











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.] Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Ashes of Urh'Rok 1.6.7Official Expansion!Embers of Rage 1.6.7Official Expansion!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 | Normal Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 30 / 71% |
| Size | big |
| Lifes / Deaths | Killed by Einar's Inner Demon at level 30 on the 13rd Iron 123rd year of Ascendancy at 18:32 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 143 (base 60) |
| Dexterity | 32 (base 17) |
| Constitution | 76 (base 52) |
| Magic | 8 (base 10) |
| Willpower | 45 (base 10) |
| Cunning | 22 (base 10) |
Resources
| Life | -244/1362 |
| Psi | 135/135 |
| Stamina | 167/234 |
| Equilibrium | 30 |
| Healing Factor | 1.6724390243902 |
| Regeneration | 178.14727051815 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 22.531537443297 |
| See Invisible | 22.531537443297 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 248 |
| Accuracy | 56 |
| Crit Chance | 84% |
| APR | 26 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 0 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Light | -16% |
| All | -25% |
| Physical | -19% |
| Cold | -1% |
| Nature | -10% |
Offense: Damage Penetration
| Cold | +10% |
| Light | +10% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 54.797403401495 (100%) |
| Defense | 18 |
| Ranged Defense | 18 |
| Fatigue | 0 |
| Physical Save | 64 |
| Spell Save | 63 |
| Mental Save | 44 |
Defense: Resistances
| Darkness | + 25%( 70%) |
| Lightning | + 13%( 70%) |
| Light | + 31%( 70%) |
| Nature | + 39%( 70%) |
| Blight | + 38%( 70%) |
| Physical | + 2%( 70%) |
| Cold | + 53%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 10% |
| Pinning Resistance | 56% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 0% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 672% 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 334 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 470 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Two-handed assault | 1.50 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Berserker's strength | 1.60 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Bloodthirst | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Berserker Rage |
| talent | Antimagic Shield |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | The target has been dominated. It is unable to move and has lost 15 armor and 22 defense. Attacks from Nightmare horror gain 47% damage penetration. Dominated |
| beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 11.67, and stamina regeneration by 2.33. Bloodbath |
| detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
| detrimental effect | The target is lost in a nightmare that deals 38.35 mind damage each turn and has a 38% chance to cause a random detrimental effect. Waking Nightmare |
| detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 18. Intimidated |
| beneficial effect | A flow of life spins around the target, regenerating 20.00 life per turn. Regeneration |
| beneficial effect | You gain 20% resistance against light. Resolve |
| beneficial effect | Increases critical hit chance by 47%. Berserker Rage |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Huge cut that bleeds, doing 291.26 physical damage per turn. Bleeding |
| detrimental effect | The target's armour and saves are broken, reducing them by 9. Sunder Armour |
| beneficial effect | The target has 58 increased life regeneration. Recovery |
| beneficial effect | The target's skin turns to stone, granting 22 armour, 26 physical save and 26 spell save. Dwarven Resilience |
| beneficial effect | The target's skin reacts to damage, granting 6 armour. Stoneskin |
| detrimental effect | The gloom reduces damage the target inflicts by 25%. Gloom Weakness |
Quests
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved spell save by +12. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved spell save by +12. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Norgos Lair. Escort: temporal explorer (level 3 of Norgos Lair)As a reward you improved talent Dream Walk (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 98. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 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 | [vs. Frost Treads (1 def, 4 armour) (On feet)]Frost Treads (1 def, 4 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +1 (+1 eff.) (-) Fatigue: +7% (-) Changes stats: +4(-) Str / +4(-) Cun / +4(-) Wil Changes resistances: +10%(-) nature / +20%(-) cold Changes damage: +15%(-) cold Light radius: +1 (-) Movement speed: +20% (-) Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | [vs. nightwalker's brass lantern of the zealot (Light source)]nightwalker's brass lantern of the zealot Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +3.0% (-) Physical power: +5 (+1 eff.) (-) Changes stats: +4(-) Wil Changes resistances: +3%(-) all Critical mult.: +11.00% (-) Spell save: +6 (+2 eff.) (-) Light radius: +3 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. Yvaleda (5 def, 3 armour) (On head)]Yvaleda (5 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +20 (+6 eff.) (-) Physical crit. chance: +1.0% (-) Armour: +3 (-) Defense: +5 (+5 eff.) (-) Fatigue: +3% (-) Changes stats: +7(-) Dex Changes resistances: +14%(-) darkness / +3%(-) physical Changes damage: +6%(-) physical Critical mult.: +5.00% (-) Only die when reaching: -80.00 life (-) Infravision radius: +5 (-) A cap made of leather. |
| Tool | [vs. Prox's Lucky Halfling Foot (Tool)]Prox's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) (-) Changes stats: +5(-) Lck Trap disarming bonus: +5 (-) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | [vs. warrior's gold ring of perseverance (On fingers, 1 of 2)]warrior's gold ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 (-) Changes stats: +4(-) Str Stun/Freeze immunity: +29% (-) Life regen: +2.00 (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. warrior's gold ring of perseverance (On fingers, 1 of 2)]gold ring 'Gleamtreason' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +0 (-8) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 2 light Changes stats: +0(-4) Str Changes resistances: +9% blight Changes resistances penetration: +10% light / +10% cold Changes damage: +9% light Stun/Freeze immunity: +25% (-4%) Life regen: +3.00 (+1.00) Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. Girdle of the Calm Waters (Around waist)]Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) blight / +20%(-) cold / +20%(-) nature Healing mod.: +15% (-) A belt rumoured to have been worn by the Conclave healers. |
| In main hand | [vs. Warmaster Gnarg's Murderblade (60-96 power, 19 apr) (In main hand)]Warmaster Gnarg's Murderblade (60-96 power, 19 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +19 (-) Crit. chance: +10.0% (-) Attack speed: 100% (-) On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% (-)Living When wielded/worn: Changes stats: +15(-) Str / +5(-) Dex / +15(-) Con Reduced damage from: +20% (-)Living Talent masteries: +0.30(-) Technique / Berserker's strength +0.20(-) Technique / Two-handed assault +0.20(-) Technique / Two-handed maiming +0.20(-) Technique / Two-handed weapons A blood-etched greatsword, it has seen many foes. From the inside. This item has been sent to the Item's Vault. |
| On hands | [vs. Spellhunt Remnants (3 def, 4 armour) (On hands)]Spellhunt Remnants (3 def, 4 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 (-) Defense: +3 (+3 eff.) (-) Changes stats: +6(-) Cun / +6(-) Wil Changes resistances penetration: +15%(-) nature Changes damage: +15%(-) nature Spell save: +8 (+2 eff.) (-) Maximum life: +60.00 (-) Mindpower: +8 (+4 eff.) (-) Mental crit. chance: +9% (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Main armor | [vs. rejuvenating dwarven-steel plate armour of Eyal (0 def, 11 armour) (Main armor)]rejuvenating dwarven-steel plate armour of Eyal (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 (-) Fatigue: +22% (-) Life regen: +8.10 (-) Stamina each turn: +1.40 (-) Maximum life: +29.00 (-) Healing mod.: +12% (-) A suit of armour made of metal plates. |
