







Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Nekomata race 1.5.10Adds the Nekomata race. Nekomata are human/cat hybrids who have superhuman agility and strange and miraculous powers. Class: Astromancer 1.5.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Nekomata |
Class | Brawler |
Level / Exp | 109 / 56% |
Size | huge |
Lifes / Deaths | Killed by grannor'vin at level 16 on the 4th Mirth 122nd year of Ascendancy at 17:57 0 / 9Killed by Mayitha the temporal stalker at level 24 on the 5th Mirth 122nd year of Ascendancy at 11:25 Killed by Shivgoroth at level 24 on the 5th Mirth 122nd year of Ascendancy at 12:58 Killed by Emygann the teluvorta at level 86 on the 1st Dusk 122nd year of Ascendancy at 13:13 Killed by Emygann the teluvorta at level 86 on the 1st Dusk 122nd year of Ascendancy at 14:37 Killed by Umi's Inner Demon at level 96 on the 2nd Dusk 122nd year of Ascendancy at 19:36 Killed by Umi at level 105 on the 17th Dusk 122nd year of Ascendancy at 04:41 Killed by Silebrevena the orc necromancer at level 109 on the 74th Dusk 122nd year of Ascendancy at 14:26 Killed by Vorowyn the luminous horror at level 109 on the 74th Dusk 122nd year of Ascendancy at 14:56 |
Primary Stats
Strength | 205 (base 31) |
Dexterity | 182 (base 100) |
Constitution | 166 (base 61) |
Magic | 60 (base 10) |
Willpower | 96 (base 10) |
Cunning | 202 (base 80) |
Resources
Life | -910/4343 |
Stamina | 805/805 |
Healing Factor | 2.0664285714286 |
Regeneration | 342.30389285714 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +74.615384615385% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -5 |
Infravision | 46 |
See Stealth | 18 |
See Invisible | 38 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Barehand
Damage | 411 |
Accuracy | 113 |
Crit Chance | 98% |
APR | 91 |
Speed | 0.73 |
Offense: Spell
Spellpower | 54 |
Crit Chance | 74% |
Speed | 1 |
Offense: Mind
Mindpower | 79 |
Crit Chance | 80% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Blight | +41% |
Physical | +23% |
Mind | +3% |
All | 0% |
Darkness | +77% |
Temporal | +11% |
Arcane | +26% |
Nature | +30% |
Offense: Damage Penetration
Acid | +20% |
Darkness | +25% |
Blight | +20% |
Arcane | +10% |
Physical | +50% |
Nature | +30% |
Defense: Base
Armour (hardiness) | 115 (36.618610747051%) |
Defense | 94 |
Ranged Defense | 98 |
Fatigue | 0 |
Physical Save | 102 |
Spell Save | 78 |
Mental Save | 102 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 50%( 70%) |
Arcane | + 37%( 70%) |
Cold | + 70%( 70%) |
All | + 31%( 70%) |
Lightning | + 70%( 70%) |
Light | + 51%( 70%) |
Temporal | + 48%( 70%) |
Physical | + 44%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 70%( 70%) |
Mind | + 37%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Confusion Resistance | 15% |
Poison Resistance | 0% |
Blind Resistance | 71% |
Silence Resistance | 15% |
Bleed Resistance | 20% |
Disarm Resistance | 50% |
Instadeath Resistance | 100% |
Pinning Resistance | 58% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 34 for 9 turns. While Heroism is active, you will only die when reaching -948 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 774 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 923 damage for 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 7/5 |
| 1/5 |
| 1/5 |
| 10/5 |
Technique / Combat techniques | 1.10 |
| 9/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 10/5 |
Technique / Grappling | 1.30 |
| 5/5 |
| 4/5 |
| 10/5 |
| 0/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 5/5 |
Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.57 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 10/5 |
| 7/5 |
| 2/5 |
| 3/5 |
Technique / Combat training | 1.10 |
| 6/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Nekomata | 1.00 |
| 1/5 |
| 6/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.37 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Striking Stance |
detrimental effect | The target is on fire, taking 67.63 fire damage per turn. Burning |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | Countering melee attacks: Has a 28% chance to get an automatic counter attack when avoiding a melee attack. (3.0 counters remaining) Counter Attacking |
beneficial effect | Blocking up to 0 total damage. Blocking |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | A flow of life spins around the target, regenerating 154.80 life per turn. Regeneration |
beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 failed to protect the injured seer from death by Umi. Escort: injured seer (level 3 of Old Forest) | failed |
You failed to protect the lone alchemist from death by large white snake. Escort: lone alchemist (level 4 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by snow giant. Escort: lost sun paladin (level 2 of Daikara) | failed |
A compliation of all your achievements earnt. Heroic AchievementsYou are 9% of the way to your next Rank. You have killed: 43 Uniques 16 Bosses 11 Elite Bosses 16 Veterans 11 Heroics 6 Legends 2 Destroyers 1 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 failed to protect her when escorting her out of the crypt. | failed |
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 |
Equipment
On feet | ![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +15 (+2 eff.) Armour: +39 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +3% Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +13 Str / +7 Wil / +6 Cun / +21 Con Changes resistances: +33% acid / +32% fire / +33% cold / +32% lightning Changes resistances penetration: +10% darkness / +8% physical Changes damage: +3% darkness / +8% physical Critical mult.: +6.00% Physical save: +19 (+3 eff.) Mental save: +15 (+3 eff.) Life regen: +3.00 Stamina each turn: +1.80 Maximum stamina: +56.00 Mindpower: +7 (+1 eff.) Infravision radius: +3 See invisible: +9 Healing mod.: +22% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
