Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Bulwark |
Level / Exp | 26 / 96% |
Size | medium |
Lifes / Deaths | Killed by Weirdling Beast at level 26 on the 28th Haze 122nd year of Ascendancy at 11:13 / 2Killed by Aronne the carrion worm mass at level 26 on the 47th Haze 122nd year of Ascendancy at 12:11 |
Primary Stats
Strength | 76 (base 57) |
Dexterity | 50 (base 20) |
Constitution | 46 (base 40) |
Magic | 21 (base 10) |
Willpower | 35 (base 10) |
Cunning | 19 (base 10) |
Resources
Life | -15/1068 |
Stamina | 188/238 |
Healing Factor | 1.2567804250994 |
Regeneration | 2.8277559564736 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 20.783939787388 |
See Invisible | 20.783939787388 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 81 |
Accuracy | 54 |
Crit Chance | 7% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 20 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Acid | +5% |
Lightning | +17% |
Cold | +8% |
Mind | +6% |
Arcane | +17% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Acid | +5% |
Light | +25% |
Physical | +20% |
Lightning | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 42.883307766991 (81.151787968034%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 28 |
Physical Save | 34 |
Spell Save | 29 |
Mental Save | 24 |
Defense: Resistances
Acid | + 48%( 70%) |
Blight | + 29%( 70%) |
Arcane | + 15%( 70%) |
Mind | + 15%( 70%) |
All | + 10%( 70%) |
Darkness | + 43%( 70%) |
Light | + 18%( 70%) |
Temporal | + 30%( 70%) |
Physical | + 28%( 70%) |
Lightning | + 64%( 70%) |
Fire | + 29%( 70%) |
Nature | + 21%( 70%) |
Defense: Immunities
Stun Resistance | 31% |
Confusion Resistance | 30% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Silence Resistance | 22% |
Bleed Resistance | 100% |
Disarm Resistance | 48% |
Pinning Resistance | 40% |
Instadeath Resistance | 100% |
Knockback Resistance | 47% |
Inscriptions (4/4)
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 437 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 100 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Technique / Warcries | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by thought-forged warrior. Escort: lost defiler (level 2 of Trollmire) | failed |
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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed red crystal shard. * You've found the needed length of troll intestine. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | undeterred pair of dwarven-steel boots of disengagement (0 def, 4 armour) undeterred pair of dwarven-steel boots of disengagement (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Cun / +2 Dex Silence immunity: +22% Confusion immunity: +30% Stun/Freeze immunity: +31% It can be used to activate talent Disengage, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 108% 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. |
Light source | brass lantern 'Glintmoon' brass lantern 'Glintmoon'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances: +3% lightning / +3% temporal / +6% nature Changes damage: +6% mind Reduces incoming crit damage: 15.00% Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | cashmere wizard hat 'Splendourspawn' (2 def, 0 armour) cashmere wizard hat 'Splendourspawn' (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +7 Mag Changes resistances penetration: +25% light Changes damage: +5% acid / +5% lightning / +3% fire / +5% arcane / +8% cold Spell save: +8 (+4 eff.) Psi each turn: +0.15 Mindpower: +3 (+1 eff.) Mental crit. chance: +3% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pointy cloth hat, very wizardly... |
On hands | dwarven-steel gauntlets 'Korion' (0 def, 2 armour) dwarven-steel gauntlets 'Korion' (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +16 (+4 eff.) Armour: +2 Fatigue: +3% Changes stats: +4 Dex Changes resistances: +6% acid / +9% light / +6% nature / +6% mind Life regen: +2.00 Maximum life: +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 16 power out of 25/25) : Effective talent level: 3.0 Power cost: 16 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | Emelethra the Skykiller Emelethra the SkykillerInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +15 (+4 eff.) Damage when hit (Melee): 4 lightning Changes stats: +4 Wil Changes resistances: +24% lightning Changes resistances penetration: +20% physical Changes damage: +12% lightning Critical mult.: +10.00% Rings make your fingers look great! |