| Cloak | [vs. Aniromidir the Frostward (2 def, 0 armour) (Cloak)]Aniromidir the Frostward (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +6.0% (-) Physical power: +2 (+0 eff.) (-) Defense: +2 (+2 eff.) (-) Fatigue: -3% (-) Changes stats: +2(-) Cun Changes resistances: +6%(-) cold Changes damage: +9%(-) cold Stamina each turn: +1.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. Daneth's Neckguard (Around neck)]Daneth's Neckguard Requires: - Level 15 Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 (-) Fatigue: +2% (-) Changes stats: +6(-) Str / +6(-) Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 27 power out of 60/60) : Effective talent level: 2.6 Power cost: 27 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. 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. This item has been sent to the Item's Vault. |
Inventory
[vs. Infusion: Healing [healing infusion of the warrior (heal 116; cd 11)] (on body)]This item will automatically be transmogrified when you leave the level. healing infusion (heal 83; 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: 16(+2) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 83(-251) then cleanse 1 wound, poison and disease effect. Its effects scale with your -Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. Infusion: Healing [healing infusion of the warrior (heal 116; cd 11)] (on body)]healing infusion of the titan (heal 193; cd 10) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13(-1) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 193(-141) then cleanse 1 wound, poison and disease effect. 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. |
heroism infusion of the sneak (die at -319; dur 7; cd 30)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: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -319 life. The duration and life will increase by 1% for every 1% life you have lost (currently 696 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
[vs. Infusion: Movement [movement infusion of the titan (speed 510%; cd 8)] (on body)]movement infusion (speed 449%; cd 16) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19(+8) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 449%(-223%) 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. |
[vs. Infusion: Movement [movement infusion of the titan (speed 510%; cd 8)] (on body)]movement infusion (speed 506%; 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: 15(+4) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 506%(-166%) 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. |
[vs. Infusion: Movement [movement infusion of the titan (speed 510%; cd 8)] (on body)]This item will automatically be transmogrified when you leave the level. movement infusion (speed 500%; cd 17) 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: 20(+9) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 500%(-172%) 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. |
[vs. Infusion: Movement [movement infusion of the titan (speed 510%; cd 8)] (on body)]movement infusion (speed 422%; cd 15) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18(+7) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 422%(-250%) 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. |
[vs. Infusion: Movement [movement infusion of the titan (speed 510%; cd 8)] (on body)]movement infusion (speed 573%; cd 15) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18(+7) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 573%(-99%) 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. |
[vs. Infusion: Movement [movement infusion of the titan (speed 510%; cd 8)] (on body)]movement infusion of the titan (speed 628%; 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: 16(+5) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 628%(-44%) 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. |
[vs. Infusion: Movement [movement infusion of the titan (speed 510%; cd 8)] (on body)]movement infusion of the titan (speed 686%; cd 8) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11(-) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 686%(+14%) 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. |
[vs. Infusion: Movement [movement infusion of the titan (speed 510%; cd 8)] (on body)]movement infusion of the wizard (speed 624%; 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: 16(+5) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 624%(-48%) 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, +Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. Infusion: Regeneration (on body, 1 of 2)]regeneration infusion (heal 133; 13 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(+3) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 133(+33) life over 5(-) turns. 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. Tap to cycle through comparison choices |
This item will automatically be transmogrified when you leave the level.wild infusion (res 18%; magical; dur 4; cd 16) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 20%; physical; dur 4; 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 17%; mental; dur 3; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 16%; mental; dur 4; 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 25%; physical; dur 3; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 32%; magical; dur 3; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 32% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 the Rift (330.00 temporal damage, removed from time 4 turns)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: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 211.23 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
This item will automatically be transmogrified when you leave the level.ethereal rune (power 13; resist 21%; move 37%; dur 5; 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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 21% all resistance, you move 37% faster, and you are invisible (power 13). 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. Daneth's Neckguard (Around neck)]Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +0 (-10) Fatigue: +0% (-2%) Damage (Melee): 5 mind Damage (Ranged): 5 mind Changes stats: +0(-6) Str / +0(-6) Con Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
[vs. Daneth's Neckguard (Around neck)]Feathersteel Amulet Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +0 (-10) Defense: +15 (+8 eff.) Fatigue: -20% (-22%) Changes stats: +0(-6) Str / +0(-6) Con 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. |
[vs. Daneth's Neckguard (Around neck)]warrior's steel amulet of willpower (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +0 (-10) Fatigue: +0% (-2%) Changes stats: +0(-6) Str / +3 Wil / +0(-6) Con Changes resistances: +5% physical Stamina each turn: +0.20 Amulets can have magical properties. |
[vs. warrior's gold ring of perseverance (On fingers, 1 of 2)]marksman's copper ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour: +0 (-8) Changes stats: +0(-4) Str / +2 Dex Disarm immunity: +22% Pinning immunity: +24% Stun/Freeze immunity: +0% (-29%) Knockback immunity: +22% Life regen: +0.00 (-2.00) Maximum life: +20.00 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. warrior's gold ring of perseverance (On fingers, 1 of 2)]Grinedil the Blizzardkarma Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +0 (-8) Defense: +15 (+8 eff.) Changes stats: +0(-4) Str / +2 Dex Changes resistances: +12% cold Physical save: +9 (+2 eff.) Mental save: +7 (+2 eff.) Confusion immunity: +24% Stun/Freeze immunity: +0% (-29%) Life regen: +0.00 (-2.00) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties. Tap to cycle through comparison choices |
[vs. warrior's gold ring of perseverance (On fingers, 1 of 2)]Nightsong Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +0 (-8) Defense: +6 (+4 eff.) Fatigue: -7% Changes stats: +6 Cun / +0(-4) Str Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Stun/Freeze immunity: +0% (-29%) Life regen: +0.00 (-2.00) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 45 power out of 50/50) : Effective talent level: 2.0 Power cost: 45 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. Tap to cycle through comparison choices |
