












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Ashes of Urh'Rok 1.6.7Official 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:
Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 30 / 10% |
| Size | small |
| Lifes / Deaths | Killed by Eleba the skeleton warrior at level 30 on the 73rd Regrowth 123rd year of Ascendancy at 23:36 / 1 |
Primary Stats
| Strength | 22 (base 13) |
| Dexterity | 50 (base 45) |
| Constitution | 56 (base 46) |
| Magic | 11 (base 10) |
| Willpower | 21 (base 11) |
| Cunning | 50 (base 36) |
Resources
| Life | -123/1018 |
| Mana | 209/209 |
| Stamina | 239/262 |
| Healing Factor | 1.4353097345133 |
| Regeneration | 160.09703780034 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 6 |
| See Stealth | 49.683315893437 |
| See Invisible | 58.683315893437 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 93 |
| Accuracy | 51 |
| Crit Chance | 70% |
| APR | 21 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 19 |
| Crit Chance | 52% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 52% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +26% |
| Light | +3% |
| Darkness | +6% |
| Nature | +6% |
| Physical | +10% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +45% |
| Mind | +25% |
| Temporal | +15% |
Defense: Base
| Armour (hardiness) | 36.326530612245 (85.218264182024%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 0.70967741935484 |
| Physical Save | 56 |
| Spell Save | 43 |
| Mental Save | 55 |
Defense: Resistances
| Acid | + 31%( 71%) |
| Blight | + 41%( 71%) |
| Physical | + 28%( 71%) |
| Cold | + 33%( 71%) |
| All | + 27%( 71%) |
| Darkness | + 31%( 71%) |
| Temporal | + 40%( 71%) |
| Lightning | + 47%( 71%) |
| Mind | + 36%( 71%) |
| Fire | + 27%( 71%) |
| Nature | + 33%( 71%) |
Defense: Immunities
| Stun Resistance | 10% |
| Confusion Resistance | 38% |
| Pinning Resistance | 24% |
| Disarm Resistance | 29% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 43% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 237 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 112 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Cunning / Poisons | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Apply Poison |
| talent | Insidious Poison |
| talent | Leeching Poison |
| talent | Trained Reactions |
| talent | Chant of Fortress |
| talent | Premonition |
| talent | Bombardment |
| talent | Counter Shot |
| detrimental effect | The target is on fire, taking 92.61 fire damage per turn. Burning |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 8. Militant Mind |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects (except Wet and Frozen Feet). The target cannot teleport or heal while frozen. -70 HP on the iceblock remaining. Frozen |
| beneficial effect | Increases defense by 16. Mobile Defense |
| beneficial effect | The target stands strong, increasing all resistances by 3.2% and resistance caps by 0.6%. Eternal Warrior |
| beneficial effect | A flow of life spins around the target, regenerating 47.36 life per turn. Regeneration |
| beneficial effect | Reduces blight damage received by 12%. Premonition Shield |
| beneficial effect | The target has 40 increased life regeneration. Recovery |
| beneficial effect | The target's luck and cunning combine to grant it 38% higher critical chance and 38 saves. Halflings's Luck |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks. Evasion |
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 |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You 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 within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | [vs. pair of hardened leather boots 'Squalorminister' (0 def, 7 armour) (On feet)]pair of hardened leather boots 'Squalorminister' (0 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +30 (+10 eff.) (-) Armour penetration: +5 (-) Physical crit. chance: +4.0% (-) Physical power: +5 (+1 eff.) (-) Armour: +7 (-) Changes damage: +6%(-) nature Only die when reaching: -80.00 life (-) Maximum stamina: +30.00 (-) A pair of boots made of leather. |
| Quiver | [vs. pouch of dwarven-steel shots 'Flashgasher' (45/45, 34-40.8 power, 9 apr) (Quiver)]pouch of dwarven-steel shots 'Flashgasher' (45/45, 34-40.8 power, 9 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 34.0 - 40.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 (-) Crit. chance: +5.0% (-) Capacity: 45 (-) Turns elapse between self-loadings: 4 (-) On weapon hit: * 10% chance to slow global speed by 48% * 20% chance to reduce strength, dexterity, and constitution by 11 Damage (Ranged): +16(-) fire Damage (radius 1) on hit: +4(-) blight Damage (radius 2) on crit: +4(-) blight / +4(-) fire Shots are used with slings to pummel your foes to death. |
| Light source | [vs. Baliharandil the brass lantern (Light source)]Baliharandil the brass lantern Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +10 (+0 eff.) (-) Damage when hit (Melee): 6(-) blight Changes resistances: +9%(-) cold Mental save: +15 (+5 eff.) (-) Light radius: +6 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. Steel Helm of Garkul (0 def, 6 armour) (On head)]Steel Helm of Garkul (0 def, 6 armour) Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 (-) Fatigue: +8% (-) Changes stats: +5(-) Str / +4(-) Wil / +5(-) Con Changes damage: +10%(-) physical Talent masteries: +0.20(-) Technique / Thuggery Physical save: +12 (+4 eff.) (-) Spell save: +12 (+5 eff.) (-) Mental save: +12 (+4 eff.) (-) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | [vs. drakeskin leather gloves 'Artharuikath' (0 def, 3 armour) (On hands)]drakeskin leather gloves 'Artharuikath' (0 def, 3 armour) Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical power: +10 (+3 eff.) (-) Armour: +3 (-) Damage when hit (Melee): 8(-) acid Changes stats: +4(-) Str Changes resistances: +3%(-) temporal / +3%(-) nature / +6%(-) darkness Life regen: +8.60 (-) Stamina each turn: +2.00 (-) Psi each turn: +0.38 (-) Maximum stamina: +21.00 (-) 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. |
| Tool | [vs. Bizzare Contraption (Tool)]Bizzare Contraption 2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8(-) Cun Changes resistances: +15%(-) lightning Changes damage: +15%(-) lightning Physical save: +18 (+6 eff.) (-) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