On hands | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +34 (+5 eff.) Armour: +9 Damage (Melee): 9 acid / 16 temporal / 20 darkness / 10 fire / 10 cold / 10 lightning Damage (Ranged): 19 temporal Damage when hit (Melee): 8 arcane Changes stats: +15 Str / +7 Mag / +8 Wil / +6 Cun Changes resistances: +14% temporal / +10% light / +25% darkness Changes damage: +12% blight / +11% temporal / +11% darkness Physical save: +8 (+1 eff.) Spell save: +40 (+9 eff.) Mental save: +25 (+5 eff.) Disarm immunity: +50% Life regen: +4.00 Stamina each turn: +1.80 Mana when firing critical spell: +1.00 Maximum life: +72.00 Maximum stamina: +40.00 Infravision radius: +2 See invisible: +9 When used to modify unarmed attacks: Base power: 53.0 - 58.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +22 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Slumber (10% chance level 5). On weapon hit: * 15% chance to gain 10% of a turn (3/turn limit) * 14% chance to inflict 15% damage reduction Damage Shield penetration (this weapon only): +40% Damage (Melee): +19 ice / +29 lightning / +29 fire / +29 acid Burst (radius 1) on hit: +8 light Burst (radius 2) on crit: +49 light / +41 darkness It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 113.75 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +5 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +5% Changes stats: +22 Str / +8 Dex / +8 Mag / +19 Wil / +2 Cun / +4 Con Changes damage: +17% blight / +6% physical / +20% arcane Physical save: +15 (+2 eff.) Mental save: +39 (+7 eff.) Stamina each turn: +0.80 Hate when firing a critical mind attack: +2.00 Spell crit. chance: +4% Light radius: +3 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +15 Fatigue: -9% Changes stats: +12 Str / +6 Mag / +1 Wil / +3 Cun Changes resistances: +26% fire / +29% darkness / +1% physical Changes resistances penetration: +17% physical Physical save: +6 (+1 eff.) Cut immunity: +20% Stun/Freeze immunity: +10% Maximum mana: +56.00 Spell crit. chance: +5% Mental crit. chance: +3% Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.2 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +61 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +34 (+6 eff.) Armour penetration: +37 Physical crit. chance: +2.0% Armour: +15 Defense: +50 (+9 eff.) Changes stats: +2 Str / +7 Mag / +34 Wil / +26 Cun Changes resistances: +28% acid / +30% fire / +30% cold / +30% lightning Changes resistances penetration: +25% physical Changes damage: +6% nature / +3% mind Mental save: +20 (+4 eff.) Spellpower: +9 (+3 eff.) Mindpower: +30 (+6 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.4 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+2 eff.) Armour: +14 Changes stats: +15 Str / +7 Mag / +7 Wil / +6 Cun / +13 Con Changes resistances: +3% physical Physical save: +3 (+0 eff.) Spell save: +30 (+7 eff.) Mental save: +24 (+4 eff.) Blindness immunity: +41% Silence immunity: +15% Only die when reaching: -40.00 life Maximum stamina: +30.00 Spellpower: +13 (+4 eff.) Infravision radius: +5 See stealth: +18 See invisible: +20 Rings can have magical properties. |
Around neck | ![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +9 (+1 eff.) Armour: +6 Fatigue: -9% Changes stats: +18 Dex / +5 Mag / +1 Wil / +9 Cun / +15 Con Changes resistances: +3% light Changes damage: +9% physical Grants telepathy: Humanoid/Orc Talent masteries: +0.27 Technique / Conditioning +0.27 Technique / Unarmed discipline Physical save: +16 (+3 eff.) Blindness immunity: +30% Confusion immunity: +15% Life regen: +3.60 Stamina each turn: +1.30 Mana each turn: +0.42 Psi when hit: +0.12 Spellpower on spell critical (stacks up to 3 times): +5 Hate when firing a critical mind attack: +1.00 Maximum life: +53.00 Maximum mana: +52.00 Movement speed: +10% Combat speed: +10% Amulets can have magical properties. |
Main armor | ![]() Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Armour: +21 Defense: +39 (+8 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 10 light Changes stats: +8 Str / +20 Dex / +4 Wil / +12 Cun Changes resistances: +11% lightning / +22% darkness / +34% fire / +29% acid / +14% physical / +21% blight / +11% cold / +8% arcane / +8% mind Changes resistances penetration: +20% acid / +30% nature Changes damage: +9% acid / +6% arcane / +24% nature Critical mult.: +16.00% Physical save: +14 (+2 eff.) Spell save: +16 (+4 eff.) Mental save: +35 (+6 eff.) Mindpower: +11 (+2 eff.) Light radius: +2 Movement speed: +20% A suit of armour made of leather. |
Light source | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +8 (+1 eff.) Defense: +11 (+2 eff.) Damage when hit (Melee): 16 blight / 51 fire Changes stats: +22 Cun / +8 Mag Changes resistances: +6% blight / +20% fire / +15% light / +6% darkness Changes damage: +26% darkness / +12% blight Damage affinity(heal): +5% darkness Physical save: +40 (+7 eff.) Spell save: +20 (+5 eff.) Mental save: +20 (+4 eff.) Stamina each turn: +0.40 Spellpower: +17 (+6 eff.) Light radius: -10 Infravision radius: +21 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 266.52 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +60 (+10 eff.) Armour penetration: +25 Physical power: +6 (+1 eff.) Armour: +6 Defense: +33 (+7 eff.) Fatigue: -8% Changes stats: +4 Cun / +6 Dex Changes resistances: +20% acid / +25% darkness / +20% fire / +18% lightning / +19% cold Changes resistances penetration: +15% darkness Changes damage: +37% darkness Critical mult.: +33.00% Stealth bonus: +40 Physical save: +44 (+7 eff.) Mental save: +15 (+3 eff.) Stamina each turn: +1.00 Only die when reaching: -157.00 life Maximum life: +148.00 Maximum stamina: +40.00 Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +16.0% Physical power: +5 (+1 eff.) Effects on melee hit: * 40% chance to daze at end of turn Changes stats: +5 Str / +25 Dex / +5 Wil / +25 Cun / +23 Lck Changes resistances: +11% lightning / +11% temporal Changes resistances penetration: +10% arcane / +20% blight Critical mult.: +26.00% Trap disarming bonus: +54 Stealth bonus: +31 Physical save: +16 (+3 eff.) Spell save: +31 (+7 eff.) Mental save: +16 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +210.00 Maximum vim: +20.00 Spellpower: +4 (+1 eff.) Mental crit. chance: +11% Infravision radius: +15 A belt that goes around your waist. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 770% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 592.74 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 ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 create a protective shield absorbing at most 813 damage for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Fatigue: -8% Effects on melee hit: * 21% chance to disease * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 blight Changes stats: +15 Wil Changes resistances: +10% physical Changes resistances cap: +5% all Changes resistances penetration: +10% blight / +10% temporal Changes damage: +15% blight Physical save: +38 (+6 eff.) Spell save: +18 (+4 eff.) Mental save: +41 (+7 eff.) Confusion immunity: +35% Life regen: +2.60 Stamina each turn: +0.80 Mindpower: +21 (+4 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets can have magical properties. |