On fingers | Uryroddathel the Crackleworth Uryroddathel the CrackleworthPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag Changes resistances: +3% blight / +6% lightning Changes resistances penetration: +15% lightning Spell save: +8 (+4 eff.) Disarm immunity: +48% Pinning immunity: +40% Knockback immunity: +47% Maximum life: +48.00 Rings make your fingers look great! |
Around neck | Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
In main hand | dwarven-steel waraxe 'Stokeraider' (31-43 power, 4 apr) dwarven-steel waraxe 'Stokeraider' (31-43 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +9 light Damage (radius 1) on hit: +8 arcane / +9 fire Damage (radius 2) on crit: +8 fire Damage against: +7% Undead When wielded/worn: Changes resistances: +6% fire Changes damage: +12% arcane One-handed war axes. |
Around waist | hardened leather belt 'Eletta' =xxx= hardened leather belt 'Eletta' =xxx=Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +6 Cun / +5 Wil Changes resistances: +7% lightning / +5% temporal / +5% arcane / +15% acid Damage against: +24% Summoned Reduced damage from: +29% Summoned Maximum life: +43.00 A belt that goes around your waist. |
In off hand | swashbuckler's stralite shield of lightning resistance (+20%) (0 def, 8 armour, 44-53 power, 137.5 block) swashbuckler's stralite shield of lightning resistance (+20%) (0 def, 8 armour, 44-53 power, 137.5 block)Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 44.5 - 53.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +138 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +8 Fatigue: +8% Changes stats: +7 Str / +2 Dex Changes resistances: +20% lightning Talent granted: +1 Block Handheld deflection devices. |
Cloak | cashmere cloak of the voidstalker (2 def, 0 armour) cashmere cloak of the voidstalker (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +15% darkness / +14% temporal Defense after a teleport: +20 Resist all after a teleport: +11% New effects duration reduction after a teleport: +16% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 8 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Zoharayon the Fogquarry (4 def, 8 armour) Zoharayon the Fogquarry (4 def, 8 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to reduce armor by 22% * 20% chance to reduce damage dealt by 17% Changes stats: +2 Wil Changes resistances: +18% blight / +15% fire / +22% darkness / +21% acid Changes resistances penetration: +5% acid Light radius: +1 A suit of armour made of mail. |
Inventory
blink rune of the psychic (range 5; phase 18; cd 18) blink rune of the psychic (range 5; phase 18; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the warrior (range 8; phase 23; cd 15) blink rune of the warrior (range 8; phase 23; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 65; cd 15) shatter afflictions rune of the psychic (absorb 65; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 65 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 72; cd 13) shatter afflictions rune of the titan (absorb 72; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 72 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your 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 spell talent. |
shielding rune of the psychic (absorb 256; dur 3; cd 17) shielding rune of the psychic (absorb 256; dur 3; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 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 256 damage for 3 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 188; dur 4; cd 14) shielding rune of the titan (absorb 188; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 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 188 damage for 4 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 spell talent. |
shielding rune of the warrior (absorb 278; dur 4; cd 18) shielding rune of the warrior (absorb 278; dur 4; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 278 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level. Broduthel the steel amuletBroduthel the steel amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +2 Physical power: +22 (+7 eff.) Changes stats: +2 Con Changes resistances: +6% physical Changes resistances penetration: +15% physical Changes damage: +6% physical Combat speed: +10% Amulets make your neck look great! |
Emudakira the Ashwyrd =4k= Emudakira the Ashwyrd =4k=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 46% Damage when hit (Melee): 2 arcane / 6 fire Changes stats: +4 Cun Changes resistances: +9% fire Changes resistances penetration: +5% fire Changes damage: +3% nature Amulets make your neck look great! |
Glacierjeer the steel amulet =7k= Glacierjeer the steel amulet =7k=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -10% Changes stats: +4 Dex / +7 Cun / +3 Con Changes resistances penetration: +5% acid Changes damage: +9% acid / +9% cold Life regen: +4.00 Stamina each turn: +0.40 Movement speed: +10% Amulets make your neck look great! |
