glarevile the cashmere cloak (7 def, 10 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +10 Defense: +7 (+2 eff.) Damage when hit (Melee): 6 light Changes stats: +3 Str / +3 Dex / +3 Con Changes resistances: +9% light / +16% cold Changes resistances penetration: +15% light Talent mastery: +0.20 Technique / Combat training Physical save: +16 (+5 eff.) Spell save: +19 (+15 eff.) Mental save: +14 (+5 eff.) Stamina each turn: +0.30 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ulfutostir (1 def, 0 armour) Ulfutostir (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Cun Changes resistances: +3% blight Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +32.00 Maximum vim: +10.00 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. |
linen cloak 'Darklore' (1 def, 0 armour) linen cloak 'Darklore' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 50% * 20% chance to reduce damage dealt by 19% Changes stats: +2 Str / +1 Con Changes resistances: +3% fire / +3% darkness / +6% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Duathelwinter' (21 def, 8 armour) linen cloak 'Duathelwinter' (21 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +8 Defense: +21 (+7 eff.) Effects on melee hit: * 10% chance to slow global speed by 50% Changes stats: +4 Str / +4 Dex / +2 Con Changes resistances: +9% fire / +3% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Arcwilder (25 def, 0 armour) Arcwilder (25 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +25 (+8 eff.) Changes stats: +3 Dex Changes resistances: +25% acid / +6% lightning / +15% all Changes resistances penetration: +5% physical / +15% fire Changes damage: +17% acid / +6% lightning Stamina each turn: +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) 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 (+3 eff.) Spell save: +10 (+10 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. |
elven-silk robe 'Aerimira' (0 def, 0 armour) elven-silk robe 'Aerimira' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +2 Mag / +6 Cun / +2 Con Changes resistances: +30% lightning / +9% mind / +15% all Changes damage: +20% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven silk robe of lightning (+24%) (0 def, 0 armour) mindwoven silk robe of lightning (+24%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +24% lightning / +13% all Changes damage: +16% lightning Mental save: +19 (+7 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of life (0 def, 0 armour) silk robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +13% blight / +13% all Life regen: +1.90 Maximum life: +40.00 Healing mod.: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe of life (0 def, 0 armour) verdant silk robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +5 Con Changes resistances: +13% blight / +13% all Changes damage: +12% nature Poison immunity: +38% Disease immunity: +37% Life regen: +1.90 Maximum life: +81.00 Healing mod.: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arydawen the pair of drakeskin leather boots (20 def, 5 armour) Arydawen the pair of drakeskin leather boots (20 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +20 (+7 eff.) Changes stats: +11 Lck / +4 Dex Changes resistances: +9% temporal Critical mult.: +10.00% Stealth bonus: +12 Spell save: +6 (+6 eff.) Mental save: +3 (+1 eff.) Cut immunity: +20% A pair of boots made of leather. |
Blizzardbrand (10 def, 9 armour) Blizzardbrand (10 def, 9 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +9 Defense: +10 (+3 eff.) Fatigue: +2% Changes resistances: +6% lightning / +7% temporal / +4% physical / +3% cold Reduces incoming crit damage: 5.00% Cut immunity: +20% Confusion immunity: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boltnigh the pair of rough leather boots (0 def, 1 armour) Boltnigh the pair of rough leather boots (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Str / +5 Wil / +5 Cun Changes resistances: +3% lightning Physical save: +6 (+2 eff.) Spell save: +5 (+5 eff.) Mental save: +6 (+2 eff.) Infravision radius: +1 See invisible: +6 A pair of boots made of leather. |
Boltnoon the pair of drakeskin leather boots (0 def, 5 armour) Boltnoon the pair of drakeskin leather boots (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 20% chance to slow global speed by 50% Damage when hit (Melee): 6 fire Changes resistances: +11% lightning / +8% temporal / +20% nature A pair of boots made of leather. |
Brightmark (0 def, 1 armour) Brightmark (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Str / +4 Dex / +3 Wil / +1 Cun / +6 Lck Changes resistances: +3% fire Stealth bonus: +5 Light radius: +3 A pair of boots made of leather. |