[vs. warrior's gold ring of perseverance (On fingers, 1 of 2)]marksman's steel ring of frost (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +0 (-8) Changes stats: +0(-4) Str / +3 Dex Changes resistances: +20% cold Changes damage: +10% cold Stun/Freeze immunity: +0% (-29%) Life regen: +0.00 (-2.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. warrior's gold ring of perseverance (On fingers, 1 of 2)]warrior's steel ring of lightning (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 (-2) Changes stats: +3(-1) Str Changes resistances: +20% lightning Changes damage: +10% lightning Stun/Freeze immunity: +0% (-29%) Life regen: +0.00 (-2.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. warrior's gold ring of perseverance (On fingers, 1 of 2)]gold ring of misery Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +0 (-8) Effects on melee hit: * 12% chance to reduce all saves and defense by 16 Damage (Melee): 13 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 16 Damage (Ranged): 11 physical Changes stats: +3 Cun / +0(-4) Str Stun/Freeze immunity: +0% (-29%) Life regen: +0.00 (-2.00) Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Warmaster Gnarg's Murderblade (60-96 power, 19 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. yew magestaff 'Shadowpain' (20-24 power, 4 apr, cold element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0(-40.0 - -72.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 (-15) Crit. chance: +3.5% (-6.5%) Attack speed: 100% (-) On weapon hit: - 10% chance to send the wielder into a killing frenzy Damage against: +0% (-20% )Living When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 14% Damage when hit (Melee): 8 darkness Changes stats: +0(-15) Str / +0(-5) Dex / +0(-15) Con Changes resistances: +6% darkness / +12% fire Changes resistances penetration: +15% darkness / +10% arcane Changes damage: +20% cold / +6% arcane / +15% fire Reduced damage from: +0% (-20% )Living Talent masteries: +0.00(-0.30) Technique / Berserker's strength +0.00(-0.20) Technique / Two-handed assault +0.00(-0.20) Technique / Two-handed maiming +0.00(-0.20) Technique / Two-handed weapons Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +9 (+0 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
[vs. Warmaster Gnarg's Murderblade (60-96 power, 19 apr) (In main hand)]warbringer's dwarven-steel battleaxe of evisceration (33.5-50.25 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.5 - 50.3(-26.5 - -45.8) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 (-17) Crit. chance: +6.5% (-3.5%) Attack speed: 100% (-) On weapon hit: - 10% chance to send the wielder into a killing frenzy On weapon crit: + Wound the target dealing 326 physical damage across 5 turns and reducing healing by 50% Damage against: +0% (-20% )Living When wielded/worn: Physical crit. chance: +9.0% Physical power: +17 (+3 eff.) Changes stats: +0(-15) Str / +0(-5) Dex / +3(-12) Con Changes resistances penetration: +10% physical Reduced damage from: +0% (-20% )Living Talent masteries: +0.00(-0.30) Technique / Berserker's strength +0.00(-0.20) Technique / Two-handed assault +0.00(-0.20) Technique / Two-handed maiming +0.00(-0.20) Technique / Two-handed weapons Disarm immunity: +21% Massive two-handed battleaxes. |
[vs. Warmaster Gnarg's Murderblade (60-96 power, 19 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. stralite battleaxe of evisceration (43.5-65.25 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 43.5 - 65.3(-16.5 - -30.8) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 (-16) Crit. chance: +7.5% (-2.5%) Attack speed: 100% (-) On weapon hit: - 10% chance to send the wielder into a killing frenzy On weapon crit: + Wound the target dealing 326 physical damage across 5 turns and reducing healing by 50% Damage against: +0% (-20% )Living When wielded/worn: Physical crit. chance: +13.0% Physical power: +19 (+4 eff.) Changes stats: +0(-15) Str / +0(-5) Dex / +0(-15) Con Reduced damage from: +0% (-20% )Living Talent masteries: +0.00(-0.30) Technique / Berserker's strength +0.00(-0.20) Technique / Two-handed assault +0.00(-0.20) Technique / Two-handed maiming +0.00(-0.20) Technique / Two-handed weapons Massive two-handed battleaxes. |
[vs. Warmaster Gnarg's Murderblade (60-96 power, 19 apr) (In main hand)]Radhyroddandur the steel greatmaul (30.5-45.75 power, 4 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 30.5 - 45.8(-29.5 - -50.3) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 (-15) Crit. chance: +1.0% (-9.0%) Attack speed: 100% (-) On weapon hit: - 10% chance to send the wielder into a killing frenzy Damage (radius 1) on hit: +16 blight Damage against: +0% (-20% )Living When wielded/worn: Accuracy: +31 (+9 eff.) Defense: +17 (+9 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 5 Changes stats: +0(-15) Str / +3(-2) Dex / +0(-15) Con Reduced damage from: +0% (-20% )Living Talent masteries: +0.00(-0.30) Technique / Berserker's strength +0.00(-0.20) Technique / Two-handed assault +0.00(-0.20) Technique / Two-handed maiming +0.00(-0.20) Technique / Two-handed weapons Critical mult.: +5.00% Disarm immunity: +59% Combat speed: +10% Massive two-handed mauls. |
[vs. Warmaster Gnarg's Murderblade (60-96 power, 19 apr) (In main hand)]balanced steel greatsword of dampening (23.5-37.6 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6(-36.5 - -58.4) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-17) Crit. chance: +3.0% (-7.0%) Attack speed: 100% (-) On weapon hit: - 10% chance to send the wielder into a killing frenzy Damage against: +0% (-20% )Living When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +9 (+5 eff.) Changes stats: +0(-15) Str / +0(-5) Dex / +0(-15) Con Changes resistances: +10% acid / +10% lightning / +10% cold / +12% fire / +3% all Reduced damage from: +0% (-20% )Living Talent masteries: +0.00(-0.30) Technique / Berserker's strength +0.00(-0.20) Technique / Two-handed assault +0.00(-0.20) Technique / Two-handed maiming +0.00(-0.20) Technique / Two-handed weapons Spell save: +9 (+2 eff.) Disarm immunity: +34% Massive two-handed swords. |
[vs. Warmaster Gnarg's Murderblade (60-96 power, 19 apr) (In main hand)]balanced steel greatsword of massacre (31.5-50.4 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 31.5 - 50.4(-28.5 - -45.6) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-17) Crit. chance: +3.0% (-7.0%) Attack speed: 100% (-) On weapon hit: - 10% chance to send the wielder into a killing frenzy Damage against: +0% (-20% )Living When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +7 (+4 eff.) Changes stats: +0(-15) Str / +0(-5) Dex / +0(-15) Con Reduced damage from: +0% (-20% )Living Talent masteries: +0.00(-0.30) Technique / Berserker's strength +0.00(-0.20) Technique / Two-handed assault +0.00(-0.20) Technique / Two-handed maiming +0.00(-0.20) Technique / Two-handed weapons Disarm immunity: +28% Massive two-handed swords. |
[vs. Warmaster Gnarg's Murderblade (60-96 power, 19 apr) (In main hand)]steel greatsword of crippling (25-40 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.0 - 40.0(-35.0 - -56.0) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-17) Crit. chance: +3.0% (-7.0%) Attack speed: 100% (-) On weapon hit: - 10% chance to send the wielder into a killing frenzy On weapon crit: + Cripple the target reducing mind, spell, and combat action speeds by 30% Damage against: +0% (-20% )Living When wielded/worn: Physical crit. chance: +10.0% Changes stats: +0(-15) Str / +0(-5) Dex / +0(-15) Con Reduced damage from: +0% (-20% )Living Talent masteries: +0.00(-0.30) Technique / Berserker's strength +0.00(-0.20) Technique / Two-handed assault +0.00(-0.20) Technique / Two-handed maiming +0.00(-0.20) Technique / Two-handed weapons Massive two-handed swords. |
[vs. Warmaster Gnarg's Murderblade (60-96 power, 19 apr) (In main hand)]Colaryem (48-76.8 power, 12 apr) Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8(-12.0 - -19.2) Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 (-7) Crit. chance: +11.0% (+1.0%) Attack speed: 50% (-50%) On weapon hit: - 10% chance to send the wielder into a killing frenzy Damage against: +0% (-20% )Living When wielded/worn: Fatigue: -12% Changes stats: +0(-15) Str / +7(+2) Dex / +0(-15) Con Changes resistances: +7% lightning Changes damage: +7% lightning Reduced damage from: +0% (-20% )Living Talent masteries: +0.00(-0.30) Technique / Berserker's strength +0.00(-0.20) Technique / Two-handed assault +0.00(-0.20) Technique / Two-handed maiming +0.00(-0.20) Technique / Two-handed weapons Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