| On fingers | [vs. Mayynor the Arcwisp (On fingers, 1 of 2)]Mayynor the Arcwisp Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1(-) Mag / +1(-) Wil / +3(-) Cun Changes resistances: +12%(-) lightning Changes damage: +6%(-) cold Disarm immunity: +29% (-) Pinning immunity: +24% (-) Knockback immunity: +23% (-) Maximum life: +32.00 (-) See invisible: +9 (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. Mayynor the Arcwisp (On fingers, 1 of 2)]Duskvault the steel ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +0(-1) Mag / +0(-1) Wil / +0(-3) Cun Changes resistances: +6% acid / +9% temporal / +12% mind / +0%(-12%) lightning Changes resistances penetration: +20% darkness / +5% mind Changes damage: +0%(-6%) cold Reduces incoming crit damage: 5.00% Mental save: +9 (+3 eff.) Disarm immunity: +0% (-29%) Confusion immunity: +28% Pinning immunity: +0% (-24%) Knockback immunity: +0% (-23%) Maximum life: +40.00 (+8.00) See invisible: +0 (-9) Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. Earthen Beads (Around neck)]Earthen Beads Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5(-) Wil Damage affinity(heal): +15%(-) nature Life regen: +2.00 (-) Mindpower: +5 (+2 eff.) (-) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 201 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | [vs. Amaladig the Nightarc (In main hand)]Amaladig the Nightarc Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% (-) Firing range: +7 (-) Damage (Ranged): +7(-) lightning / +8(-) acid Damage (radius 1) on hit: +20(-) acid When wielded/worn: Effects on ranged hit: * 20% chance to reduce all saves and defense by 22 * 10% chance to reduce armor by 21% * 20% chance to reduce damage dealt by 18% Damage (Ranged): 0(-10) item acid corrode / 0(-20) item expose / 0(-20) item darkness numbing Changes damage: +11%(-) lightning / +3%(-) darkness Slings are used to hurl stones or metal shots at your foes. |
| Around waist | [vs. Dimoblivion the hardened leather belt (Around waist)]Dimoblivion the hardened leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% (-) Physical power: +4 (+1 eff.) (-) Changes stats: +3(-) Str / +2(-) Dex / +4(-) Con Changes resistances penetration: +15%(-) darkness Critical mult.: +8.00% (-) Reduces incoming crit damage: 5.00% (-) Infravision radius: +3 (-) A belt that goes around your waist. |
| In off hand | [vs. Torosin the Shadestreak (0 def, 7 armour, 37.5-45 power, 76.5 block) (In off hand)]Torosin the Shadestreak (0 def, 7 armour, 37.5-45 power, 76.5 block) Requires: - Shield usage training - Cunning 24 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 37.5 - 45.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.5% (-) Block value: +76 (-) On weapon hit: * Deal physical damage equal to your armor (36) On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +6.0% (-) Physical power: +7 (+2 eff.) (-) Armour: +7 (-) Fatigue: +8% (-) Damage (Melee): 13(-) cold Damage when hit (Melee): 6(-) ice Changes resistances: +6%(-) temporal Changes resistances penetration: +10%(-) darkness / +15%(-) temporal Changes damage: +3%(-) darkness Talents granted: +1.00(-) Block Handheld deflection devices. |
| Cloak | [vs. Balancewalker the cashmere cloak (2 def, 0 armour) (Cloak)]Balancewalker the cashmere cloak (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +17 (+6 eff.) (-) Defense: +2 (+0 eff.) (-) Fatigue: -4% (-) Damage when hit (Melee): 6(-) nature / 10(-) cold Changes resistances: +6%(-) nature Changes damage: +3%(-) light / +9%(-) cold Maximum life: +73.00 (-) Maximum stamina: +16.00 (-) Light radius: +3 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. cashmere robe 'Bregusayon' (0 def, 0 armour) (Main armor)]cashmere robe 'Bregusayon' (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 22 Damage (Melee): 0(-10) item expose Changes resistances: +8%(-) blight / +11%(-) all Changes resistances penetration: +20%(-) mind Confusion immunity: +10% (-) Stun/Freeze immunity: +10% (-) Knockback immunity: +20% (-) Life regen: +2.90 (-) Only die when reaching: -40.00 life (-) Maximum life: +67.00 (-) Healing mod.: +13% (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the duelist (speed 651%; cd 18)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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 651% 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 Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. Infusion: Regeneration [regeneration infusion of the warrior (heal 199; 16 cd)] (on body)]regeneration infusion of the titan (heal 342; 15 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16(-1) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 342(+106) life over 5(-) turns. Its effects scale with your -Strength, +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. |
Prismatic Rune (6 turns; physical, darkness, fire, nature, arcane)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 physical, 5 darkness, 4 fire, 3 nature, 5 arcane 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. |
[vs. Earthen Beads (Around neck)]copper amulet of cunning (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun / +0(-5) Wil Damage affinity(heal): +0%(-15%) nature Life regen: +0.00 (-2.00) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) Amulets can have magical properties. |
[vs. Earthen Beads (Around neck)]grounding copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +0(-5) Wil Changes resistances: +13% lightning Damage affinity(heal): +0%(-15%) nature Stun/Freeze immunity: +21% Life regen: +0.00 (-2.00) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) Amulets can have magical properties. |
[vs. Earthen Beads (Around neck)]stabilizing copper amulet of constitution (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +0(-5) Wil / +3 Con Changes resistances: +12% temporal Damage affinity(heal): +0%(-15%) nature Pinning immunity: +20% Knockback immunity: +20% Life regen: +0.00 (-2.00) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) Amulets can have magical properties. |
[vs. Earthen Beads (Around neck)]insulating steel amulet of dexterity (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex / +0(-5) Wil Changes resistances: +12% fire / +12% cold Damage affinity(heal): +0%(-15%) nature Life regen: +0.00 (-2.00) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) Amulets can have magical properties. |