Ce'Noma the Rainprophet (0 def, 15 armour) Ce'Noma the Rainprophet (0 def, 15 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Changes stats: +2 Str / +2 Dex Changes resistances: +9% lightning / +11% temporal / +3% fire / +9% cold Changes resistances penetration: +10% cold Changes damage: +6% cold A pair of boots made of leather. |
Chillshine the pair of hardened leather boots (0 def, 11 armour) Chillshine the pair of hardened leather boots (0 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Changes stats: +4 Str / +3 Dex / +2 Con Changes resistances penetration: +20% cold Changes damage: +6% physical Stamina each turn: +1.00 Only die when reaching: -80.00 life Infravision radius: +2 A pair of boots made of leather. |
Kilnworth (0 def, 3 armour) Kilnworth (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +16 Dex / +4 Mag / +3 Cun / +10 Lck Changes resistances penetration: +15% temporal / +25% fire Stealth bonus: +10 Light radius: +3 Infravision radius: +3 A pair of boots made of leather. |
Olunarinik (20 def, 1 armour) Olunarinik (20 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +1 Defense: +20 (+7 eff.) Changes stats: +3 Str / +1 Dex / +2 Cun / +3 Con Critical mult.: +5.00% Mindpower: +5 (+2 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.5 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Rhiharaldir the pair of dwarven-steel boots (0 def, 4 armour) =9str= Rhiharaldir the pair of dwarven-steel boots (0 def, 4 armour) =9str=Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 10% chance to reduce all saves and defense by 23 Damage when hit (Melee): 4 blight Changes stats: +8 Str / +6 Con Changes resistances: +22% temporal / +21% darkness / +6% blight / +10% fire / +6% mind / +10% cold Changes resistances penetration: +16% darkness / +16% temporal Changes damage: +18% mind / +8% physical Defense after a teleport: +22 Resist all after a teleport: +15% New effects duration reduction after a teleport: +17% Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Xita the pair of rough leather boots (5 def, 1 armour) Xita the pair of rough leather boots (5 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +1 Armour: +1 Defense: +5 (+2 eff.) Damage when hit (Melee): 2 temporal Changes damage: +3% temporal Only die when reaching: -80.00 life Spellpower: +4 (+4 eff.) A pair of boots made of leather. |
pair of rough leather boots 'Vilewire' (3 def, 1 armour) pair of rough leather boots 'Vilewire' (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Changes resistances penetration: +15% nature Changes damage: +3% cold Equilibrium when hit: +0.20 Mindpower: +10 (+5 eff.) Mental crit. chance: +2% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 5.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 32 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
restorative pair of hardened leather boots of massiveness (0 def, 3 armour) restorative pair of hardened leather boots of massiveness (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +6 Str / +5 Con Changes damage: +8% physical Life regen: +1.00 Healing mod.: +13% Size category: +1 A pair of boots made of leather. |
Belinne (0 def, 2 armour) Belinne (0 def, 2 armour)Infused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 5 lightning Effects when hit in melee: * 17 arcane resource burn Changes resistances: +5% lightning / +6% fire / +6% nature Changes damage: +5% lightning Critical mult.: +5.00% Spell save: +15 (+13 eff.) Life regen: +3.00 Stamina each turn: +1.00 Maximum stamina: +31.00 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. |
Flamewrought (0 def, 2 armour) 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 8 power out of 24/24) : Effective talent level: 4.5 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 70.09 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. |
Gilyhor (0 def, 2 armour) Gilyhor (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +30 (+9 eff.) Physical crit. chance: +8.0% Armour: +2 Fatigue: +3% Changes stats: +3 Cun Mental save: +18 (+6 eff.) Life regen: +6.00 Stamina each turn: +1.10 Maximum stamina: +27.00 Mindpower: +10 (+5 eff.) 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. |
drakeskin leather gloves of archery (0 def, 3 armour) drakeskin leather gloves of archery (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +13 Armour: +3 Changes stats: +4 Cun / +4 Dex Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
naturalist's drakeskin leather gloves of strength (+4) (0 def, 3 armour) =4str= naturalist's drakeskin leather gloves of strength (+4) (0 def, 3 armour) =4str=Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +9 (+3 eff.) Armour: +3 Damage (Melee): 7 nature Changes stats: +4 Str Changes resistances: +5% nature Changes damage: +5% nature 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. |