[vs. Warmaster Gnarg's Murderblade (60-96 power, 19 apr) (In main hand)]Dagahad (36-57.6 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6(-24.0 - -38.4) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-17) Crit. chance: +3.5% (-6.5%) Attack speed: 100% (-) On weapon hit: - 10% chance to send the wielder into a killing frenzy Damage against: +0% (-20% )Living / +7% Unnatural When wielded/worn: Defense: +5 (+3 eff.) Effects on melee hit: * 20% chance to reduce armor by 5% Changes stats: +1(-14) Str / +0(-5) Dex / +4 Wil / +0(-15) Con Changes resistances: +12% acid Reduced damage from: +0% (-20% )Living Talent masteries: +0.00(-0.30) Technique / Berserker's strength +0.00(-0.20) Technique / Two-handed assault +0.00(-0.20) Technique / Two-handed maiming +0.00(-0.20) Technique / Two-handed weapons Critical mult.: +15.00% Massive two-handed swords. |
[vs. Warmaster Gnarg's Murderblade (60-96 power, 19 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. enhanced dwarven-steel greatsword of evisceration (36.5-58.4 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: 36.5 - 58.4(-23.5 - -37.6) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-17) Crit. chance: +3.5% (-6.5%) Attack speed: 100% (-) On weapon hit: - 10% chance to send the wielder into a killing frenzy On weapon crit: + Wound the target dealing 326 physical damage across 5 turns and reducing healing by 50% Damage against: +0% (-20% )Living When wielded/worn: Physical crit. chance: +9.0% Physical power: +13 (+3 eff.) Changes stats: +7(-8) Str / +6(+1) Dex / +9 Mag / +9 Wil / +7 Cun / +6(-9) Con Reduced damage from: +0% (-20% )Living Talent masteries: +0.00(-0.30) Technique / Berserker's strength +0.00(-0.20) Technique / Two-handed assault +0.00(-0.20) Technique / Two-handed maiming +0.00(-0.20) Technique / Two-handed weapons Massive two-handed swords. |
[vs. Warmaster Gnarg's Murderblade (60-96 power, 19 apr) (In main hand)]Blood-Letter (33-46.2 power, 4.5 apr) Requires: - Dexterity 24 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2(-27.0 - -49.8) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 (-14) Crit. chance: +7.0% (-3.0%) Attack speed: 100% (-) When this weapon hits: Ice Breath (15% chance level 2). On weapon hit: - 10% chance to send the wielder into a killing frenzy Damage conversion: 50% ice Damage against: +0% (-20% )Living When wielded/worn: Armour: +20 Changes stats: +0(-15) Str / +0(-5) Dex / +0(-15) Con Changes resistances penetration: +20% cold Reduced damage from: +0% (-20% )Living Talent masteries: +0.00(-0.30) Technique / Berserker's strength +0.00(-0.20) Technique / Two-handed assault +0.00(-0.20) Technique / Two-handed maiming +0.00(-0.20) Technique / Two-handed weapons Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
[vs. Warmaster Gnarg's Murderblade (60-96 power, 19 apr) (In main hand)]Moon (10-13 power, 0 apr) Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 10.0 - 13.0(-50.0 - -83.0) Uses stats: 20% Str, 20% Dex Damage type: Darkness Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +0 (-19) Crit. chance: +0.0% (-10.0%) Attack speed: 125% (+25%) On weapon hit: + Deal 70 Darkness damage. - 10% chance to send the wielder into a killing frenzy Damage against: +0% (-20% )Living When wielded/worn: Changes stats: +0(-15) Str / +0(-5) Dex / +0(-15) Con Reduced damage from: +0% (-20% )Living Talent masteries: +0.00(-0.30) Technique / Berserker's strength +0.00(-0.20) Technique / Two-handed assault +0.00(-0.20) Technique / Two-handed maiming +0.00(-0.20) Technique / Two-handed weapons Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
[vs. Warmaster Gnarg's Murderblade (60-96 power, 19 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. chilling dwarven-steel dagger of the mystic (15.5-20.15 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 15.5 - 20.2(-44.5 - -75.8) Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 (-12) Crit. chance: +6.0% (-4.0%) Attack speed: 100% (-) On weapon hit: - 10% chance to send the wielder into a killing frenzy Damage (Melee): +11 cold Damage against: +0% (-20% )Living When wielded/worn: Changes stats: +0(-15) Str / +0(-5) Dex / +3 Mag / +2 Wil / +0(-15) Con Reduced damage from: +0% (-20% )Living Talent masteries: +0.00(-0.30) Technique / Berserker's strength +0.00(-0.20) Technique / Two-handed assault +0.00(-0.20) Technique / Two-handed maiming +0.00(-0.20) Technique / Two-handed weapons Spellpower: +7 (+0 eff.) Sharp, short and deadly. |
[vs. Warmaster Gnarg's Murderblade (60-96 power, 19 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. stralite dagger of projection (31.5-40.95 power, 9 apr) Requires: - Dexterity 35 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 31.5 - 41.0(-28.5 - -55.0) Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 (-10) Crit. chance: +8.0% (-2.0%) Attack speed: 100% (-) On weapon hit: + Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) - 10% chance to send the wielder into a killing frenzy Damage against: +0% (-20% )Living When wielded/worn: Changes stats: +0(-15) Str / +0(-5) Dex / +0(-15) Con Reduced damage from: +0% (-20% )Living Talent masteries: +0.00(-0.30) Technique / Berserker's strength +0.00(-0.20) Technique / Two-handed assault +0.00(-0.20) Technique / Two-handed maiming +0.00(-0.20) Technique / Two-handed weapons Sharp, short and deadly. |
[vs. Warmaster Gnarg's Murderblade (60-96 power, 19 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. pulsing mindstar of flames (13-14.3 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3(-47.0 - -81.7) 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: +32 (+13) Crit. chance: +4.5% (-5.5%) Attack speed: 100% (-) On weapon hit: - 10% chance to send the wielder into a killing frenzy Damage against: +0% (-20% )Living When wielded/worn: Damage (Melee): 9 fire Changes stats: +0(-15) Str / +0(-5) Dex / +0(-15) Con Changes resistances: +7% fire Changes resistances penetration: +5% fire Changes damage: +8% fire Reduced damage from: +0% (-20% )Living Talent masteries: +0.00(-0.30) Technique / Berserker's strength +0.00(-0.20) Technique / Two-handed assault +0.00(-0.20) Technique / Two-handed maiming +0.00(-0.20) Technique / Two-handed weapons Talent granted: +1 Attune Mindstar Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Global speed: +6% 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. |
[vs. Warmaster Gnarg's Murderblade (60-96 power, 19 apr) (In main hand)]Velatta Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +0 (-19) Crit. chance: +0.0% (-10.0%) Attack speed: 100% (-) Firing range: +8 On weapon hit: - 10% chance to send the wielder into a killing frenzy Damage (radius 2) on crit: +16 mind Damage against: +0% (-20% )Living When wielded/worn: Accuracy: +17 (+5 eff.) Physical crit. chance: +3.0% Changes stats: +3(-12) Str / +2(-3) Dex / +2 Mag / +4 Wil / +4 Cun / +0(-15) Con Reduced damage from: +0% (-20% )Living Talent masteries: +0.00(-0.30) Technique / Berserker's strength +0.00(-0.20) Technique / Two-handed assault +0.00(-0.20) Technique / Two-handed maiming +0.00(-0.20) Technique / Two-handed weapons Light radius: +2 Longbows are used to shoot arrows at your foes. |
[vs. Warmaster Gnarg's Murderblade (60-96 power, 19 apr) (In main hand)]elven-wood longbow of true flight Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +0 (-19) Crit. chance: +0.0% (-10.0%) Attack speed: 100% (-) Firing range: +10 On weapon hit: - 10% chance to send the wielder into a killing frenzy Damage against: +0% (-20% )Living When wielded/worn: Accuracy: +8 (+3 eff.) Physical crit. chance: +14.0% Changes stats: +0(-15) Str / +0(-5) Dex / +0(-15) Con Reduced damage from: +0% (-20% )Living Talent masteries: +0.00(-0.30) Technique / Berserker's strength +0.00(-0.20) Technique / Two-handed assault +0.00(-0.20) Technique / Two-handed maiming +0.00(-0.20) Technique / Two-handed weapons Longbows are used to shoot arrows at your foes. |
[vs. Warmaster Gnarg's Murderblade (60-96 power, 19 apr) (In main hand)]Hare-Skin Sling Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 (-19) Crit. chance: +0.0% (-10.0%) Attack speed: 100% (-) Firing range: +10 On weapon hit: - 10% chance to send the wielder into a killing frenzy Damage against: +0% (-20% )Living When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+6 eff.) Changes stats: +0(-15) Str / +0(-5) Dex / +0(-15) Con / +10 Lck Reduced damage from: +0% (-20% )Living Talent masteries: +0.00(-0.30) Technique / Berserker's strength +0.00(-0.20) Technique / Two-handed weapons +0.00(-0.20) Technique / Two-handed maiming +0.20 Cunning / Survival +0.00(-0.20) Technique / Two-handed assault Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 8 power out of 8/8) : Effective talent level: 3.0 Power cost: 8 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