[vs. Earthen Beads (Around neck)]steel amulet 'Nimbuswrecker' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 18% Changes stats: +0(-5) Wil Changes resistances: +3% lightning / +3% fire / +7% physical Changes resistances penetration: +20% darkness / +15% lightning Damage affinity(heal): +0%(-15%) nature Life regen: +0.00 (-2.00) Stamina each turn: +0.50 Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) Amulets can have magical properties. |
[vs. Earthen Beads (Around neck)]steel amulet 'Prismstreak' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Str / +0(-5) Wil Changes resistances penetration: +25% acid Changes damage: +9% light / +12% temporal Damage affinity(heal): +0%(-15%) nature Life regen: +0.00 (-2.00) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) Light radius: +2 Amulets can have magical properties. |
[vs. Earthen Beads (Around neck)]This item will automatically be transmogrified when you leave the level. gold amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +0(-5) Wil Damage affinity(heal): +0%(-15%) nature Life regen: +0.00 (-2.00) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) Amulets can have magical properties. |
[vs. Mayynor the Arcwisp (On fingers, 1 of 2)]copper ring 'Bethedhenn' Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Defense: +5 (+0 eff.) Changes stats: +8 Str / +3(+2) Mag / +0(-1) Wil / +3(-) Cun Changes resistances: +0%(-12%) lightning Changes resistances penetration: +5% arcane Changes damage: +0%(-6%) cold Disarm immunity: +0% (-29%) Pinning immunity: +0% (-24%) Knockback immunity: +0% (-23%) Maximum life: +0.00 (-32.00) Spellpower: +7 (+4 eff.) See invisible: +0 (-9) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Mayynor the Arcwisp (On fingers, 1 of 2)]copper ring of darkness (+22%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-1) Mag / +0(-1) Wil / +0(-3) Cun Changes resistances: +22% darkness / +0%(-12%) lightning Changes damage: +11% darkness / +0%(-6%) cold Disarm immunity: +0% (-29%) Pinning immunity: +0% (-24%) Knockback immunity: +0% (-23%) Maximum life: +0.00 (-32.00) See invisible: +0 (-9) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Mayynor the Arcwisp (On fingers, 1 of 2)]marksman's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex / +0(-1) Mag / +0(-1) Wil / +0(-3) Cun Changes resistances: +0%(-12%) lightning Changes damage: +0%(-6%) cold Disarm immunity: +0% (-29%) Pinning immunity: +0% (-24%) Knockback immunity: +0% (-23%) Maximum life: +0.00 (-32.00) See invisible: +0 (-9) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Mayynor the Arcwisp (On fingers, 1 of 2)]marksman's copper ring of nature (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex / +0(-1) Mag / +0(-1) Wil / +0(-3) Cun Changes resistances: +20% nature / +0%(-12%) lightning Changes damage: +10% nature / +0%(-6%) cold Disarm immunity: +0% (-29%) Pinning immunity: +0% (-24%) Knockback immunity: +0% (-23%) Maximum life: +0.00 (-32.00) See invisible: +0 (-9) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Mayynor the Arcwisp (On fingers, 1 of 2)]Vargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +0(-1) Mag / +4(+3) Wil / +0(-3) Cun / +6 Con Changes resistances: +0%(-12%) lightning / +25% cold / +10% nature Changes damage: +15%(+9%) cold Disarm immunity: +0% (-29%) Pinning immunity: +0% (-24%) Knockback immunity: +0% (-23%) Maximum life: +0.00 (-32.00) Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 See invisible: +0 (-9) It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 11.61 cold and 11.11 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. Tap to cycle through comparison choices |
[vs. Mayynor the Arcwisp (On fingers, 1 of 2)]steel ring 'Layydheth' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +2 Physical power: +5 (+2 eff.) Armour: +8 Defense: +10 (+0 eff.) Damage when hit (Melee): 4 blight Changes stats: +0(-1) Mag / +0(-1) Wil / +0(-3) Cun Changes resistances: +26%(+14%) lightning / +3% physical / +6% blight Changes damage: +13% lightning / +0%(-6%) cold Disarm immunity: +0% (-29%) Pinning immunity: +0% (-24%) Knockback immunity: +0% (-23%) Maximum life: +0.00 (-32.00) See invisible: +0 (-9) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Amaladig the Nightarc (In main hand)]This item will automatically be transmogrified when you leave the level. Brenokalthohir the Kindlebolt (20-24 power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0(+20.0 - +24.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% (-) Firing range: +0 (-7) Damage (Ranged): +0(-7) lightning / +0(-8) acid Damage (radius 1) on hit: +0(-20) acid When wielded/worn: Armour: +5 Armour Hardiness: +4% Damage (Ranged): 0(-10) item acid corrode / 0(-20) item expose / 0(-20) item darkness numbing Damage when hit (Melee): 4 arcane / 8 light Changes resistances penetration: +10% arcane / +10% mind Changes damage: +0%(-11%) lightning / +20% physical / +27% light / +12% mind / +0%(-3%) darkness Talent granted: +1 Command Staff Physical save: +8 (+2 eff.) Spellpower: +9 (+5 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
[vs. Amaladig the Nightarc (In main hand)]This item will automatically be transmogrified when you leave the level. blighted yew vilestaff (20-24 power, 4 apr, blight element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0(+20.0 - +24.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% (-) Firing range: +0 (-7) Damage (Ranged): +0(-7) lightning / +0(-8) acid Damage (radius 1) on hit: +0(-20) acid When wielded/worn: Damage (Ranged): 0(-10) item acid corrode / 0(-20) item expose / 0(-20) item darkness numbing Changes damage: +20% blight / +0%(-3%) darkness / +0%(-11%) lightning Talent granted: +1 Command Staff Vim when firing critical spell: +2.00 Maximum vim: +13.00 Spellpower: +14 (+7 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