Cinderimmortal (0 def, 5 armour) Cinderimmortal (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 10 physical / 6 fire Changes stats: +17 Con Changes resistances penetration: +15% physical Changes damage: +12% fire A cap made of leather. |
Helm of Knowledge (0 def, 12 armour) Helm of Knowledge (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Fatigue: +8% Changes stats: +10 Cun / +10 Wil Changes resistances: +15% mind / +10% arcane / +15% light Life regen: +2.00 It can be used without being worn. It can be used to sense the presence of unique objects Activation costs 20 power out of 20/20. A large crown, part metallic part glass that radiates with psionic powers. |
Isusenor the hardened leather hat (7 def, 3 armour) Isusenor the hardened leather hat (7 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Armour: +3 Defense: +7 (+2 eff.) Fatigue: +3% Effects when hit in melee: * 16% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +4 Dex / +9 Cun / +10 Con Changes resistances penetration: +10% temporal Changes damage: +6% blight / +9% temporal Spell save: +6 (+6 eff.) Spellpower on spell critical (stacks up to 3 times): +6 A hat made of leather. Very stylish. |
Yaldan Baoth (0 def, 10 armour) =10str= Yaldan Baoth (0 def, 10 armour) =10str=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 40 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
Ce'Nama (0 def, 10 armour, 71-85 power, 203 block) Ce'Nama (0 def, 10 armour, 71-85 power, 203 block)Requires: - Shield usage training - Cunning 48 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 71.0 - 85.2 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +203 Damage (Melee): +10 cold When wielded/worn: Armour: +10 Fatigue: +8% On shield block: * Deals 121 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +6 Wil Changes resistances: +3% fire / +18% cold Talent granted: +1 Block Critical mult.: +5.00% Spell save: +9 (+9 eff.) Mental save: +9 (+3 eff.) Mental crit. chance: +4% Handheld deflection devices. |
Deflector (22 def, 11 armour, 49-59 power, 230 block) Deflector (22 def, 11 armour, 49-59 power, 230 block)Requires: - Shield usage training - Cunning 38 Powered by steamtech 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 49.0 - 58.8 Uses stat: 130% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +7.0% Block value: +230 When wielded/worn: Armour: +11 Defense: +22 (+7 eff.) Fatigue: +8% Talent granted: +4 Block Physical save: +20 (+6 eff.) Knocks melee attackers away. Distance scales with damage incoming. The front plate of this shield vibrates at all times, covering some strange assembly you can't quite make sense of. |
Titanic (20 def, 18 armour, 48-58 power, 320 block) Titanic (20 def, 18 armour, 48-58 power, 320 block)Requires: - Shield usage training - Cunning 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+7 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
corrosive steel shield (0 def, 4 armour, 16-19 power, 40 block) corrosive steel shield (0 def, 4 armour, 16-19 power, 40 block)Requires: - Shield usage training - Cunning 16 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.5 - 18.6 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +40 Damage (Melee): +11 acid When wielded/worn: Armour: +4 Fatigue: +8% Effects when hit in melee: * 12% chance to reduce armor by 15% Changes stats: +1 Con Changes resistances: +11% acid Talent granted: +1 Block Handheld deflection devices. |
voratun shield of the stars (0 def, 10 armour, 65-78 power, 204 block) voratun shield of the stars (0 def, 10 armour, 65-78 power, 204 block)Requires: - Shield usage training - Cunning 48 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 65.0 - 78.0 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +204 Damage (Melee): +15 light / +14 darkness When wielded/worn: Armour: +10 Fatigue: +8% Changes stats: +10 Cun / +7 Mag Changes resistances: +10% light / +15% darkness Changes damage: +20% light / +17% darkness Talent granted: +1 Block Handheld deflection devices. |
5 agate 5 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. |
399 alchemist agate 399 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. |
onyx 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. |
4 aquamarine 4 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. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+6 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. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+8 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+8 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
dwarven-steel pickaxe of wreckage (dig speed 22 turns) dwarven-steel pickaxe of wreckage (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Changes stats: +4 Str When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.5 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +93 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe (dig speed 37 turns) iron pickaxe (dig speed 37 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 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. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