Ulfohir the copper amulet Ulfohir the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +8 Defense: +5 (+2 eff.) Changes resistances: +5% physical Changes damage: +3% physical Critical mult.: +5.00% Stamina each turn: +0.30 Only die when reaching: -60.00 life Amulets make your neck look great! |
copper amulet 'Xerariann' copper amulet 'Xerariann'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +3 Armour: +2 Defense: +15 (+7 eff.) Changes stats: +1 Cun / +3 Wil Changes resistances: +12% fire / +13% cold Changes resistances penetration: +5% physical Physical save: +9 (+5 eff.) Amulets make your neck look great! |
insulating copper amulet insulating copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% fire / +11% cold Amulets make your neck look great! |
restful copper amulet of dexterity (+3) restful copper amulet of dexterity (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Dex Life regen: +2.00 Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level. Adyrida the SulfurprophetAdyrida the Sulfurprophet Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 46% Damage when hit (Melee): 8 darkness Changes resistances: +35% acid Changes damage: +13% acid / +24% nature / +9% darkness Rings make your fingers look great! |
Coalhunter the steel ring =6w= Coalhunter the steel ring =6w=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +6 Wil Changes resistances: +24% fire Changes resistances penetration: +10% darkness Changes damage: +12% fire Psi when hit: +0.16 Mindpower: +20 (+10 eff.) Rings make your fingers look great! |
Eclipsewhisper the gold ring Eclipsewhisper the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Str / +2 Mag / +2 Con Changes resistances penetration: +25% darkness Mental save: +10 (+5 eff.) Confusion immunity: +30% Light radius: +2 Infravision radius: +3 Rings make your fingers look great! |
Frostblur the copper ring Frostblur the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +3 Armour: +2 Changes stats: +1 Con Changes resistances: +6% blight Changes damage: +9% cold Physical save: +3 (+2 eff.) Stun/Freeze immunity: +23% Life regen: +2.00 Rings make your fingers look great! |
Radhanarikhad RadhanarikhadCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Wil Changes damage: +9% mind Mental save: +12 (+6 eff.) Poison immunity: +20% Stun/Freeze immunity: +45% Life regen: +3.00 Maximum psi: +40.00 Mental crit. chance: +4% Rings make your fingers look great! |
Splendourpython SplendourpythonCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances penetration: +10% light Critical mult.: +15.00% Stun/Freeze immunity: +30% Life regen: +3.00 Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Spell crit. chance: +2% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
Toregorn ToregornInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes resistances: +20% acid / +6% nature Changes damage: +10% acid Blindness immunity: +10% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. gold ring 'Aerorig'gold ring 'Aerorig' Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +2 Dex Changes resistances: +15% blight / +6% lightning Spell save: +9 (+5 eff.) Mental save: +9 (+4 eff.) Cut immunity: +20% Confusion immunity: +29% Rings make your fingers look great! |
marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Rings make your fingers look great! |
rogue's gold ring of lightning (+24%) =6k= rogue's gold ring of lightning (+24%) =6k=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +12 (+6 eff.) Changes stats: +6 Cun Changes resistances: +24% lightning Changes damage: +12% lightning Rings make your fingers look great! |
solipsist's copper ring of misery =7k5w= solipsist's copper ring of misery =7k5w=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 20 Damage (Melee): 10 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 20 Damage (Ranged): 6 physical Changes stats: +7 Cun / +5 Wil Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Mindpower: +6 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 16 cooldown : Effective talent level: 2.6 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 53%. Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. flaming dwarven-steel greatsword (38-62 power, 2 apr)flaming dwarven-steel greatsword (38-62 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.5 - 61.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +7 fire Massive two-handed swords. |