[vs. Amaladig the Nightarc (In main hand)]This item will automatically be transmogrified when you leave the level. infernal yew starstaff (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0(+20.0 - +24.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% (-) Firing range: +0 (-7) Damage (Ranged): +0(-7) lightning / +0(-8) acid Damage (radius 1) on hit: +0(-20) acid When wielded/worn: Damage (Melee): 19 fire Damage (Ranged): 0(-10) item acid corrode / 0(-20) item expose / 0(-20) item darkness numbing Changes damage: +20%(+17%) darkness / +0%(-11%) lightning Talent granted: +1 Command Staff Critical mult.: +18.00% Spellpower: +16 (+8 eff.) Spell crit. chance: +3% See invisible: +5 Staves designed for wielders of magic, by the greats of the art. |
[vs. Amaladig the Nightarc (In main hand)]This item will automatically be transmogrified when you leave the level. potent yew vilestaff of the prodigy (24-28.8 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 24.0 - 28.8(+24.0 - +28.8) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% (-) Firing range: +0 (-7) Damage (Ranged): +0(-7) lightning / +0(-8) acid Damage (radius 1) on hit: +0(-20) acid When wielded/worn: Damage (Ranged): 0(-10) item acid corrode / 0(-20) item expose / 0(-20) item darkness numbing Changes stats: +10 Mag / +10 Wil / +5 Cun Changes damage: +24%(+21%) darkness / +0%(-11%) lightning Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +12 (+6 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
[vs. Amaladig the Nightarc (In main hand)]This item will automatically be transmogrified when you leave the level. yew starstaff of breaching (20-24 power, 4 apr, temporal element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0(+20.0 - +24.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% (-) Firing range: +0 (-7) Damage (Ranged): +0(-7) lightning / +0(-8) acid Damage (radius 1) on hit: +0(-20) acid When wielded/worn: Damage (Ranged): 0(-10) item acid corrode / 0(-20) item expose / 0(-20) item darkness numbing Changes resistances penetration: +10% temporal Changes damage: +0%(-11%) lightning / +20% temporal / +0%(-3%) darkness Talent granted: +1 Command Staff Spellpower: +9 (+5 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
[vs. Amaladig the Nightarc (In main hand)]This item will automatically be transmogrified when you leave the level. balanced dwarven-steel greatsword of erosion (38-60.8 power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.0 - 60.8(+38.0 - +60.8) 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% (-) Firing range: +0 (-7) Damage (Melee): +14 nature Damage (Ranged): +0(-7) lightning / +0(-8) acid Damage (radius 1) on hit: +0(-20) acid When wielded/worn: Accuracy: +12 (+4 eff.) Defense: +10 (+0 eff.) Damage (Ranged): 0(-10) item acid corrode / 0(-20) item expose / 0(-20) item darkness numbing Changes damage: +0%(-11%) lightning / +0%(-3%) darkness Disarm immunity: +50% Massive two-handed swords. |
[vs. Amaladig the Nightarc (In main hand)]This item will automatically be transmogrified when you leave the level. deep-steel trident of evisceration (30.5-48.8 power, 10 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 30.5 - 48.8(+30.5 - +48.8) Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% (-) Firing range: +0 (-7) On weapon crit: + Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +0(-7) lightning / +0(-8) acid Damage (radius 1) on hit: +0(-20) acid When wielded/worn: Physical crit. chance: +10.0% Physical power: +12 (+4 eff.) Damage (Ranged): 0(-10) item acid corrode / 0(-20) item expose / 0(-20) item darkness numbing Changes damage: +0%(-11%) lightning / +0%(-3%) darkness A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
[vs. Amaladig the Nightarc (In main hand)]This item will automatically be transmogrified when you leave the level. Brightvile the dwarven-steel longsword (23-32.2 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.0 - 32.2(+23.0 - +32.2) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% (-) Firing range: +0 (-7) Damage (Ranged): +0(-7) lightning / +0(-8) acid Damage (radius 1) on hit: +0(-20) acid When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +20 (+7 eff.) Defense: +10 (+0 eff.) Damage (Ranged): 0(-10) item acid corrode / 0(-20) item expose / 0(-20) item darkness numbing Changes stats: +2 Str / +1 Dex Changes resistances: +9% fire / +12% mind / +1% physical Changes damage: +0%(-11%) lightning / +0%(-3%) darkness Cut immunity: +20% Disarm immunity: +34% Teleport immunity: +10% Sharp, long, and deadly. |
[vs. Amaladig the Nightarc (In main hand)]This item will automatically be transmogrified when you leave the level. steel mace (13-18.2 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.0 - 18.2(+13.0 - +18.2) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% (-) Firing range: +0 (-7) Damage (Ranged): +0(-7) lightning / +0(-8) acid Damage (radius 1) on hit: +0(-20) acid When wielded/worn: Damage (Ranged): 0(-10) item acid corrode / 0(-20) item expose / 0(-20) item darkness numbing Changes damage: +0%(-11%) lightning / +0%(-3%) darkness Blunt and deadly. |
[vs. Amaladig the Nightarc (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. thorny mindstar (7.5-8.25 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.3(+7.5 - +8.3) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% (-) Firing range: +0 (-7) Damage (Ranged): +0(-7) lightning / +0(-8) acid Damage (radius 1) on hit: +0(-20) acid When wielded/worn: Damage (Ranged): 0(-10) item acid corrode / 0(-20) item expose / 0(-20) item darkness numbing Changes damage: +0%(-11%) lightning / +0%(-3%) darkness Talent granted: +1 Attune Mindstar Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. Amaladig the Nightarc (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. thorny mindstar 'Umbrabolt' (8.5-9.35 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4(+8.5 - +9.4) Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% (-) Firing range: +0 (-7) On weapon hit: * 20% chance to reduce damage dealt by 18% Damage (Melee): +12 lightning / +8 darkness Damage (Ranged): +0(-7) lightning / +0(-8) acid Damage (radius 1) on hit: +8 darkness / +0(-20) acid When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 18% Damage (Ranged): 0(-10) item acid corrode / 0(-20) item expose / 0(-20) item darkness numbing Changes stats: +4 Cun Changes damage: +3%(-8%) lightning / +6% cold / +15%(+12%) darkness Talent granted: +1 Attune Mindstar Critical mult.: +16.00% Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. Amaladig the Nightarc (In main hand)]Crackleborn the rough leather sling Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% (-) Firing range: +6 (-1) Travel speed: +200% Damage (Ranged): +5(-3) acid / +8(+1) lightning Damage (radius 1) on hit: +0(-20) acid When wielded/worn: Physical power: +5 (+2 eff.) Ammo reloads per turn: +4 Damage (Ranged): 0(-10) item acid corrode / 0(-20) item expose / 0(-20) item darkness numbing Changes resistances penetration: +10% lightning Changes damage: +10% acid / +0%(-3%) darkness / +0%(-11%) lightning Slings are used to hurl stones or metal shots at your foes. |