![]() Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 23 arcane resource burn Changes stats: +7 Cun Changes resistances: +6% lightning / +18% light / +22% blight / +22% mind / +22% nature Changes resistances penetration: +5% darkness Poison immunity: +36% Disease immunity: +37% Confusion immunity: +34% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Fatigue: -19% Damage when hit (Melee): 8 mind Changes stats: +11 Cun / +1 Wil Changes resistances: +35% mind / +17% lightning Changes resistances cap: +7% all Changes resistances penetration: +10% mind Grants telepathy: Demon/Minor Demon/Major Talent masteries: +0.40 Technique / Finishing moves +0.40 Technique / Conditioning Physical save: +42 (+7 eff.) Spell save: +25 (+6 eff.) Mental save: +25 (+5 eff.) Blindness immunity: +67% Confusion immunity: +36% Stun/Freeze immunity: +50% Life regen: +8.40 Psi when hit: +0.28 Infravision radius: +20 Sight radius: +4 See invisible: +30 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +2 Changes stats: +1 Con Changes resistances: +12% fire / +9% mind / +13% cold Changes resistances penetration: +10% physical Changes damage: +3% mind Blindness immunity: +15% Infravision radius: +3 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% acid Changes damage: +11% acid Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +8 Cun / +7 Dex Disarm immunity: +38% Pinning immunity: +24% Knockback immunity: +38% Maximum life: +32.00 Rings can have magical properties. |
![]() warbringer's steel battleaxe of projection (19.5-29.25 power, 2 apr) Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 19.5 - 29.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Physical power: +13 (+2 eff.) Changes stats: +5 Con Changes resistances penetration: +13% physical Disarm immunity: +24% Massive two-handed battleaxes. |
![]() Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+2 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
![]() thunderous steel greatsword of crippling (25-40 power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.0 - 40.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 24% chance to daze at end of turn On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +13.0% Changes stats: +3 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances penetration: +13% lightning Massive two-handed swords. |
![]() thaloren yew longbow of true flight 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: +0.2% crit / acc Attack speed: 125% Firing range: +9 When wielded/worn: Accuracy: +17 (+3 eff.) Physical crit. chance: +14.0% Changes damage: +24% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Longbows are used to shoot arrows at your foes. |
![]() warbringer's steel mace of paradox (13-18.2 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +10 temporal When wielded/worn: Physical power: +9 (+1 eff.) Damage when hit (Melee): 11 temporal Changes stats: +4 Con Changes resistances: +10% temporal Changes resistances penetration: +9% physical Disarm immunity: +17% Blunt and deadly. |
![]() hardened leather sling 'Hureruidar' Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 167% Firing range: +9 When this weapon hits: Arcane Vortex (10% chance level 3). On weapon hit: * 40% chance to corrode armour by 30% Travel speed: +400% Damage (Ranged): +19 fire / +14 cold / +23 nature When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +2 Physical crit. chance: +11.0% Physical power: +11 (+2 eff.) Changes stats: +6 Str / +5 Mag / +6 Cun / +3 Con Changes resistances: +9% acid / +7% all Changes resistances penetration: +57% physical / +10% nature / +11% fire Changes damage: +16% cold / +11% arcane / +17% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Critical mult.: +10.00% Maximum encumbrance: +10 Physical save: +12 (+2 eff.) Stamina each turn: +0.20 Maximum life: +10.00 Maximum stamina: +10.00 Spellpower: +11 (+4 eff.) Global speed: +4% Damage Shield penetration: +80% Slings are used to hurl stones or metal shots at your foes. |
![]() Gilugorn (25-30 power, 5 apr, cold element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +16 acid When wielded/worn: Physical crit. chance: +38.0% Armour: +27 Armour Hardiness: +10% Defense: +17 (+4 eff.) Ranged Defense: +6 (+1 eff.) Effects on melee hit: * 51% chance to disease Damage (Melee): 75 arcane / 31 fire Damage when hit (Melee): 8 arcane Changes resistances: +15% lightning / +12% cold / +6% darkness Maximum wards: +3 lightning / +3 cold / +3 arcane / +3 fire Changes resistances penetration: +10% acid / +12% lightning / +12% cold / +12% arcane / +12% fire Changes damage: +25% lightning / +25% cold / +25% arcane / +25% fire Talents granted: +1 Command Staff +5 Ward Critical mult.: +41.00% Physical save: +10 (+2 eff.) Mental save: +3 (+1 eff.) Silence immunity: +5% Disarm immunity: +5% Knockback immunity: +20% Teleport immunity: +10% Mana each turn: +0.34 Vim when firing critical spell: +14.00 Maximum mana: +272.00 Maximum vim: +102.00 Spellpower: +46 (+13 eff.) Spell crit. chance: +4% See invisible: +17 Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 34.0 - 40.