steel greatsword 'Malydoblek' (26-42 power, 2 apr) =11c= steel greatsword 'Malydoblek' (26-42 power, 2 apr) =11c=Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 nature When wielded/worn: Changes stats: +11 Con / +10 Wil Reduces incoming crit damage: 5.00% Maximum life: +20.00 Light radius: +3 Infravision radius: +1 Massive two-handed swords. |
Fuligodil the steel longsword (14-20 power, 10 apr) Fuligodil the steel longsword (14-20 power, 10 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 29 damage Damage Shield penetration (this weapon only): +11% Damage (Melee): +4 arcane When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +5 Changes resistances penetration: +15% blight / +5% all Changes damage: +3% arcane / +3% blight Spellpower: +5 (+3 eff.) Sharp, long, and deadly. |
Crooked Club (25-35 power, 4 apr) Crooked Club (25-35 power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+3 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
creative mossy mindstar of life (3-3 power, 12 apr, nature damage) =3k= creative mossy mindstar of life (3-3 power, 12 apr, nature damage) =3k=Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Talent granted: +1 Attune Mindstar Critical mult.: +6.00% Life regen: +0.60 Maximum life: +12.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative vined mindstar (6-7 power, 18 apr, nature damage) =4k= creative vined mindstar (6-7 power, 18 apr, nature damage) =4k=Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun Talent granted: +1 Attune Mindstar Critical mult.: +8.00% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. cruel yew magestaff of illumination (20-24 power, 4 apr, fire element)cruel yew magestaff of illumination (20-24 power, 4 apr, fire element) Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +6 (+3 eff.) Changes damage: +20% fire Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +9 (+5 eff.) Spell crit. chance: +10% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 61.78 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Betharin (20-29 power, 3 apr) Betharin (20-29 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Curse of Defenselessness (20% chance level 2). Damage (Melee): +7 darkness Damage against: +9% Living When wielded/worn: Defense: +10 (+5 eff.) Changes damage: +9% temporal Blindness immunity: +20% Silence immunity: +10% Disarm immunity: +20% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel waraxe of erosion (20-28 power, 4 apr)balanced dwarven-steel waraxe of erosion (20-28 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +11 nature When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +10 (+5 eff.) Disarm immunity: +20% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. chilling steel waraxe of massacre (18-26 power, 3 apr)chilling steel waraxe of massacre (18-26 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +8 cold One-handed war axes. |
warbringer's steel waraxe of enduring (16-22 power, 3 apr) =8w= warbringer's steel waraxe of enduring (16-22 power, 3 apr) =8w=Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +8 Wil / +9 Con Changes resistances penetration: +8% physical Disarm immunity: +12% Maximum life: +34.00 One-handed war axes. |
Brodaldir the rough leather belt Brodaldir the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 20 Changes resistances: +6% darkness / +3% mind / +6% light Spell save: +12 (+6 eff.) Vim when firing critical spell: +2.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
Emelalethra EmelalethraInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Changes resistances: +6% lightning / +6% temporal / +6% fire / +6% nature / +3% mind Silence immunity: +20% Maximum life: +20.00 A belt that goes around your waist. |
Glaciersorrow the rough leather belt Glaciersorrow the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Effects on melee hit: * 20% chance to reduce damage dealt by 17% Damage when hit (Melee): 2 cold Changes stats: +2 Con Changes resistances penetration: +5% physical / +10% cold Changes damage: +6% physical Mental save: +7 (+3 eff.) Mindpower: +4 (+2 eff.) A belt that goes around your waist. |
Mayaminn the Brightqueen =4k= Mayaminn the Brightqueen =4k=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 light Changes stats: +2 Str / +2 Dex / +3 Wil / +4 Cun / +5 Con Damage against: +16% Summoned Reduced damage from: +16% Summoned See invisible: +3 A belt that goes around your waist. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
nightruned hardened leather belt of magery =5w= nightruned hardened leather belt of magery =5w=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances: +8% light / +7% darkness Spell crit. chance: +5% A belt that goes around your waist. |