[vs. Amaladig the Nightarc (In main hand)]Shadowclash Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% (-) Firing range: +6 (-1) Damage (Ranged): +4(-4) acid / +0(-7) lightning Damage (radius 1) on hit: +0(-20) acid When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +2.0% Effects on ranged hit: * 10% chance to reduce damage dealt by 18% Damage (Ranged): 0(-10) item acid corrode / 0(-20) item expose / 0(-20) item darkness numbing Changes resistances penetration: +5% acid / +15% darkness Changes damage: +9% acid / +0%(-3%) darkness / +0%(-11%) lightning Mindpower: +5 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
[vs. Amaladig the Nightarc (In main hand)]This item will automatically be transmogrified when you leave the level. hardened leather sling of lightning Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% (-) Firing range: +8 (+1) Damage (Ranged): +6(-1) lightning / +0(-8) acid Damage (radius 1) on hit: +0(-20) acid When wielded/worn: Damage (Ranged): 0(-10) item acid corrode / 0(-20) item expose / 0(-20) item darkness numbing Changes damage: +12%(+1%) lightning / +0%(-3%) darkness Slings are used to hurl stones or metal shots at your foes. |
[vs. pouch of dwarven-steel shots 'Flashgasher' (45/45, 34-40.8 power, 9 apr) (Quiver)]This item will automatically be transmogrified when you leave the level. Hazepall the quiver of yew arrows (21/21, 32.5-45.5 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 32.5 - 45.5(-1.5 - +4.7) Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 (+1) Crit. chance: +2.0% (-3.0%) Capacity: 21 (-24) Turns elapse between self-loadings: 1 (-3) On weapon hit: * 0% chance to slow global speed by 48% * 0% chance to reduce strength, dexterity, and constitution by 11 Damage (Ranged): +0(-16) fire / +8 temporal Damage (radius 1) on hit: +0(-4) blight / +12 temporal / +16 mind / +20 cold Damage (radius 2) on crit: +0(-4) blight / +8 temporal / +12 mind / +0(-4) fire Arrows are used with bows to pierce your foes to death. |
[vs. pouch of dwarven-steel shots 'Flashgasher' (45/45, 34-40.8 power, 9 apr) (Quiver)]Geteletodur the Dayjam (20/20, 21.5-25.8 power, 2 apr) Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 21.5 - 25.8(-12.5 - -15.0) Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-7) Crit. chance: +4.5% (-0.5%) Capacity: 20 (-25) Turns elapse between self-loadings: 0 (-4) On weapon hit: * 0% chance to reduce strength, dexterity, and constitution by 11 * 0% chance to slow global speed by 48% + 20% chance to knock the target back 3 spaces and deal 132 physical damage Damage (Ranged): +16 temporal / +20 light / +0(-16) fire / +19 physical Damage (radius 1) on hit: +0(-4) blight / +16 temporal Damage (radius 2) on crit: +0(-4) blight / +0(-4) fire Shots are used with slings to pummel your foes to death. |
[vs. pouch of dwarven-steel shots 'Flashgasher' (45/45, 34-40.8 power, 9 apr) (Quiver)]This item will automatically be transmogrified when you leave the level. Kindlefame (13/18, 49.5-59.4 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Base power: 49.5 - 59.4(+15.5 - +18.6) Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-6) Crit. chance: +5.0% (-) Capacity: 18 (-27) Turns elapse between self-loadings: 0 (-4) On weapon hit: * 0% chance to slow global speed by 48% * 33% chance to reduce strength, dexterity, and constitution by 11 Damage (Ranged): +10 blight / +8(-8) fire Damage (radius 1) on hit: +0(-4) blight Damage (radius 2) on crit: +20(+16) blight / +8(+4) fire Shots are used with slings to pummel your foes to death. |
[vs. pouch of dwarven-steel shots 'Flashgasher' (45/45, 34-40.8 power, 9 apr) (Quiver)]This item will automatically be transmogrified when you leave the level. Vorudhessra the Deepsoracle (18/18, 33-39.6 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.0 - 39.6(-1.0 - -1.2) Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-6) Crit. chance: +5.0% (-) Capacity: 18 (-27) Turns elapse between self-loadings: 0 (-4) On weapon hit: * 0% chance to slow global speed by 48% * 0% chance to reduce strength, dexterity, and constitution by 11 Damage Shield penetration (this weapon only): +30% Damage (Ranged): +20 blight / +0(-16) fire / +20 arcane Damage (radius 1) on hit: +0(-4) blight / +12 fire / +4 darkness / +12 arcane Damage (radius 2) on crit: +0(-4) blight / +0(-4) fire / +20 darkness Shots are used with slings to pummel your foes to death. |
[vs. pouch of dwarven-steel shots 'Flashgasher' (45/45, 34-40.8 power, 9 apr) (Quiver)]This item will automatically be transmogrified when you leave the level. barbed pouch of dwarven-steel shots of erosion (21/21, 37.5-45 power, 3 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 37.5 - 45.0(+3.5 - +4.2) Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-6) Crit. chance: +13.0% (+8.0%) Capacity: 21 (-24) Turns elapse between self-loadings: 0 (-4) On weapon hit: * 0% chance to slow global speed by 48% * 0% chance to reduce strength, dexterity, and constitution by 11 On weapon crit: + Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +0(-16) fire / +8 nature Damage (radius 1) on hit: +0(-4) blight Damage (radius 2) on crit: +0(-4) blight / +0(-4) fire Shots are used with slings to pummel your foes to death. |
[vs. pouch of dwarven-steel shots 'Flashgasher' (45/45, 34-40.8 power, 9 apr) (Quiver)]This item will automatically be transmogrified when you leave the level. pouch of dwarven-steel shots 'Prismblur' (19/19, 34-40.8 power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 34.0 - 40.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +11 Armour Penetration: +3 (-6) Crit. chance: +5.0% (-) Capacity: 19 (-26) Turns elapse between self-loadings: 0 (-4) On weapon hit: * 20% chance to reduce armor by 21% * 0% chance to slow global speed by 48% * 0% chance to reduce strength, dexterity, and constitution by 11 Damage (Ranged): +20 acid / +0(-16) fire Damage (radius 1) on hit: +0(-4) blight Damage (radius 2) on crit: +20 acid / +0(-4) fire / +20 light / +0(-4) blight Shots are used with slings to pummel your foes to death. |