[vs. Warmaster Gnarg's Murderblade (60-96 power, 19 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. penetrating hardened leather sling Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 (-19) Crit. chance: +0.0% (-10.0%) Attack speed: 100% (-) Firing range: +8 On weapon hit: - 10% chance to send the wielder into a killing frenzy Damage against: +0% (-20% )Living When wielded/worn: Changes stats: +0(-15) Str / +0(-5) Dex / +0(-15) Con Changes resistances penetration: +10% physical Reduced damage from: +0% (-20% )Living Talent masteries: +0.00(-0.30) Technique / Berserker's strength +0.00(-0.20) Technique / Two-handed assault +0.00(-0.20) Technique / Two-handed maiming +0.00(-0.20) Technique / Two-handed weapons Slings are used to hurl stones or metal shots at your foes. |
[vs. Warmaster Gnarg's Murderblade (60-96 power, 19 apr) (In main hand)]reinforced leather sling of piercing Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 (-19) Crit. chance: +0.0% (-10.0%) Attack speed: 100% (-) Firing range: +9 On weapon hit: - 10% chance to send the wielder into a killing frenzy Damage against: +0% (-20% )Living When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +5 Changes stats: +0(-15) Str / +0(-5) Dex / +0(-15) Con Changes resistances penetration: +13% all Reduced damage from: +0% (-20% )Living Talent masteries: +0.00(-0.30) Technique / Berserker's strength +0.00(-0.20) Technique / Two-handed assault +0.00(-0.20) Technique / Two-handed maiming +0.00(-0.20) Technique / Two-handed weapons Slings are used to hurl stones or metal shots at your foes. |
quiver of yew arrows 'Hazedeath' (16/16, 33-46.2 power, 10 apr)Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 33.0 - 46.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 16 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 233 physical damage Travel speed: +200% Damage (Ranged): +8 temporal / +20 cold Damage (radius 1) on hit: +8 cold Damage (radius 2) on crit: +20 cold Arrows are used with bows to pierce your foes to death. |
barbed pouch of dwarven-steel shots of grasping (16/16, 34.5-41.4 power, 3 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 34.5 - 41.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +12.0% Capacity: 16 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 84 nature damage and pinning them for 3 turns On weapon crit: * Wound the target dealing 326 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Titanic (20 def, 18 armour, 320 block)Requires: - Shield usage training - Strength 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+11 eff.) Ranged Defense: +10 (+6 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
[vs. rejuvenating dwarven-steel plate armour of Eyal (0 def, 11 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. Robe of Force (12 def, 8 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 (-3) Defense: +12 (+7 eff.) Fatigue: +0% (-22%) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+2 eff.) Life regen: +0.00 (-8.10) Stamina each turn: +0.00 (-1.40) Maximum life: +0.00 (-29.00) Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Healing mod.: +0% (-12%) It can be used to send out a range 5 beam of kinetic energy, dealing 20.64 to 25.80 physical damage (based on Willpower and Cunning) with knockback Activation costs 9 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
[vs. rejuvenating dwarven-steel plate armour of Eyal (0 def, 11 armour) (Main armor)]Spider-Silk Robe of Spydrรซ (10 def, 15 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 (+4) Armour Hardiness: +30% Defense: +10 (+6 eff.) Fatigue: +0% (-22%) 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 (+2 eff.) Spell save: +10 (+2 eff.) Life regen: +0.00 (-8.10) Stamina each turn: +0.00 (-1.40) Maximum life: +0.00 (-29.00) Mindpower: +10 (+5 eff.) Mental crit. chance: +5% Healing mod.: +0% (-12%) 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. |
[vs. rejuvenating dwarven-steel plate armour of Eyal (0 def, 11 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. hardened leather armour (9 def, 6 armour) Requires: - Strength 16 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 (-5) Defense: +9 (+5 eff.) Fatigue: +8% (-14%) Life regen: +0.00 (-8.10) Stamina each turn: +0.00 (-1.40) Maximum life: +0.00 (-29.00) Healing mod.: +0% (-12%) A suit of armour made of leather. |
[vs. rejuvenating dwarven-steel plate armour of Eyal (0 def, 11 armour) (Main armor)]impenetrable iron plate armour of lightning resistance (0 def, 12 armour) Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +12 (+1) Fatigue: +22% (-) Changes resistances: +16% lightning Life regen: +0.00 (-8.10) Stamina each turn: +0.00 (-1.40) Maximum life: +0.00 (-29.00) Healing mod.: +0% (-12%) A suit of armour made of metal plates. |
[vs. rejuvenating dwarven-steel plate armour of Eyal (0 def, 11 armour) (Main armor)]impenetrable steel plate armour (0 def, 18 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +18 (+7) Fatigue: +22% (-) Life regen: +0.00 (-8.10) Stamina each turn: +0.00 (-1.40) Maximum life: +0.00 (-29.00) Healing mod.: +0% (-12%) A suit of armour made of metal plates. |
[vs. rejuvenating dwarven-steel plate armour of Eyal (0 def, 11 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. steel plate armour 'Infernoclamor' (0 def, 15 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +15 (+4) Fatigue: +16% (-6%) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Damage when hit (Melee): 10 cold / 6 fire Changes resistances: +12% fire Changes damage: +12% fire Physical save: +8 (+2 eff.) Life regen: +0.00 (-8.10) Stamina each turn: +0.00 (-1.40) Maximum life: +0.00 (-29.00) Healing mod.: +0% (-12%) A suit of armour made of metal plates. |
[vs. rejuvenating dwarven-steel plate armour of Eyal (0 def, 11 armour) (Main armor)]steel plate armour 'Miroddamarain' (5 def, 9 armour) Requires: - Massive armour training - Strength 28 Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 (-2) Defense: +5 (+3 eff.) Fatigue: +22% (-) Damage when hit (Melee): 2 physical Changes resistances: +18% acid / +3% light / +12% blight / +11% nature / +5% arcane Reduces incoming crit damage: 10.00% Confusion immunity: +10% Life regen: +0.00 (-8.10) Stamina each turn: +0.00 (-1.40) Maximum life: +0.00 (-29.00) Healing mod.: +0% (-12%) A suit of armour made of metal plates. |
[vs. rejuvenating dwarven-steel plate armour of Eyal (0 def, 11 armour) (Main armor)]steel plate armour 'Stormreeve' (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 (-2) Fatigue: +22% (-) Effects on melee hit: * 20% chance to slow global speed by 41% Damage when hit (Melee): 2 lightning Changes resistances: +18% lightning / +16% cold / +6% darkness Changes damage: +6% lightning Life regen: +0.00 (-8.10) Stamina each turn: +0.00 (-1.40) Maximum life: +0.00 (-29.00) Healing mod.: +0% (-12%) A suit of armour made of metal plates. |
[vs. rejuvenating dwarven-steel plate armour of Eyal (0 def, 11 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. dwarven-steel plate armour (0 def, 11 armour) Requires: - Massive armour training - Strength 35 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 (-) Fatigue: +22% (-) Life regen: +0.00 (-8.10) Stamina each turn: +0.00 (-1.40) Maximum life: +0.00 (-29.00) Healing mod.: +0% (-12%) A suit of armour made of metal plates. |
[vs. rejuvenating dwarven-steel plate armour of Eyal (0 def, 11 armour) (Main armor)]dwarven-steel plate armour of Eyal (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 (-) Fatigue: +22% (-) Life regen: +3.00 (-5.10) Stamina each turn: +0.00 (-1.40) Maximum life: +34.00 (+5.00) Healing mod.: +12% (-) A suit of armour made of metal plates. |