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 51% chance to cause random gloom Damage Shield penetration (this weapon only): +20% Damage (Melee): +12 arcane When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +23.0% Physical power: +21 (+3 eff.) Effects on melee hit: * 20% chance to disease Changes stats: +6 Wil / +4 Mag Changes resistances penetration: +17% cold Changes damage: +34% cold / +9% physical Talent granted: +1 Command Staff Critical mult.: +34.00% Mana each turn: +0.40 Vim when firing critical spell: +6.00 Spellpower on spell critical (stacks up to 3 times): +24 Only die when reaching: -40.00 life Maximum mana: +110.00 Maximum stamina: +15.00 Maximum vim: +40.00 Spellpower: +52 (+14 eff.) Spell crit. chance: +9% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +11 Changes stats: +11 Str / +5 Con Changes resistances: +21% cold / +20% fire Changes resistances penetration: +25% fire Physical save: +27 (+4 eff.) Only die when reaching: -60.00 life Mindpower: +8 (+1 eff.) Size category: +1 It can be used to create a temporary shield that absorbs 230 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
![]() Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes resistances: +6% lightning / +6% temporal / +6% light / +15% mind / +12% darkness Changes resistances penetration: +10% mind Changes damage: +3% mind A belt that goes around your waist. |
![]() Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +2 (+1 eff.) Effects on melee hit: * 38% chance to inflict 15% damage reduction Damage when hit (Melee): 8 mind Changes stats: +10 Str / +11 Dex / +16 Mag / +17 Wil / +9 Cun / +10 Con Changes resistances: +10% acid / +8% fire / +8% cold / +8% lightning Changes resistances penetration: +25% darkness Grants telepathy: Dragon Talent mastery: +0.40 Technique / Combat training Spell save: +10 (+3 eff.) Mental save: +11 (+2 eff.) Stamina each turn: +1.10 Mana each turn: -0.31 Maximum mana: +127.00 Spell crit. chance: +7% Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes stats: +2 Cun / +3 Dex Changes resistances: +22% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Dex / +3 Mag / +2 Wil / +1 Cun / +7 Con Changes resistances: +16% nature Changes damage: +19% nature Poison immunity: +24% Disease immunity: +20% Infravision radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Cun Changes resistances: +5% arcane Changes resistances penetration: +15% darkness / +17% physical Changes damage: +16% physical / +34% darkness / +16% light Critical mult.: +5.00% Spell save: +20 (+5 eff.) Mental save: +78 (+13 eff.) Mana each turn: +0.44 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +88.00 Maximum hate: +13.00 Maximum vim: +30.00 Spellpower: +36 (+10 eff.) Spell crit. chance: +21% Mindpower: +27 (+5 eff.) Mental crit. chance: +23% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +7 Defense: +8 (+2 eff.) Changes stats: +7 Str / +13 Mag / +8 Wil / +9 Con Changes resistances: +27% acid / +13% light / +35% darkness / +13% cold / +27% fire / +22% mind / +13% lightning Changes resistances penetration: +17% darkness / +11% physical Changes damage: +18% acid / +26% physical / +17% darkness / +17% light / +17% nature / +16% cold / +6% mind / +15% lightning Physical save: +17 (+3 eff.) Spell save: +17 (+4 eff.) Mental save: +36 (+6 eff.) Poison immunity: +44% Disease immunity: +40% Hate when firing a critical mind attack: +2.00 Maximum life: +50.00 Maximum hate: +13.00 Mindpower: +9 (+2 eff.) Mental crit. chance: +7% Light radius: +3 Heals friendly targets nearby when you use a nature summon: +40 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +7 Str / +16 Mag / +5 Wil / +5 Cun / +4 Con Changes resistances: +20% acid / +19% physical / +12% darkness / +32% fire / +52% blight / +31% cold / +12% lightning / +11% light Changes resistances penetration: +14% physical / +15% temporal Changes damage: +20% temporal / +16% light / +15% fire / +20% all / +15% acid / +29% physical / +40% blight / +15% cold / +20% darkness Grants telepathy: Demon/Minor Demon/Major Talent cooldown: Refit Golem (-6 turns) Critical mult.: +15.00% Physical save: +17 (+3 eff.) Spell save: +70 (+15 eff.) Mental save: +24 (+4 eff.) Silence immunity: +49% Mana each turn: +0.70 Spellpower on spell critical (stacks up to 3 times): +7 Maximum mana: +191.00 Spellpower: +114 (+29 eff.) Spell crit. chance: +42% Infravision radius: +1 See invisible: +12 Heals friendly targets nearby when you use a nature summon: +30 Reduces paradox anomalies(equivalent to willpower): +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +10 Physical crit. chance: +8.0% Physical power: +8 (+1 eff.) Armour: +6 Fatigue: +1% Changes stats: +3 Str / +3 Dex / +3 Wil / +3 Cun / +6 Con Changes resistances: +16% lightning / +7% temporal / +3% fire Changes resistances penetration: +6% physical / +15% arcane / +10% fire Changes damage: +9% arcane / +9% lightning Critical mult.: +5.00% Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Mindpower: +5 (+1 eff.) Infravision radius: +2 Damage Shield penetration: +20% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.1 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() Cystwing the pair of dwarven-steel boots (37 def, 11 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +18 Physical crit. chance: +8.0% Physical power: +10 (+2 eff.) Armour: +11 Defense: +37 (+7 eff.) Fatigue: -20% Effects on melee hit: * Slows global speed by 15% Changes stats: +16 Str / +4 Cun / +20 Con Changes resistances: +9% lightning / +4% physical / +3% nature Changes damage: +9% mind / +16% physical Maximum encumbrance: +73 Physical save: +41 (+7 eff.) Mental save: +65 (+11 eff.) Cut immunity: +10% Disarm immunity: +10% Teleport immunity: +15% Stamina each turn: +0.60 Maximum life: +48.00 Infravision radius: +3 Movement speed: +10% Size category: +2 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 41% chance to evade melee and ranged attacks and 84 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Fatigue: +3% Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +9 Str / +4 Dex / +8 Cun / +10 Con Changes resistances: +10% lightning / +10% fire / +10% cold / +10% temporal Changes resistances penetration: +20% acid Changes damage: +3% fire Grants telepathy: Dragon