[vs. Torosin the Shadestreak (0 def, 7 armour, 37.5-45 power, 76.5 block) (In off hand)]This item will automatically be transmogrified when you leave the level. stralite shield of shrapnel (0 def, 8 armour, 52-62.4 power, 137 block) Requires: - Shield usage training - Cunning 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 52.0 - 62.4(+14.5 - +17.4) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% (+1.0%) Block value: +137 (+60) On weapon hit: - Deal physical damage equal to your armor (36) On weapon crit: - Smash the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +0.0% (-6.0%) Physical power: +0 (+0 eff.) (-7 (-2 eff.)) Armour: +8 (+1) Fatigue: +8% (-) Damage (Melee): 0(-13) cold Damage when hit (Melee): 0(-6) ice On shield block: + Cause enemies within radius 6 to bleed for 193 physical damage over 5 turns (1/turn) Changes resistances: +0%(-6%) temporal Changes resistances penetration: +0%(-10%) darkness / +0%(-15%) temporal Changes damage: +0%(-3%) darkness Talents granted: +1.00(-) Block Handheld deflection devices. |
[vs. cashmere robe 'Bregusayon' (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. silk robe of alchemy (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Damage (Melee): 0(-10) item expose Changes resistances: +14% acid / +13% physical / +0%(-8%) blight / +12% fire / +13% cold / +13%(+2%) all Changes resistances penetration: +0%(-20%) mind Changes damage: +21% acid / +13% physical / +11% fire / +8% cold Talent cooldown: Refit Golem (-4 turns) Confusion immunity: +0% (-10%) Stun/Freeze immunity: +0% (-10%) Knockback immunity: +0% (-20%) Life regen: +0.00 (-2.90) Only die when reaching: +0.00 life (+40.00 life) Maximum life: +0.00 (-67.00) Healing mod.: +0% (-13%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. cashmere robe 'Bregusayon' (0 def, 0 armour) (Main armor)]Skin of Many (12 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+0 eff.) Fatigue: +7% Damage (Melee): 0(-10) item expose Changes stats: +4 Con Changes resistances: +0%(-8%) blight / +0%(-11%) all Changes resistances penetration: +0%(-20%) mind Talent mastery: -0.20 Cunning / Stealth Confusion immunity: +0% (-10%) Stun/Freeze immunity: +0% (-10%) Knockback immunity: +0% (-20%) Life regen: +0.00 (-2.90) Only die when reaching: +0.00 life (+40.00 life) Maximum life: +40.00 (-27.00) Infravision radius: +3 Healing mod.: +0% (-13%) The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
[vs. cashmere robe 'Bregusayon' (0 def, 0 armour) (Main armor)]Spinal Cage (5 def, 8 armour) Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +5 (+0 eff.) Fatigue: +3% Damage (Melee): 0(-10) item expose Changes stats: +2 Dex Changes resistances: +0%(-8%) blight / +15% physical / +0%(-11%) all Changes resistances penetration: +0%(-20%) mind Confusion immunity: +0% (-10%) Stun/Freeze immunity: +0% (-10%) Knockback immunity: +0% (-20%) Life regen: +0.00 (-2.90) Only die when reaching: +0.00 life (+40.00 life) Maximum life: +0.00 (-67.00) Healing mod.: +0% (-13%) It can be used to activate talent Bone Grab (costing 20 power out of 30/30) : Effective talent level: 2.0 Power cost: 20 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 26.64 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
[vs. cashmere robe 'Bregusayon' (0 def, 0 armour) (Main armor)]duelist's cured leather armour of the deep (9 def, 10 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +10 Defense: +9 (+0 eff.) Fatigue: +7% Damage (Melee): 0(-10) item expose Changes stats: +5 Cun / +4 Dex Changes resistances: +7% acid / +6% cold / +0%(-8%) blight / +0%(-11%) all Changes resistances penetration: +0%(-20%) mind Allows you to breathe in: water Confusion immunity: +0% (-10%) Stun/Freeze immunity: +0% (-10%) Knockback immunity: +0% (-20%) Life regen: +0.00 (-2.90) Only die when reaching: +0.00 life (+40.00 life) Maximum life: +0.00 (-67.00) Healing mod.: +0% (-13%) A suit of armour made of leather. |
[vs. cashmere robe 'Bregusayon' (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. searing hardened leather armour (9 def, 6 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+0 eff.) Fatigue: +8% Damage (Melee): 11 acid / 13 fire / 0(-10) item expose Damage when hit (Melee): 10 acid / 10 fire Changes resistances: +14% acid / +14% fire / +0%(-8%) blight / +0%(-11%) all Changes resistances penetration: +0%(-20%) mind Confusion immunity: +0% (-10%) Stun/Freeze immunity: +0% (-10%) Knockback immunity: +0% (-20%) Life regen: +0.00 (-2.90) Only die when reaching: +0.00 life (+40.00 life) Maximum life: +0.00 (-67.00) Healing mod.: +0% (-13%) A suit of armour made of leather. |
[vs. cashmere robe 'Bregusayon' (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. enlightening steel mail armour of stability (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Damage (Melee): 0(-10) item expose Changes stats: +5 Cun / +4 Wil Changes resistances: +0%(-8%) blight / +6% physical / +0%(-11%) all Changes resistances penetration: +0%(-20%) mind Physical save: +10 (+3 eff.) Mental save: +11 (+4 eff.) Confusion immunity: +0% (-10%) Stun/Freeze immunity: +0% (-10%) Knockback immunity: +0% (-20%) Life regen: +0.00 (-2.90) Only die when reaching: +0.00 life (+40.00 life) Maximum life: +0.00 (-67.00) Healing mod.: +0% (-13%) A suit of armour made of mail. |
[vs. cashmere robe 'Bregusayon' (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Fatigue: +12% Damage (Melee): 0(-10) item expose Changes resistances: +0%(-8%) blight / +0%(-11%) all Changes resistances penetration: +0%(-20%) mind Confusion immunity: +0% (-10%) Stun/Freeze immunity: +0% (-10%) Knockback immunity: +0% (-20%) Life regen: +0.00 (-2.90) Only die when reaching: +0.00 life (+40.00 life) Maximum life: +0.00 (-67.00) Healing mod.: +0% (-13%) A suit of armour made of mail. |