[vs. Girdle of the Calm Waters (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: Armour: +4 Fatigue: -10% Changes stats: +0(-3) Wil Changes resistances: +0%(-20%) blight / +0%(-20%) cold / +0%(-20%) nature Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 Healing mod.: +0% (-15%) 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. Girdle of the Calm Waters (Around waist)]Oakglamour Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 41% Damage when hit (Melee): 8 cold Changes stats: +0(-3) Wil Changes resistances: +0%(-20%) blight / +11% fire / +0%(-20%) nature / +20%(-) cold Changes damage: +15% cold Healing mod.: +0% (-15%) A belt that goes around your waist. |
[vs. Girdle of the Calm Waters (Around waist)]This item will automatically be transmogrified when you leave the level. hardened leather belt 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +0%(-20%) blight / +0%(-20%) cold / +0%(-20%) nature Healing mod.: +0% (-15%) A belt that goes around your waist. |
[vs. Girdle of the Calm Waters (Around waist)]This item will automatically be transmogrified when you leave the level. reinforced hardened leather belt of the mystic Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +9 Defense: +8 (+5 eff.) Changes stats: +0(-3) Wil Changes resistances: +0%(-20%) blight / +0%(-20%) cold / +0%(-20%) nature Physical save: +13 (+3 eff.) Mental save: +8 (+2 eff.) Spellpower: +4 (+0 eff.) Healing mod.: +0% (-15%) A belt that goes around your waist. |
[vs. Aniromidir the Frostward (2 def, 0 armour) (Cloak)]thick linen cloak of battle (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% (-4.0%) Physical power: +1 (+0 eff.) (-1 (+0 eff.)) Armour: +6 Defense: +1 (+1 eff.) (-1 (-1 eff.)) Fatigue: -3% (-) Changes stats: +0(-2) Cun Changes resistances: +10%(+4%) cold Changes damage: +0%(-9%) cold Stamina each turn: +0.00 (-1.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Frost Treads (1 def, 4 armour) (On feet)]Eclipseravager the pair of hardened leather boots (20 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-1) Defense: +20 (+11 eff.) (+19 (+10 eff.)) Fatigue: +0% (-7%) Changes stats: +0(-4) Str / +5 Dex / +0(-4) Wil / +0(-4) Cun / +10 Lck Changes resistances: +5% arcane / +6%(-14%) cold / +6%(-4%) nature / +9% darkness Changes damage: +0%(-15%) cold Stealth bonus: +10 Light radius: +0 (-1) Movement speed: +0% (-20%) A pair of boots made of leather. |
[vs. Frost Treads (1 def, 4 armour) (On feet)]This item will automatically be transmogrified when you leave the level. insulating pair of hardened leather boots of phasing (0 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-1) Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +0% (-7%) Changes stats: +0(-4) Str / +3 Mag / +3(-1) Wil / +0(-4) Cun Changes resistances: +7% fire / +0%(-10%) nature / +6%(-14%) cold Changes damage: +0%(-15%) cold Light radius: +0 (-1) Movement speed: +0% (-20%) It can be used to blink to a nearby random location (rad 10) Activation puts all charms on cooldown for 23 turns. A pair of boots made of leather. |
[vs. Frost Treads (1 def, 4 armour) (On feet)]This item will automatically be transmogrified when you leave the level. pair of hardened leather boots of evasion (10 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-1) Defense: +10 (+6 eff.) (+9 (+5 eff.)) Fatigue: +0% (-7%) Changes stats: +0(-4) Str / +0(-4) Cun / +0(-4) Wil Changes resistances: +0%(-10%) nature / +0%(-20%) cold Changes damage: +0%(-15%) cold Light radius: +0 (-1) Movement speed: +0% (-20%) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 4.0 Power cost: 27 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 29% chance to evade melee and ranged attacks and 20 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
[vs. Frost Treads (1 def, 4 armour) (On feet)]This item will automatically be transmogrified when you leave the level. pair of hardened leather boots of void walking (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-1) Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +0% (-7%) Changes stats: +0(-4) Str / +0(-4) Cun / +0(-4) Wil Changes resistances: +0%(-20%) cold / +16% temporal / +15% darkness / +0%(-10%) nature Changes resistances penetration: +12% darkness / +16% temporal Changes damage: +0%(-15%) cold Light radius: +0 (-1) Movement speed: +0% (-20%) Defense after a teleport: +15 Resist all after a teleport: +11% New effects duration reduction after a teleport: +19% A pair of boots made of leather. |
[vs. Frost Treads (1 def, 4 armour) (On feet)]traveler's pair of iron boots of tirelessness (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-1) Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: -2% (-9%) Changes stats: +0(-4) Str / +0(-4) Cun / +0(-4) Wil Changes resistances: +0%(-10%) nature / +0%(-20%) cold Changes damage: +0%(-15%) cold Maximum encumbrance: +20 Physical save: +6 (+1 eff.) Stamina each turn: +0.40 Maximum stamina: +10.00 Light radius: +0 (-1) Movement speed: +0% (-20%) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Frost Treads (1 def, 4 armour) (On feet)]This item will automatically be transmogrified when you leave the level. blood-soaked pair of dwarven-steel boots of speed (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +4 (-) Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +3% (-4%) Changes stats: +0(-4) Str / +0(-4) Cun / +0(-4) Wil Changes resistances: +0%(-10%) nature / +0%(-20%) cold Changes damage: +0%(-15%) cold Light radius: +0 (-1) Movement speed: +25% (+5%) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Spellhunt Remnants (3 def, 4 armour) (On hands)]This item will automatically be transmogrified when you leave the level. Crystle's Astral Bindings (0 def, 0 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +0 (-4) Defense: +0 (+0 eff.) (-3 (-3 eff.)) Changes stats: +3 Mag / +0(-6) Wil / +0(-6) Cun Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% temporal / +10% darkness / +0%(-15%) nature Changes damage: +8% temporal / +8% darkness / +0%(-15%) nature Spell save: +0 (+0 eff.) (-8 (-2 eff.)) N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +0.00 (-60.00) Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Mindpower: +0 (+0 eff.) (-8 (-4 eff.)) Mental crit. chance: +0% (-9%) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
[vs. Spellhunt Remnants (3 def, 4 armour) (On hands)]This item will automatically be transmogrified when you leave the level. restful drakeskin leather gloves of archery (0 def, 3 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +7 Armour: +3 (-1) Defense: +0 (+0 eff.) (-3 (-3 eff.)) Changes stats: +2 Dex / +0(-6) Wil / +9(+3) Cun Changes resistances penetration: +0%(-15%) nature Changes damage: +0%(-15%) nature Spell save: +0 (+0 eff.) (-8 (-2 eff.)) Life regen: +5.00 Stamina each turn: +1.80 Maximum life: +0.00 (-60.00) Maximum stamina: +14.00 Mindpower: +0 (+0 eff.) (-8 (-4 eff.)) Mental crit. chance: +0% (-9%) 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 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Spellhunt Remnants (3 def, 4 armour) (On hands)]radiant iron gauntlets (0 def, 1 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-3) Defense: +0 (+0 eff.) (-3 (-3 eff.)) Fatigue: +1% Damage (Melee): 6 light Changes stats: +0(-6) Cun / +0(-6) Wil Changes resistances: +6% light Changes resistances penetration: +0%(-15%) nature Changes damage: +4% light / +0%(-15%) nature Spell save: +0 (+0 eff.) (-8 (-2 eff.)) Maximum life: +0.00 (-60.00) Mindpower: +0 (+0 eff.) (-8 (-4 eff.)) Mental crit. chance: +0% (-9%) 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. |
[vs. Spellhunt Remnants (3 def, 4 armour) (On hands)]Ulfadraneg the Cureviper (0 def, 2 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Armour: +2 (-2) Defense: +0 (+0 eff.) (-3 (-3 eff.)) Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 41% * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +6(-) Cun / +0(-6) Wil Changes resistances: +3% temporal Changes resistances penetration: +0%(-15%) nature / +5% temporal Changes damage: +0%(-15%) nature Physical save: +7 (+1 eff.) Spell save: +0 (+0 eff.) (-8 (-2 eff.)) Mental save: +7 (+2 eff.) Disarm immunity: +28% Maximum life: +0.00 (-60.00) Mindpower: +0 (+0 eff.) (-8 (-4 eff.)) Mental crit. chance: +0% (-9%) 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. |
[vs. Spellhunt Remnants (3 def, 4 armour) (On hands)]blighted dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +2 (-2) Defense: +0 (+0 eff.) (-3 (-3 eff.)) Fatigue: +3% Damage (Melee): 6 blight Changes stats: +3 Dex / +0(-6) Cun / +0(-6) Wil Changes resistances: +5% blight Changes resistances penetration: +0%(-15%) nature Changes damage: +3% blight / +0%(-15%) nature Spell save: +0 (+0 eff.) (-8 (-2 eff.)) Maximum life: +0.00 (-60.00) Mindpower: +0 (+0 eff.) (-8 (-4 eff.)) Mental crit. chance: +0% (-9%) 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. |