noble's rough leather belt =4k= noble's rough leather belt =4k=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +3 Wil Damage against: +15% Summoned Reduced damage from: +16% Summoned A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. spiritwalker's hardened leather beltspiritwalker's hardened leather belt Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Mag Mana each turn: +0.17 Maximum mana: +23.00 A belt that goes around your waist. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Givea (0 def, 0 armour) =7w= Givea (0 def, 0 armour) =7w=Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Damage when hit (Melee): 6 acid Changes stats: +1 Str / +6 Mag / +7 Wil / +3 Cun Changes resistances: +15% blight / +11% all Life regen: +5.60 Mana each turn: +0.15 Psi each turn: +0.18 Maximum life: +119.00 Healing mod.: +32% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Beryhor the hardened leather gloves (0 def, 2 armour) Beryhor the hardened leather gloves (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +17 (+5 eff.) Armour: +2 Damage (Melee): 5 blight / 6 light Changes stats: +2 Dex Changes resistances: +6% blight / +1% physical / +7% light Changes damage: +3% blight / +5% light Physical save: +6 (+3 eff.) Maximum stamina: +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Rhomnir the iron gauntlets (0 def, 7 armour) Rhomnir the iron gauntlets (0 def, 7 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Damage (Melee): 6 physical Changes resistances: +3% mind / +6% cold Changes damage: +6% physical Silence immunity: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (0 def, 0 armour) =4k= Sludgegrip (0 def, 0 armour) =4k=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Throw Boulder (costing 5 power out of 6/6) : Effective talent level: 2.0 Power cost: 5 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 149.84 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
spellstreaming dwarven-steel gauntlets of archery (0 def, 2 armour) =4k= spellstreaming dwarven-steel gauntlets of archery (0 def, 2 armour) =4k=Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Armour: +2 Fatigue: +3% Changes stats: +4 Cun / +2 Dex Mana each turn: +0.15 Spellpower: +4 (+2 eff.) Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 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. |
Belara the linen wizard hat (1 def, 0 armour) Belara the linen wizard hat (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Cun Changes resistances: +3% darkness Mental save: +7 (+3 eff.) Blindness immunity: +10% Cut immunity: +10% Stun/Freeze immunity: +20% Teleport immunity: +10% A pointy cloth hat, very wizardly... |
Brightbile the linen wizard hat (1 def, 0 armour) Brightbile the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% acid / +6% temporal / +3% lightning Changes damage: +11% acid / +3% light Spell save: +6 (+3 eff.) Confusion immunity: +20% A pointy cloth hat, very wizardly... |
Ebonyhash the rough leather cap (0 def, 1 armour) Ebonyhash the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to reduce damage dealt by 17% Damage when hit (Melee): 6 darkness Changes resistances: +14% fire / +7% cold A cap made of leather. |
Galegarek the Blindstreaker (5 def, 1 armour) Galegarek the Blindstreaker (5 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +5 (+2 eff.) Fatigue: +1% Changes resistances: +12% lightning / +2% physical / +3% nature Changes resistances penetration: +5% darkness Changes damage: +3% darkness Reduces incoming crit damage: 5.00% Physical save: +12 (+6 eff.) A cap made of leather. |
Gurerin (0 def, 1 armour) Gurerin (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Dex / +3 Con Changes resistances: +5% lightning / +6% temporal / +5% arcane / +3% light Blindness immunity: +20% A cap made of leather. |
Lisewen the linen wizard hat (1 def, 0 armour) Lisewen the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Wil Changes resistances: +18% nature / +2% physical Changes damage: +12% nature Critical mult.: +20.00% Reduces incoming crit damage: 15.00% A pointy cloth hat, very wizardly... |
Lorotorand the linen wizard hat (1 def, 0 armour) Lorotorand the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +1 Mag Changes resistances: +3% acid / +12% cold / +15% nature Changes damage: +10% nature A pointy cloth hat, very wizardly... |
Silumira the iron helm (0 def, 3 armour) Silumira the iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce armor by 22% Changes resistances: +10% light / +10% darkness Blindness immunity: +10% Poison immunity: +10% Silence immunity: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Unlightquill the linen wizard hat (1 def, 0 armour) =2k= Unlightquill the linen wizard hat (1 def, 0 armour) =2k=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +3 Mag / +2 Cun Changes resistances: +6% darkness / +9% cold Spell save: +6 (+3 eff.) Light radius: +1 A pointy cloth hat, very wizardly... |