Demon/Major Demon/Minor Physical save: +16 (+3 eff.) Mental save: +19 (+4 eff.) Life regen: +3.90 Infravision radius: +3 Healing mod.: +20% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.6 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 180% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +2% Changes stats: +2 Str / +2 Con It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.1 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Changes stats: +4 Str / +3 Dex / +5 Mag / +3 Wil / +5 Cun Changes resistances: +6% cold / +7% fire Grants telepathy: Demon/Minor Demon/Major Spell save: +2 (+1 eff.) Silence immunity: +24% Confusion immunity: +24% Stun/Freeze immunity: +25% Stamina each turn: +0.50 Maximum stamina: +14.00 Lowers spell cool-downs by: 10% Infravision radius: +5 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.2 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 111% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +8.0% Armour: +1 Effects on melee hit: * Slows global speed by 35% Damage (Melee): 6 arcane Changes stats: +6 Str / +9 Dex / +10 Mag / +4 Wil / +6 Cun / +2 Con Changes resistances: +5% arcane Changes resistances penetration: +20% nature Changes damage: +6% nature / +18% temporal / +12% light / +10% arcane Talent cooldown: Double Strike (-2 turns) Critical mult.: +7.00% Physical save: +28 (+5 eff.) Spell save: +5 (+2 eff.) Mental save: +4 (+1 eff.) Disarm immunity: +26% Spell crit. chance: +8% Mental crit. chance: +7% When used to modify unarmed attacks: Base power: 13.5 - 14.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +15 Armour Penetration: +1 Crit. chance: +24.0% Attack speed: 167% When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Set Up (20% chance level 1). When this weapon crits: Cripple (20% chance level 1). Damage (Melee): +4 light / +8 physical / +8 nature / +21 arcane Burst (radius 2) on crit: +14 arcane Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +6 Damage (Melee): 11 blight Changes stats: +8 Con Changes resistances: +8% blight / +6% mind / +12% darkness Changes resistances penetration: +20% darkness / +5% light Changes damage: +7% blight / +3% light Physical save: +52 (+9 eff.) Spell save: +13 (+3 eff.) Mental save: +33 (+6 eff.) Disarm immunity: +112% Mana each turn: +0.28 Maximum life: +64.00 Spellpower: +11 (+4 eff.) Spell crit. chance: +8% When used to modify unarmed attacks: Base power: 24.0 - 26.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 167% When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Elemental Bolt (10% chance level 3). When this weapon hits: Battle Shout (10% chance level 3). When this weapon hits: Juggernaut (20% chance level 2). When this weapon hits: Soul Rot (20% chance level 3). On weapon hit: * 40% chance to blind Damage (Melee): +12 arcane / +34 physical / +16 light Burst (radius 2) on crit: +11 blight Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +8.0% Armour: +2 Effects on melee hit: * 17% chance to cause random gloom Damage (Melee): 7 nature / 21 mind / 21 darkness Changes stats: +4 Dex / +2 Mag / +3 Wil / +1 Cun / +5 Con Changes resistances: +7% nature Changes damage: +7% nature Critical mult.: +9.00% Reduces incoming crit damage: 10.00% Mental save: -10 (-1 eff.) Spell crit. chance: +7% Mindpower: +6 (+1 eff.) Mental crit. chance: +12% When used to modify unarmed attacks: Base power: 23.5 - 25.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +3 Crit. chance: +14.0% Attack speed: 167% When this weapon hits: Reproach (10% chance level 3). When this weapon hits: Poison Breath (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +8 nature It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Physical power: +24 (+4 eff.) Armour: +2 Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage (Melee): 10 cold Damage when hit (Melee): 8 arcane Changes stats: +13 Str / +4 Wil / +4 Cun / +8 Con Changes resistances: +8% cold / +9% darkness / +5% arcane Changes resistances penetration: +15% arcane Changes damage: +9% arcane / +8% cold Talent mastery: +0.20 Technique / Grappling Physical save: +16 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +60% Infravision radius: +2 When used to modify unarmed attacks: Base power: 35.0 - 49.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +9 Armour Penetration: +9 Crit. chance: +17.0% Attack speed: 125% When this weapon hits: Ice Breath (10% chance level 3). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Disarm (10% chance level 3). When this weapon crits: Dominate (10% chance level 3). On weapon hit: * 20% chance to inflict 15% damage reduction Damage (Melee): +16 darkness / +18 physical / +8 arcane Burst (radius 2) on crit: +10 ice Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +9 Armour: +1 Damage (Melee): 14 blight / 8 darkness Changes stats: +8 Str / +7 Dex / +3 Wil / +8 Cun / +7 Con Changes resistances: +12% blight / +14% darkness / +5% arcane Changes damage: +9% blight / +6% physical / +5% darkness Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Physical save: +17 (+3 eff.) Disarm immunity: +25% Life regen: +0.20 Stamina each turn: +0.40 Maximum life: +40.00 Infravision radius: +2 When used to modify unarmed attacks: Base power: 10.0 - 14.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +15 Armour Penetration: +9 Crit. chance: +13.0% Attack speed: 125% When this weapon hits: Disarm (10% chance level 1). When this weapon hits: Soul Rot (40% chance level 1). When this weapon hits: Perfect Strike (15% chance level 1). When this weapon hits: Set Up (10% chance level 1). When this weapon crits: Dominate (10% chance level 1). On weapon hit: * 7% chance to inflict 15% damage reduction Damage Shield penetration (this weapon only): +20% Damage (Melee): +9 darkness Burst (radius 2) on crit: +14 blight It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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. |