[vs. Dimoblivion the hardened leather belt (Around waist)]Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Physical crit. chance: +0.0% (-4.0%) Physical power: +0 (+0 eff.) (-4 (-1 eff.)) Armour: +4 Fatigue: -10% Changes stats: +0(-3) Str / +0(-2) Dex / +0(-4) Con Changes resistances penetration: +0%(-15%) darkness Critical mult.: +0.00% (-8.00%) Reduces incoming crit damage: 0.00% (-5.00%) Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 Infravision radius: +0 (-3) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
[vs. Dimoblivion the hardened leather belt (Around waist)]rough leather belt 'Bokador' Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-4.0%) Physical power: +0 (+0 eff.) (-4 (-1 eff.)) Defense: +20 (+0 eff.) Changes stats: +0(-3) Str / +0(-2) Dex / +1(-3) Con Changes resistances penetration: +0%(-15%) darkness Critical mult.: +0.00% (-8.00%) Reduces incoming crit damage: 0.00% (-5.00%) Maximum life: +36.00 Maximum stamina: +20.00 Spell crit. chance: +2% Infravision radius: +3 (-) Damage Shield penetration: +10% A belt that goes around your waist. |
[vs. Dimoblivion the hardened leather belt (Around waist)]Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Physical crit. chance: +0.0% (-4.0%) Physical power: +0 (+0 eff.) (-4 (-1 eff.)) Changes stats: +0(-3) Str / +0(-2) Dex / +3 Wil / +0(-4) Con Changes resistances: +20% blight / +20% cold / +20% nature Changes resistances penetration: +0%(-15%) darkness Critical mult.: +0.00% (-8.00%) Reduces incoming crit damage: 0.00% (-5.00%) Infravision radius: +0 (-3) Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
[vs. Dimoblivion the hardened leather belt (Around waist)]This item will automatically be transmogrified when you leave the level. noble's hardened leather belt of resilience Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +0.0% (-4.0%) Physical power: +0 (+0 eff.) (-4 (-1 eff.)) Changes stats: +0(-3) Str / +0(-2) Dex / +4 Wil / +4 Cun / +0(-4) Con Changes resistances penetration: +0%(-15%) darkness Damage against: +20% Summoned Reduced damage from: +20% Summoned Critical mult.: +0.00% (-8.00%) Reduces incoming crit damage: 0.00% (-5.00%) Maximum life: +38.00 Infravision radius: +0 (-3) A belt that goes around your waist. |
[vs. Balancewalker the cashmere cloak (2 def, 0 armour) (Cloak)]Hellwire the linen cloak (21 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) (-12 (-4 eff.)) Defense: +21 (+0 eff.) (+19 (+0 eff.)) Fatigue: +0% (+4%) Damage when hit (Melee): 0(-6) nature / 0(-10) cold Changes stats: +2 Str / +1 Con Changes resistances: +0%(-6%) nature / +3% fire Changes damage: +0%(-3%) light / +0%(-9%) cold Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Only die when reaching: -40.00 life Maximum life: +0.00 (-73.00) Maximum stamina: +0.00 (-16.00) Light radius: +0 (-3) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Balancewalker the cashmere cloak (2 def, 0 armour) (Cloak)]Isoba (11 def, 8 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-17 (-6 eff.)) Armour: +8 Defense: +11 (+0 eff.) (+9 (+0 eff.)) Fatigue: +0% (+4%) Effects on melee hit: * 20% chance to slow global speed by 48% Damage when hit (Melee): 0(-6) nature / 0(-10) cold Changes stats: +2 Str / +2 Dex / +2 Con Changes resistances: +12% lightning / +9% cold / +0%(-6%) nature Changes damage: +0%(-3%) light / +0%(-9%) cold Maximum life: +0.00 (-73.00) Maximum stamina: +0.00 (-16.00) Light radius: +0 (-3) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. pair of hardened leather boots 'Squalorminister' (0 def, 7 armour) (On feet)]Frost Treads (1 def, 4 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-30 (-10 eff.)) Armour penetration: +0 (-5) Physical crit. chance: +0.0% (-4.0%) Physical power: +0 (+0 eff.) (-5 (-1 eff.)) Armour: +4 (-3) Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +0%(-6%) nature / +15% cold Only die when reaching: +0.00 life (+80.00 life) Maximum stamina: +0.00 (-30.00) Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
[vs. pair of hardened leather boots 'Squalorminister' (0 def, 7 armour) (On feet)]The Black Boots (2 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-30 (-10 eff.)) Armour penetration: +0 (-5) Physical crit. chance: +0.0% (-4.0%) Physical power: +0 (+0 eff.) (-5 (-1 eff.)) Armour: +1 (-6) Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +4 Cun Changes damage: +0%(-6%) nature Stealth bonus: +10 Only die when reaching: +0.00 life (+80.00 life) Maximum stamina: +0.00 (-30.00) Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
[vs. pair of hardened leather boots 'Squalorminister' (0 def, 7 armour) (On feet)]This item will automatically be transmogrified when you leave the level. Islirakira (4 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-30 (-10 eff.)) Armour penetration: +0 (-5) Physical crit. chance: +0.0% (-4.0%) Physical power: +0 (+0 eff.) (-5 (-1 eff.)) Armour: +3 (-4) Defense: +4 (+0 eff.) Damage when hit (Melee): 4 blight Changes stats: +7 Dex / +2 Mag / +7 Wil Changes damage: +0%(-6%) nature Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +8 Only die when reaching: +0.00 life (+80.00 life) Maximum stamina: +0.00 (-30.00) Spell crit. chance: +2% Light radius: +3 A pair of boots made of leather. |
[vs. drakeskin leather gloves 'Artharuikath' (0 def, 3 armour) (On hands)]Galeslice (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-10 (-3 eff.)) Armour: +2 (-1) Effects on melee hit: * 20% chance to slow global speed by 48% * 20 arcane resource burn Damage (Melee): 8 acid Damage when hit (Melee): 0(-8) acid Changes stats: +0(-4) Str Changes resistances: +7% acid / +0%(-3%) temporal / +0%(-6%) darkness / +9% cold / +0%(-3%) nature Changes damage: +3% acid / +12% fire / +9% lightning Life regen: +0.00 (-8.60) Stamina each turn: +0.00 (-2.00) Psi each turn: +0.00 (-0.38) Maximum stamina: +0.00 (-21.00) 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. |
[vs. drakeskin leather gloves 'Artharuikath' (0 def, 3 armour) (On hands)]Gloves of the Firm Hand (0 def, 8 armour) Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-10 (-3 eff.)) Armour: +8 (+5) Damage when hit (Melee): 0(-8) acid Changes stats: +0(-4) Str / +4 Con Changes resistances: +0%(-3%) temporal / +0%(-3%) nature / +0%(-6%) darkness Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Life regen: +0.00 (-8.60) Stamina each turn: +0.00 (-2.00) Psi each turn: +0.00 (-0.38) Maximum stamina: +0.00 (-21.00) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