2 emerald 2 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. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Blazevice the brass lantern Blazevice the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +2 Defense: +20 (+7 eff.) Changes stats: +1 Dex / +1 Con Changes damage: +9% lightning Maximum life: +41.00 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. |
Fulokor the Lightningtyphoon Fulokor the LightningtyphoonInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Changes stats: +5 Wil Changes resistances: +3% nature / +15% darkness Changes resistances penetration: +10% lightning Critical mult.: +17.00% Disease immunity: +20% Disarm immunity: +20% Light radius: +5 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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.(62 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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 'Flashterror' brass lantern 'Flashterror'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Changes resistances: +15% lightning Mental save: +9 (+3 eff.) Maximum life: +43.00 Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Maximum life: +41.00 Light radius: +3 Healing mod.: +10% 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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (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. |
great healing salve [power 447] great healing salve [power 447]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 156% efficiency and 87% cooldown modifier. It can be used to heal 447 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful healing salve [power 375] powerful healing salve [power 375]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 156% efficiency and 87% cooldown modifier. It can be used to heal 375 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
simple frost salve [power 19] simple frost salve [power 19]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 156% efficiency and 87% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (19% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
dwarven steel shocking edge dwarven steel shocking edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
good waterproof coating good waterproof coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Changes resistances: +10% nature / +10% cold Tinkers can be attached to normal items to improve them with steam power! |
mastercraft waterproof coating mastercraft waterproof coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Changes resistances: +20% nature / +20% cold Tinkers can be attached to normal items to improve them with steam power! |
powerful air recycler powerful air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Silence immunity: +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
steel back support steel back supportPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Fatigue: -8% Maximum encumbrance: +20 Tinkers can be attached to normal items to improve them with steam power! |
stralite silver filigree stralite silver filigreePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Damage against: +28% Undead / +28% Demon / +28% Horror Tinkers can be attached to normal items to improve them with steam power! |
voratun deflection field voratun deflection fieldPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Defense: +10 (+3 eff.) Slows Projectiles: +25% Tinkers can be attached to normal items to improve them with steam power! |
The Jolt The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
stralite torque of psionic shield [power 107] (25 cooldown) stralite torque of psionic shield [power 107] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all damage taken by 107 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
Demonsmasher the yew totem of summon tentacle [power 235] (25 cooldown) Demonsmasher the yew totem of summon tentacle [power 235] (25 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 19% Changes resistances penetration: +20% cold Changes damage: +3% darkness It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 611 Base Damage: 235 Armor: 3 All Resist: 6 Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 15% for 2 turns. * Heal for 57. Natural totems are made by powerful wilders to store nature power. |
8 amethyst 8 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. |