![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +29 Armour: +8 Damage (Melee): 15 acid / 12 fire / 11 nature / 15 mind Damage when hit (Melee): 4 darkness Changes stats: +17 Dex / +2 Mag / +15 Cun Changes resistances: +9% acid / +10% fire / +19% nature / +10% mind Changes damage: +9% acid / +7% fire / +8% nature / +10% mind Mental save: +15 (+3 eff.) Life regen: +6.00 Stamina each turn: +1.30 Psi each turn: +0.36 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +80.00 When used to modify unarmed attacks: Base power: 38.0 - 41.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +32 Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Acid Breath (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Perfect Strike (30% chance level 5). When this weapon hits: Poison Breath (10% chance level 5). When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Fire Breath (10% chance level 5). On weapon hit: * 40% chance to inflict 15% damage reduction Damage Shield penetration (this weapon only): +40% Damage (Melee): +4 arcane Burst (radius 2) on crit: +15 acid / +12 darkness / +14 fire / +15 nature / +13 mind It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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. |
![]() Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Spell save: +6 (+2 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +2% When used to modify unarmed attacks: Base power: 18.0 - 25.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +8 Crit. chance: +6.0% Attack speed: 125% When this weapon hits: Destroy Magic (100% chance level 2). Damage (Melee): +12 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +34 (+6 eff.) Armour penetration: +15 Physical crit. chance: +29.0% Armour: +3 Damage (Melee): 15 acid Changes stats: +9 Dex / +2 Wil / +16 Cun / +6 Con Changes resistances: +9% acid / +12% darkness / +5% arcane Changes resistances penetration: +10% blight Changes damage: +10% acid Grants telepathy: Humanoid/Orc Critical mult.: +28.00% Physical save: +28 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +24 (+4 eff.) Disarm immunity: +97% Mana each turn: +0.40 Maximum mana: +80.00 Spellpower: +16 (+5 eff.) Spell crit. chance: +40% Mental crit. chance: +38% Infravision radius: +4 When used to modify unarmed attacks: Base power: 45.5 - 50.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +15 Crit. chance: +45.0% Attack speed: 167% When this weapon hits: Acid Breath (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Elemental Bolt (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon crits: Cripple (40% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +21 physical / +23 darkness / +12 blight / +4 mind / +19 arcane Burst (radius 2) on crit: +15 acid It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 49 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +36 (+6 eff.) Armour penetration: +11 Armour: +11 Damage (Melee): 11 acid / 7 fire Changes stats: +11 Cun / +10 Dex Changes resistances: +8% acid / +11% darkness / +9% blight / +8% fire / +3% lightning Changes resistances penetration: +5% blight Changes damage: +8% acid / +8% fire / +9% arcane Mental save: +10 (+2 eff.) Blindness immunity: +20% Knockback immunity: +10% Teleport immunity: +15% Life regen: +5.60 Stamina each turn: +2.80 Maximum life: +64.00 Maximum stamina: +53.00 Infravision radius: +3 When used to modify unarmed attacks: Base power: 26.5 - 37.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +34 Armour Penetration: +17 Crit. chance: +26.0% Attack speed: 125% When this weapon hits: Acid Breath (10% chance level 3). When this weapon hits: Slumber (20% chance level 3). When this weapon hits: Battle Shout (10% chance level 3). When this weapon hits: Perfect Strike (15% chance level 3). When this weapon hits: Fire Breath (10% chance level 3). When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +12 darkness Burst (radius 1) on hit: +4 blight Burst (radius 2) on crit: +11 acid / +8 fire / +4 arcane It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 49 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage when hit (Melee): 16 lightning Changes stats: +9 Cun Changes resistances penetration: +15% lightning Changes damage: +6% acid Mental save: +6 (+1 eff.) Life regen: +2.40 Stamina each turn: +1.40 Maximum stamina: +24.00 Maximum hate: +6.00 Mental crit. chance: +2% When used to modify unarmed attacks: Base power: 22.0 - 30.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 125% When this weapon hits: Slumber (10% chance level 3). On weapon hit: * 44% chance to daze at end of turn Burst (radius 1) on hit: +8 acid Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +13 (+2 eff.) Armour: +2 Damage (Melee): 11 mind Damage when hit (Melee): 8 arcane Changes stats: +5 Str / +2 Wil / +4 Cun / +8 Con Changes resistances: +11% darkness / +8% mind Changes damage: +6% blight / +7% mind / +6% arcane Physical save: +43 (+7 eff.) Spell save: +34 (+7 eff.) Mental save: +16 (+3 eff.) Disarm immunity: +70% Life regen: +4.20 Stamina each turn: +0.90 Psi each turn: +0.28 Spellpower: +10 (+3 eff.) Infravision radius: +3 When used to modify unarmed attacks: Base power: 23.0 - 25.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +3 Crit. chance: +11.0% Attack speed: 167% When this weapon hits: Psychic Lobotomy (20% chance level 3). When this weapon hits: Juggernaut (20% chance level 2). When this weapon hits: Second Wind (10% chance level 1). When this weapon crits: Dominate (10% chance level 3). On weapon hit: * Slows global speed by 40% Damage (Melee): +12 blight / +25 physical / +16 darkness Burst (radius 2) on crit: +11 mind Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Talent Heavy Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 8.5 - 11.9 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 125% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 14 mind / 17 darkness Changes resistances: +12% darkness / +3% light Changes damage: +10% darkness Mental save: -7 (-1 eff.) Maximum life: +47.00 Mindpower: +3 (+0 eff.) Light radius: +2 When used to modify unarmed attacks: Base power: 13.5 - 18.