11 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. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
8 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. |
3 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. |
5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
3 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. |
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. |
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. |
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. |
[vs. pouch of dwarven-steel shots 'Flashgasher' (45/45, 34-40.8 power, 9 apr) (Quiver)]626 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 Armour Penetration: +0 (-9) Crit. chance: +0.0% (-5.0%) Capacity: 0 (-45) Turns elapse between self-loadings: 0 (-4) On weapon hit: * 0% chance to slow global speed by 48% * 0% chance to reduce strength, dexterity, and constitution by 11 Damage (Ranged): +0(-16) fire Damage (radius 1) on hit: +0(-4) blight Damage (radius 2) on crit: +0(-4) blight / +0(-4) fire When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
[vs. Baliharandil the brass lantern (Light source)]Wintertide Phial Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-10 (+0 eff.)) Damage when hit (Melee): 0(-6) blight Changes resistances: +0%(-9%) cold Mental save: +0 (+0 eff.) (-15 (-5 eff.)) Light radius: +1 (-5) Infravision radius: +6 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. |
[vs. Baliharandil the brass lantern (Light source)]This item will automatically be transmogrified when you leave the level. alchemist's lamp 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +0 (+0 eff.) (-10 (+0 eff.)) Damage when hit (Melee): 0(-6) blight Changes resistances: +0%(-9%) cold Mental save: +0 (+0 eff.) (-15 (-5 eff.)) Light radius: +4 (-2) A normal brass lantern, enhanced by alchemy to make it brighter. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
[vs. Bizzare Contraption (Tool)]iron pickaxe 'Cystjam' (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +1 Damage when hit (Melee): 2 nature Changes stats: +2(-6) Cun / +5 Str Changes resistances: +3% nature / +0%(-15%) lightning Changes damage: +0%(-15%) lightning Critical mult.: +5.00% Physical save: +0 (+0 eff.) (-18 (-6 eff.)) Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of 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. |
[vs. Bizzare Contraption (Tool)]This item will automatically be transmogrified when you leave the level. yew totem of thorny skin [power 43] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +0(-8) Cun Changes resistances: +0%(-15%) lightning Changes damage: +0%(-15%) lightning Physical save: +0 (+0 eff.) (-18 (-6 eff.)) It can be used to harden the skin for 7 turns increasing armour by 43 and armour hardiness by 50% Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Skirmisher the Halfling Skirmisher level 28
3rd Regrowth 123rd year of Ascendancy at 23:29 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Skirmisher the Halfling Skirmisher level 24
53rd Haze 122nd year of Ascendancy at 07:24 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Skirmisher the Halfling Skirmisher level 23
51st Haze 122nd year of Ascendancy at 11:55 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Skirmisher the Halfling Skirmisher level 29
66th Regrowth 123rd year of Ascendancy at 06:36 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Skirmisher the Halfling Skirmisher level 10
8th Mirth 122nd year of Ascendancy at 08:27 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Skirmisher the Halfling Skirmisher level 20
59th Dusk 122nd year of Ascendancy at 00:38 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Skirmisher the Halfling Skirmisher level 30
73rd Regrowth 123rd year of Ascendancy at 09:55 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Skirmisher the Halfling Skirmisher level 22
79th Dusk 122nd year of Ascendancy at 01:25 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Skirmisher the Halfling Skirmisher level 10
2nd Summertide 122nd year of Ascendancy at 20:59 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Skirmisher the Halfling Skirmisher level 7
79th Pyre 122nd year of Ascendancy at 23:09 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Skirmisher the Halfling Skirmisher level 22
79th Dusk 122nd year of Ascendancy at 01:25 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Skirmisher the Halfling Skirmisher level 17
49th Dusk 122nd year of Ascendancy at 08:04 see stats
Log
Skirmisher uses Luck of the Little Folk.
Skirmisher seems more aware.
Skirmisher uses Evasion.
Skirmisher uses Infusion: Regeneration.
Skirmisher starts regenerating health quickly.
Burning from Eleba the skeleton warrior hits Skirmisher for (27 to ice), 41 fire (41 total damage).
Eleba the skeleton warrior uses Stunning Blow.
Eleba the skeleton warrior casts Flame.
Skirmisher forces the iceblock to shatter.
Skirmisher resists the stunning blow!
Eleba the skeleton warrior steals life from Skirmisher!
Skirmisher HEALS from nature damage!
Eleba the skeleton warrior hits Skirmisher for (165 to ice), 248 physical, (3 to ice), 4 nature, (3 to ice), 4 cold, (41 to ice), 61 fire, (58 to ice), 87 blight, (3 to ice), 4 nature, (3 to ice), 4 cold (412 total damage).
Melee retaliation hits Iceblock for 7 cold, 6 blight, 12 cold, 7 nature, 8 acid, 7 cold, 6 blight, 12 cold, 7 nature (70 total damage).
Skirmisher the level 30 halfling skirmisher was frozen and shattered into a million little shards to death by Eleba the skeleton warrior on level 1 of Dreadfell.
Skirmisher deactivates Insidious Poison.
Skirmisher deactivates Premonition.
Skirmisher stops regenerating health quickly.
Skirmisher deactivates Chant of Fortress.
Skirmisher deactivates Apply Poison.
Skirmisher stops burning.
Skirmisher is free from the ice.
Skirmisher's awareness returns to normal.
Skirmisher is no longer evading attacks.
Skirmisher deactivates Leeching Poison.
Skirmisher deactivates Bombardment.
The protective shield of Skirmisher disappears.
Skirmisher deactivates Counter Shot.
Skirmisher deactivates Trained Reactions.
Skirmisher has finished recovering.



















































































