[vs. Spellhunt Remnants (3 def, 4 armour) (On hands)]This item will automatically be transmogrified when you leave the level. brawler's dwarven-steel gauntlets of archery (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +7 Armour: +2 (-2) Defense: +0 (+0 eff.) (-3 (-3 eff.)) Fatigue: +3% Changes stats: +3 Str / +8 Dex / +0(-6) Wil / +4(-2) Cun Changes resistances penetration: +0%(-15%) nature Changes damage: +0%(-15%) nature Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+1 eff.) Spell save: +0 (+0 eff.) (-8 (-2 eff.)) Maximum life: +0.00 (-60.00) Mindpower: +0 (+0 eff.) (-8 (-4 eff.)) Mental crit. chance: +0% (-9%) 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 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Spellhunt Remnants (3 def, 4 armour) (On hands)]dwarven-steel gauntlets 'Layowyn' (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (-2) Defense: +0 (+0 eff.) (-3 (-3 eff.)) Fatigue: +3% Damage (Melee): 12 temporal Damage (Ranged): 10 temporal Changes stats: +3 Str / +3 Mag / +6(-) Wil / +2(-4) Cun Changes resistances: +8% temporal Changes resistances penetration: +0%(-15%) nature Changes damage: +0%(-15%) nature / +6% temporal Spell save: +0 (+0 eff.) (-8 (-2 eff.)) Maximum life: +0.00 (-60.00) Mindpower: +0 (+0 eff.) (-8 (-4 eff.)) Mental crit. chance: +0% (-9%) See invisible: +6 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. |
[vs. Yvaleda (5 def, 3 armour) (On head)]Duathelbliss the cashmere wizard hat (22 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) (-10 (-3 eff.)) Physical crit. chance: +0.0% (-1.0%) Armour: +0 (-3) Defense: +22 (+14 eff.) (+17 (+9 eff.)) Fatigue: +0% (-3%) Changes stats: +0(-7) Dex Changes resistances: +3%(-11%) darkness / +0%(-3%) physical Changes resistances penetration: +15% lightning Changes damage: +9% darkness / +0%(-6%) physical Critical mult.: +0.00% (-5.00%) Physical save: +3 (+0 eff.) Equilibrium when hit: +1.50 Psi when hit: +1.10 Hate when hit: +1.00 Only die when reaching: +0.00 life (+80.00 life) Infravision radius: +0 (-5) A pointy cloth hat, very wizardly... |
[vs. Yvaleda (5 def, 3 armour) (On head)]Cloud Caller (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-6 eff.)) Physical crit. chance: +0.0% (-1.0%) Armour: +0 (-3) Defense: +0 (+0 eff.) (-5 (-5 eff.)) Fatigue: +0% (-3%) Changes stats: +0(-7) Dex Changes resistances: +10% lightning / +10% cold / +0%(-14%) darkness / +0%(-3%) physical Changes damage: +10% lightning / +10% cold / +0%(-6%) physical Critical mult.: +0.00% (-5.00%) Only die when reaching: +0.00 life (+80.00 life) Infravision radius: +0 (-5) A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 14 power out of 30/30) : Effective talent level: 1.0 Power cost: 14 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 15.88 to 47.64 lightning damage (31.76 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
[vs. Yvaleda (5 def, 3 armour) (On head)]This item will automatically be transmogrified when you leave the level. hardened leather cap (0 def, 3 armour) 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-6 eff.)) Physical crit. chance: +0.0% (-1.0%) Armour: +3 (-) Defense: +0 (+0 eff.) (-5 (-5 eff.)) Fatigue: +3% (-) Changes stats: +0(-7) Dex Changes resistances: +0%(-14%) darkness / +0%(-3%) physical Changes damage: +0%(-6%) physical Critical mult.: +0.00% (-5.00%) Only die when reaching: +0.00 life (+80.00 life) Infravision radius: +0 (-5) A cap made of leather. |
[vs. Yvaleda (5 def, 3 armour) (On head)]This item will automatically be transmogrified when you leave the level. stabilizing hardened leather cap of precognition (4 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) (-14 (-4 eff.)) Physical crit. chance: +0.0% (-1.0%) Armour: +3 (-) Defense: +4 (+4 eff.) (-1 (-1 eff.)) Fatigue: +3% (-) Effects when hit in melee: * 13% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Cun / +0(-7) Dex Changes resistances: +0%(-14%) darkness / +0%(-3%) physical Changes damage: +0%(-6%) physical Critical mult.: +0.00% (-5.00%) Physical save: +15 (+3 eff.) Only die when reaching: +0.00 life (+80.00 life) Infravision radius: +0 (-5) A cap made of leather. |
[vs. Yvaleda (5 def, 3 armour) (On head)]This item will automatically be transmogrified when you leave the level. warlord's hardened leather cap of the depths (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-6 eff.)) Physical crit. chance: +0.0% (-1.0%) Physical power: +8 (+2 eff.) Armour: +3 (-) Defense: +0 (+0 eff.) (-5 (-5 eff.)) Fatigue: +3% (-) Changes stats: +4 Str / +0(-7) Dex / +4 Wil Changes resistances: +11% cold / +0%(-14%) darkness / +7%(+4%) physical Changes damage: +0%(-6%) physical Allows you to breathe in: water Critical mult.: +0.00% (-5.00%) Physical save: +7 (+1 eff.) Only die when reaching: +0.00 life (+80.00 life) Infravision radius: +0 (-5) A cap made of leather. |
[vs. Yvaleda (5 def, 3 armour) (On head)]Adawyn the Cloudfoe (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-6 eff.)) Physical crit. chance: +0.0% (-1.0%) Armour: +3 (-) Defense: +0 (+0 eff.) (-5 (-5 eff.)) Fatigue: +5% (+2%) Changes stats: +0(-7) Dex Changes resistances: +3% lightning / +0%(-3%) physical / +14%(-) darkness / +11% light / +12% acid Changes damage: +0%(-6%) physical Critical mult.: +0.00% (-5.00%) Teleport immunity: +20% Only die when reaching: +0.00 life (+80.00 life) Infravision radius: +0 (-5) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Yvaleda (5 def, 3 armour) (On head)]iron helm 'Ichorsin' (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-6 eff.)) Armour penetration: +4 Physical crit. chance: +0.0% (-1.0%) Armour: +3 (-) Defense: +0 (+0 eff.) (-5 (-5 eff.)) Fatigue: +5% (+2%) Effects on melee hit: * 10% chance to slow global speed by 41% * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +1 Str / +2(-5) Dex / +2 Cun Changes resistances: +0%(-14%) darkness / +0%(-3%) physical Changes resistances penetration: +15% nature / +15% temporal Changes damage: +0%(-6%) physical Critical mult.: +0.00% (-5.00%) Only die when reaching: +0.00 life (+80.00 life) Infravision radius: +0 (-5) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Yvaleda (5 def, 3 armour) (On head)]stabilizing iron helm of the depths (0 def, 3 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-6 eff.)) Physical crit. chance: +0.0% (-1.0%) Armour: +3 (-) Defense: +0 (+0 eff.) (-5 (-5 eff.)) Fatigue: +5% (+2%) Changes stats: +0(-7) Dex Changes resistances: +6% cold / +0%(-14%) darkness / +0%(-3%) physical Changes damage: +0%(-6%) physical Allows you to breathe in: water Critical mult.: +0.00% (-5.00%) Physical save: +10 (+2 eff.) Only die when reaching: +0.00 life (+80.00 life) Infravision radius: +0 (-5) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Yvaleda (5 def, 3 armour) (On head)]Cyrywen (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-6 eff.)) Physical crit. chance: +0.0% (-1.0%) Armour: +4 (+1) Defense: +0 (+0 eff.) (-5 (-5 eff.)) Fatigue: +4% (+1%) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Str / +7(-) Dex Changes resistances: +9% acid / +2%(-1%) physical / +6%(-8%) darkness / +5% arcane Changes damage: +0%(-6%) physical Critical mult.: +0.00% (-5.00%) Disease immunity: +20% Only die when reaching: +0.00 life (+80.00 life) Infravision radius: +0 (-5) It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 352.7 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 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. |
9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 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. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 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. |
7 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. |
11 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+3 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+3 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 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. |
5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+4 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+4 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