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +4 Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 125% When this weapon hits: Reproach (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 1). On weapon hit: * 6% chance to inflict 15% damage reduction * 40% chance to blind Burst (radius 2) on crit: +4 darkness It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +1 Changes stats: +2 Str Life regen: +1.30 Stamina each turn: +0.50 Maximum stamina: +11.00 When used to modify unarmed attacks: Base power: 11.5 - 12.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 167% When this weapon hits: Slumber (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 9.0 - 9.9 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +7 Damage (Melee): 6 physical Changes stats: +3 Str Changes damage: +4% physical When used to modify unarmed attacks: Base power: 10.0 - 11.0 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 167% When this weapon hits: Sand Breath (10% chance level 1). Burst (radius 1) on hit: +6 physical Burst (radius 2) on crit: +5 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +3 Fatigue: +5% Damage when hit (Melee): 16 nature Changes stats: +2 Str / +2 Wil / +7 Lck Changes resistances: +9% temporal Changes resistances penetration: +5% nature Changes damage: +3% nature Mental save: +6 (+1 eff.) Spell crit. chance: +3% Mental crit. chance: +3% Light radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light Changes stats: +12 Cun / +12 Wil Changes resistances: +8% physical / +12% darkness / +24% fire / +16% mind / +3% light Changes damage: +12% lightning / +13% physical / +13% darkness / +16% fire / +22% mind / +3% light Physical save: +11 (+2 eff.) Mental save: +46 (+8 eff.) Confusion immunity: -40% Fear immunity: -40% Mana each turn: +0.27 Maximum hate: +11.00 Maximum psi: +28.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Mindpower: +13 (+2 eff.) Mental crit. chance: +18% Light radius: +1 It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 4.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 274 mind damage and feed you 4 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +1% Damage when hit (Melee): 8 darkness Changes stats: +6 Str / +6 Dex Changes resistances: +5% arcane / +3% darkness / +3% all Changes resistances penetration: +25% arcane / +5% darkness Changes damage: +3% darkness Physical save: +7 (+1 eff.) Infravision radius: +2 A cap made of leather. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +13 Mag / +12 Wil / +17 Cun / +15 Con Changes resistances: +15% blight / +17% physical / +20% darkness / +6% light Changes damage: +11% acid / +13% physical / +14% darkness / +9% cold / +15% blight / +7% fire / +39% arcane / +8% lightning Grants telepathy: Dragon Physical save: +10 (+2 eff.) Mental save: +11 (+2 eff.) Disease immunity: +15% Disarm immunity: +5% Knockback immunity: +5% Maximum hate: +11.00 Mindpower: +13 (+2 eff.) Mental crit. chance: +4% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Physical save: +11 (+2 eff.) A cap made of leather. |
![]() enlightening steel mail armour of Eyal (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes stats: +6 Cun / +6 Wil Mental save: +16 (+3 eff.) Life regen: +2.20 Maximum life: +56.00 Healing mod.: +18% A suit of armour made of mail. |
![]() Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +11 Defense: +8 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 4 blight Changes stats: +6 Dex / +1 Wil / +5 Cun Changes resistances: +8% mind / +21% temporal Changes damage: +9% arcane Critical mult.: +10.00% Spell save: +6 (+2 eff.) Mental save: +18 (+3 eff.) Mana when firing critical spell: +2.00 Spell crit. chance: +3% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of leather. |
![]() cleansing drakeskin leather armour of clarity (5 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +20% blight / +20% nature / +10% mind Mental save: +25 (+5 eff.) A suit of armour made of leather. |
![]() Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +17% acid / +10% light / +10% darkness A suit of armour made of leather. |
![]() Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
2 hematite 2 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
2 nuummite 2 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +40% When used to imbue an object: Stun/Freeze immunity: +40% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; 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: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +16 Physical power: +8 (+1 eff.) Armour: +4 Defense: +6 (+1 eff.) Damage when hit (Melee): 20 nature / 4 lightning Changes stats: +5 Str / +4 Mag Changes resistances: +8% physical Changes resistances penetration: +25% lightning Changes damage: +3% nature / +15% lightning Critical mult.: +15.00% Maximum life: +32.00 Maximum mana: +44.00 Maximum stamina: +22.00 Spell crit. chance: +7% Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.4 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +92 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +19 Physical power: +10 (+2 eff.) Damage when hit (Melee): 8 mind Changes stats: +12 Str / +5 Mag / +5 Cun / +4 Con Changes resistances: +14% nature / +9% blight Changes resistances penetration: +5% arcane Changes damage: +8% nature / +3% mind Grants telepathy: Demon/Minor Demon/Major Critical mult.: +29.00% Psi when hit: +0.04 Hate when firing a critical mind attack: +1.00 Maximum mana: +60.00 Spell crit. chance: +10% Mindpower: +4 (+1 eff.) Light radius: +1 Infravision radius: +5 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.2 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +61 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +2 (+0 eff.) Changes stats: +3 Str / +2 Wil / +2 Con Changes resistances: +11% nature Changes resistances penetration: +15% blight Changes damage: +6% nature / +9% physical Stamina each turn: +0.20 Light radius: +1 Damage Shield penetration: +40% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +20 (+4 eff.) Changes damage: +6% all When used to imbue an object: Defense: +20 (+4 eff.) Changes damage: +6% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