Kimnir [power 320] (15 cooldown) Kimnir [power 320] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Effects on melee hit: * 10% chance to reduce armor by 15% Changes resistances: +12% acid Changes damage: +3% acid Critical mult.: +5.00% It can be used to fire a magical bolt dealing 429 acid damage Activation puts all charms on cooldown for 15 turns. When used: * Gain a 30% chance to evade weapon attacks for 2 turns. * Heal for 54. * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 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. |
5 citrine 5 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. |
9 zircon 9 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 Warrior of Faith the Yeek Annihilator level 33
58th Haze 122nd year of Ascendancy at 20:21 see stats
By Warrior of Faith the Yeek Annihilator level 25
2nd Haze 122nd year of Ascendancy at 12:59 see stats
By Warrior of Faith the Yeek Annihilator level 17
48th Dusk 122nd year of Ascendancy at 15:14 see stats
By Warrior of Faith the Yeek Annihilator level 33
61st Haze 122nd year of Ascendancy at 22:19 see stats
By Warrior of Faith the Yeek Annihilator level 25
11st Haze 122nd year of Ascendancy at 02:46 see stats
By Warrior of Faith the Yeek Annihilator level 34
1st Decay 122nd year of Ascendancy at 05:56 see stats
By Warrior of Faith the Yeek Annihilator level 24
2nd Haze 122nd year of Ascendancy at 06:42 see stats
By Warrior of Faith the Yeek Annihilator level 30
47th Haze 122nd year of Ascendancy at 04:47 see stats
By Warrior of Faith the Yeek Annihilator level 33
58th Haze 122nd year of Ascendancy at 19:39 see stats
By Warrior of Faith the Yeek Annihilator level 10
79th Pyre 122nd year of Ascendancy at 17:46 see stats
By Warrior of Faith the Yeek Annihilator level 20
62nd Dusk 122nd year of Ascendancy at 18:31 see stats
By Warrior of Faith the Yeek Annihilator level 30
47th Haze 122nd year of Ascendancy at 02:42 see stats
By Warrior of Faith the Yeek Annihilator level 34
24th Regrowth 123rd year of Ascendancy at 00:52 see stats
By Warrior of Faith the Yeek Annihilator level 21
72nd Dusk 122nd year of Ascendancy at 08:52 see stats
By Warrior of Faith the Yeek Annihilator level 33
58th Haze 122nd year of Ascendancy at 20:21 see stats
By Warrior of Faith the Yeek Annihilator level 10
6th Mirth 122nd year of Ascendancy at 07:18 see stats
By Warrior of Faith the Yeek Annihilator level 33
58th Haze 122nd year of Ascendancy at 20:21 see stats
By Warrior of Faith the Yeek Annihilator level 35
40th Regrowth 123rd year of Ascendancy at 21:56 see stats
By Warrior of Faith the Yeek Annihilator level 17
20th Dusk 122nd year of Ascendancy at 06:42 see stats
By Warrior of Faith the Yeek Annihilator level 28
39th Haze 122nd year of Ascendancy at 05:26 see stats
By Warrior of Faith the Yeek Annihilator level 25
10th Haze 122nd year of Ascendancy at 16:37 see stats
By Warrior of Faith the Yeek Annihilator level 19
60th Dusk 122nd year of Ascendancy at 21:00 see stats
By Warrior of Faith the Yeek Annihilator level 35
54th Regrowth 123rd year of Ascendancy at 00:51 see stats
By Warrior of Faith the Yeek Annihilator level 33
58th Haze 122nd year of Ascendancy at 22:54 see stats
Log
Warrior of Faith prepares their AED!
Black bear misses Aeramira the ghoul.
Lava floor hits Brown bear for 22 fire damage.
Lava floor hits Guardian turret for (14 shared) damage.
Lava floor hits Black bear for 7 fire damage.
Lava floor killed Guardian turret!
Aeramira the ghoul uses Whirlwind.
Aeramira the ghoul becomes a whirlwind of weapons!
Warrior of Faith's AED triggers!
Black bear wanders around!
Warrior of Faith starts to bleed.
Aeramira the ghoul hits Black bear for 55 physical, 61 physical (116 total damage).
Aeramira the ghoul hits Guardian turret for (117 shared), (130 shared), (14 shared) (261 total damage).
Aeramira the ghoul hits Warrior of Faith for (0 exoskeleton), 7 physical (7 total damage).
Overkill hits Black bear for 295 blight, 500 blight (795 total damage).
Overkill hits Steamgun turret for 242 blight damage.
Overkill hits Guardian turret for (514 shared) damage.
Overkill hits Guardian turret for (627 shared), (0 shared), (1063 shared), (916 shared), (143 shared), (1780 shared) (4529 total damage).
Overkill hits Warrior of Faith for (0 exoskeleton), 0 blight, (177 reactive armor), (68 exoskeleton), 186 blight, (0 exoskeleton), 67 blight, (0 exoskeleton), 838 blight (1091 total damage).
Warrior of Faith receives 776 healing from AED.
Lava floor hits Aeramira the ghoul for 27 fire damage.
AED hits Black bear for 81 lightning damage.
AED hits Aeramira the ghoul for 173 lightning damage.
AED hits Guardian turret for (172 shared) damage.
AED hits Brown bear for 253 lightning damage.
Melee retaliation hits Aeramira the ghoul for 34 physical, 34 physical (68 total damage).
Warrior of Faith the level 36 yeek annihilator was debilitated by noxious blight before falling to death by Aeramira the ghoul on level 2 of Dreadfell.
Aeramira the ghoul shrugs off Warrior of Faith's 'Dazed'!
Brown bear is dazed!
Warrior of Faith's AED deactivates.