4 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. |
4 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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+5 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+5 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
147 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. |
[vs. nightwalker's brass lantern of the zealot (Light source)]Eremedin the Woebile Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Physical power: +0 (+0 eff.) (-5 (-1 eff.)) Damage when hit (Melee): 6 darkness Changes stats: +0(-4) Wil Changes resistances: +0%(-3%) all Changes resistances penetration: +5% darkness / +10% light Changes damage: +6% darkness Critical mult.: +0.00% (-11.00%) Spell save: +0 (+0 eff.) (-6 (-2 eff.)) Light radius: +7 (+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. |
[vs. nightwalker's brass lantern of the zealot (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Physical power: +0 (+0 eff.) (-5 (-1 eff.)) Changes stats: +0(-4) Wil Changes resistances: +0%(-3%) all Critical mult.: +0.00% (-11.00%) Spell save: +0 (+0 eff.) (-6 (-2 eff.)) 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. |
[vs. nightwalker's brass lantern of the zealot (Light source)]survivor's brass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Physical power: +0 (+0 eff.) (-5 (-1 eff.)) Changes stats: +0(-4) Wil Changes resistances: +0%(-3%) all Critical mult.: +0.00% (-11.00%) Physical save: +6 (+1 eff.) Spell save: +0 (+0 eff.) (-6 (-2 eff.)) Maximum life: +41.00 Light radius: +3 (-) Healing mod.: +12% 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. |
[vs. nightwalker's brass lantern of the zealot (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Physical power: +0 (+0 eff.) (-5 (-1 eff.)) Damage (Melee): 15 Lite Light Burst (radius 1) Changes stats: +0(-4) Wil Changes resistances: +30% light / +0%(-3%) all Changes damage: +10% light Critical mult.: +0.00% (-11.00%) Spell save: +0 (+0 eff.) (-6 (-2 eff.)) Light radius: +5 (+2) 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.(102 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. Prox's Lucky Halfling Foot (Tool)]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 Defense: +0 (+0 eff.) (-5 (-5 eff.)) Damage when hit (Melee): 10 draining blight Changes stats: +0(-5) Lck Changes damage: +5% blight Trap disarming bonus: +0 (-5) When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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 (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 182 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. Prox's Lucky Halfling Foot (Tool)]supercharged dwarven-steel torque of psionic shield [power 89] (27 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-5 eff.)) Changes stats: +0(-5) Lck Trap disarming bonus: +0 (-5) It can be used to setup a psionic shield, reducing all damage taken by 89 for 5 turns Activation puts all charms on cooldown for 27 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. Prox's Lucky Halfling Foot (Tool)]soothing ash totem of healing [power 176] (14 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-5 eff.)) Changes stats: +0(-5) Lck Trap disarming bonus: +0 (-5) It can be used to heal yourself and all friendly characters within 10 spaces for 176 Activation puts all charms on cooldown for 14 turns. When used: * Heal for 43. Natural totems are made by powerful wilders to store nature power. |
[vs. Prox's Lucky Halfling Foot (Tool)]yew totem of healing [power 272] (14 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-5 eff.)) Changes stats: +0(-5) Lck Trap disarming bonus: +0 (-5) It can be used to heal yourself and all friendly characters within 10 spaces for 272 Activation puts all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. Prox's Lucky Halfling Foot (Tool)]yew totem of healing [power 278] (14 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-5 eff.)) Changes stats: +0(-5) Lck Trap disarming bonus: +0 (-5) It can be used to heal yourself and all friendly characters within 10 spaces for 278 Activation puts all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Einar the Dwarf Berserker level 24
6th Shortage 122nd year of Ascendancy at 03:35 see stats
Antimagic! (Roguelike)
Completed antimagic training in the Ziguranth camp.By Einar the Dwarf Berserker level 17
20th Wealth 122nd year of Ascendancy at 21:28 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Einar the Dwarf Berserker level 15
4th Wealth 122nd year of Ascendancy at 11:03 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Einar the Dwarf Berserker level 19
12nd Dearth 122nd year of Ascendancy at 01:44 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Einar the Dwarf Berserker level 23
39th Dearth 122nd year of Ascendancy at 01:23 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Einar the Dwarf Berserker level 24
6th Shortage 122nd year of Ascendancy at 03:05 see stats
Level 10 (Roguelike)
Got a character to level 10.By Einar the Dwarf Berserker level 10
6th Profit 122nd year of Ascendancy at 01:30 see stats
Level 20 (Roguelike)
Got a character to level 20.By Einar the Dwarf Berserker level 20
16th Dearth 122nd year of Ascendancy at 14:23 see stats
Level 30 (Roguelike)
Got a character to level 30.By Einar the Dwarf Berserker level 30
13rd Iron 123rd year of Ascendancy at 12:15 see stats
Savior of the damsels in distress (Roguelike)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Einar the Dwarf Berserker level 28
5th Iron 123rd year of Ascendancy at 01:46 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Einar the Dwarf Berserker level 27
3rd Iron 123rd year of Ascendancy at 05:33 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Einar the Dwarf Berserker level 19
16th Dearth 122nd year of Ascendancy at 14:17 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By Einar the Dwarf Berserker level 5
17th Voratun 122nd year of Ascendancy at 08:25 see stats
That was close (Roguelike)
Killed your target while having only 1 life left.By Einar the Dwarf Berserker level 30
13rd Iron 123rd year of Ascendancy at 18:28 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Einar the Dwarf Berserker level 10
9th Profit 122nd year of Ascendancy at 17:20 see stats
The Restless Dead (Roguelike)
Disturbed an old battlefield and survived the consequences.By Einar the Dwarf Berserker level 15
13rd Wealth 122nd year of Ascendancy at 14:39 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Einar the Dwarf Berserker level 24
11st Shortage 122nd year of Ascendancy at 10:09 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Einar the Dwarf Berserker level 24
11st Shortage 122nd year of Ascendancy at 02:19 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Einar the Dwarf Berserker level 29
12nd Iron 123rd year of Ascendancy at 22:33 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Einar the Dwarf Berserker level 19
11st Dearth 122nd year of Ascendancy at 21:27 see stats
Log
Waking Nightmare from Nightmare horror hits Einar for (27 antimagic), 0 darkness (0 total damage).
Einar uses Resilience of the Dwarves.
Einar's skin turns to stone.
Einar uses Infusion: Regeneration.
Einar starts regenerating health quickly.
Einar's Inner Demon uses Mana Clash.
Einar's Inner Demon hits Einar for 0 arcane damage.
Einar is dismayed!
Einar's Inner Demon performs a melee critical strike against Einar!
Einar's Inner Demon attunes to the damage.
Einar's Inner Demon's blood frenzy intensifies!
Einar overcomes the dismay
Einar's Inner Demon hits Einar for 331 physical damage.
Melee retaliation hits Einar's Inner Demon for (1 antimagic), 0 light (0 total damage).
Einar the level 30 dwarf berserker was bled to death by a Einar's Inner Demon on level 6 of Dreadfell.
Einar's armour is more intact.
Einar is no longer dominated.
Einar no longer revels in blood quite so much.
Einar deactivates Antimagic Shield.
Einar is free from the nightmare.
Einar deactivates Berserker Rage.
Einar's rage subsides!
Einar stops regenerating health quickly.
Einar stops bleeding.
Einar is no longer attuned.
Einar deactivates Daunting Presence.
Einar has finished recovering.
Einar's skin returns to normal.
Einar is no longer weakened.





































































































