malachite malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Changes damage: +4% all When used to imbue an object: Defense: +15 (+3 eff.) Changes damage: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 verdite 2 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +10 (+2 eff.) Changes damage: +2% all When used to imbue an object: Defense: +10 (+2 eff.) Changes damage: +2% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (147 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
3 carnelian 3 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used to imbue an object: Combat speed: +8% Casting speed: +8% Mental speed: +8% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 420.00 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 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, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered 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), costing 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. |
large geode large geode0.00 Encumbrance. Type: gem / stone ; tier 4 When wielded/worn: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used to imbue an object: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
tiny geode tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Effects on melee hit: * 36% chance to corrode armour by 30% Changes stats: +3 Dex Maximum wards: +10 acid / +11 nature / +11 light Talent cooldown: Rushing Claws (-5 turns) Talents granted: +15 Rushing Claws +3 Ward Physical save: +30 (+5 eff.) Life regen: +0.40 Maximum life: +70.00 Healing mod.: +15% It can be used to harden the skin for 7 turns increasing armour by 50 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 9 equilibrium. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
sugilite sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
tanzanite tanzanite0.00 Encumbrance. Type: gem / violet ; tier 5 When wielded/worn: Changes resistances penetration: +10% all Critical mult.: +10.00% When used to imbue an object: Changes resistances penetration: +10% all Critical mult.: +10.00% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +2 Dex / +5 Mag / +2 Wil / +1 Cun Maximum wards: +3 lightning / +3 temporal / +3 blight / +3 fire / +1 cold Grants telepathy: Dragon Talents granted: +1 Ward +3 Void Blast Light radius: +2 See invisible: +6 It can be used to creates a wall of flames lasting 4 turns (dealing 169 fire damage overall), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 7 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +3 Dex / +2 Mag / +3 Wil Talent cooldown: Volcano (-4 turns) Talent granted: +3 Volcano Infravision radius: +3 See invisible: +15 It can be used to fire a bolt of a random element with (base) damage 46 to 91, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 1 negative energy. 100% chance to regenerate 1 negative energy. 100% chance to regenerate 1 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Umi the Nekomata Brawler level 100
16th Dusk 122nd year of Ascendancy at 03:06 see stats
By Umi the Nekomata Brawler level 39
2nd Summertide 122nd year of Ascendancy at 17:10 see stats
By Umi the Nekomata Brawler level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Umi the Nekomata Brawler level 20
5th Mirth 122nd year of Ascendancy at 00:04 see stats
By Umi the Nekomata Brawler level 30
2nd Summertide 122nd year of Ascendancy at 07:01 see stats
By Umi the Nekomata Brawler level 40
2nd Summertide 122nd year of Ascendancy at 17:18 see stats
By Umi the Nekomata Brawler level 50
3rd Summertide 122nd year of Ascendancy at 08:24 see stats
By Umi the Nekomata Brawler level 50
1st Flare 122nd year of Ascendancy at 00:30 see stats
By Umi the Nekomata Brawler level 34
2nd Summertide 122nd year of Ascendancy at 10:01 see stats
By Umi the Nekomata Brawler level 105
17th Dusk 122nd year of Ascendancy at 04:41 see stats
By Umi the Nekomata Brawler level 13
75th Pyre 122nd year of Ascendancy at 14:20 see stats
By Umi the Nekomata Brawler level 64
5th Flare 122nd year of Ascendancy at 10:32 see stats
By Umi the Nekomata Brawler level 14
79th Pyre 122nd year of Ascendancy at 09:37 see stats
By Umi the Nekomata Brawler level 63
5th Flare 122nd year of Ascendancy at 09:06 see stats
By Umi the Nekomata Brawler level 50
3rd Summertide 122nd year of Ascendancy at 09:26 see stats
By Umi the Nekomata Brawler level 109
74th Dusk 122nd year of Ascendancy at 14:26 see stats
Log
Something receives 10 healing (48 psi heal) from Something.
Umi uses Infusion: Regeneration.
Umi starts regenerating health quickly.
Umi shrugs off the effect 'Curse of Defenselessness'!
Something performs a melee critical strike against Umi!
Umi shrugs off the critical damage!
Something performs a melee critical strike against Umi!
Umi shrugs off the critical damage!
Umi starts to bleed.
Something HEALS from fire damage!
Something HEALS from light damage!
Something hits Umi for (48 resist armour), 105 blight, (32 resist armour), 0 blight, (20 resist armour), 0 lightning, (48 resist armour), 91 blight, (32 resist armour), 0 blight (196 total damage).
Umi hits Something for 0 light, 7 healing, 5 blight, 0 fire, 34 healing, 1 arcane, 0 light, 7 healing, 5 blight, 0 fire, 34 healing, 1 arcane (11 total damage) [81 healing].
Something leeches life from Vorowyn the luminous horror!
Something leeches life from Umi!
Something receives 24 healing (116 psi heal) from Vorowyn the luminous horror.
Something receives 17 healing (80 psi heal) from Umi.
Silebrevena the orc necromancer's physical stun area effect hits Vorowyn the luminous horror for 205 physical damage.
Silebrevena the orc necromancer's physical stun area effect hits Umi for (48 resist armour), 163 physical (163 total damage).
Umi stops bleeding.
Umi has recovered!
Something leeches life from Umi!
Bleeding from Vorowyn the luminous horror hits Umi for (23 resist armour), 0 physical (0 total damage).
Burning from Silebrevena the orc necromancer hits Umi for (48 resist armour), 36 fire (36 total damage).
Something receives 4 healing (21 psi heal) from Umi.
Vorowyn the luminous horror casts Curse of Vulnerability.
Umi shrugs off the effect 'Curse of Vulnerability'!
Vorowyn the luminous horror performs a melee critical strike against Umi!
Umi shrugs off the critical damage!