linen wizard hat 'Blast's kiss' (1 def, 0 armour) linen wizard hat 'Blast's kiss' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +20% blight / +3% lightning Mana each turn: +0.13 Spellpower: +3 (+2 eff.) Spell crit. chance: +3% A pointy cloth hat, very wizardly... |
Eilinobeth (2 def, 6 armour) Eilinobeth (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +1 Wil Changes resistances: +13% blight / +17% cold / +12% darkness Changes damage: +9% blight Life regen: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +26.00 Light radius: +2 Healing mod.: +12% A suit of armour made of mail. |
Yvolema (2 def, 6 armour) =5k= Yvolema (2 def, 6 armour) =5k=Requires: - Heavy armour training - Strength 20 Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +5 Cun / +1 Str Changes resistances: +19% fire / +5% mind / +17% cold Reduces incoming crit damage: 5.00% Mental save: +10 (+5 eff.) A suit of armour made of mail. |
cured leather armour 'Blazebrace' (6 def, 4 armour) cured leather armour 'Blazebrace' (6 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Damage when hit (Melee): 4 arcane Changes stats: +4 Con Changes resistances: +17% fire Changes damage: +6% fire Spell save: +15 (+8 eff.) Infravision radius: +3 A suit of armour made of leather. |
iron plate armour 'Sunstrider' (10 def, 7 armour) iron plate armour 'Sunstrider' (10 def, 7 armour)Requires: - Massive armour training - Strength 22 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +10 (+5 eff.) Fatigue: +22% Changes resistances: +6% acid / +6% physical / +6% light / +5% lightning / +6% fire / +5% arcane / +12% cold Changes resistances penetration: +15% mind / +10% light Talent cooldown: Rush (-5 turns) Disarm immunity: +21% Stun/Freeze immunity: +21% Knockback immunity: +23% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A suit of armour made of metal plates. |
steel plate armour 'Belirath' (5 def, 9 armour) steel plate armour 'Belirath' (5 def, 9 armour)Requires: - Massive armour training - Strength 28 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +5 (+2 eff.) Fatigue: +22% Changes resistances: +31% cold / +11% light / +10% darkness Disease immunity: +10% Cut immunity: +20% A suit of armour made of metal plates. |
Wrathroot's Barkwood (9 def, 10 armour, 26-36 power, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 26-36 power, 60 block)Requires: - Shield usage training - Strength 25 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 25.5 - 35.7 Uses stat: 150% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+4 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
This item will automatically be transmogrified when you leave the level. quiver of ash arrows 'Scorchgrit' (20/20, 21-29 power, 7 apr)quiver of ash arrows 'Scorchgrit' (20/20, 21-29 power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.0 - 29.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +17 Armour Penetration: +7 Crit. chance: +1.5% Capacity: 20 On weapon hit: * 20% chance to reduce all saves and defense by 20 Damage (Ranged): +20 fire Damage (radius 1) on hit: +12 fire Damage (radius 2) on crit: +20 mind Arrows are used with bows to pierce your foes to death. |
9 agate 9 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
427 alchemist agate 427 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal 9 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Chalysta' (dig speed 38 turns) =10phase= iron pickaxe 'Chalysta' (dig speed 38 turns) =10phase=Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +2 Changes stats: +1 Str / +2 Dex / +2 Mag Changes damage: +9% physical Only die when reaching: -60.00 life Maximum mana: +21.00 Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern 'Oozequench' =4k= brass lantern 'Oozequench' =4k=Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +4 Cun / +1 Con Changes resistances: +3% nature / +3% all Changes damage: +6% physical Spell save: +6 (+3 eff.) Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
This item will automatically be transmogrified when you leave the level. preserving alchemist's lamp of the zealotpreserving alchemist's lamp of the zealot Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +8% blight / +3% all Spell save: +10 (+5 eff.) Life regen: +2.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 153 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. pouch of dwarven-steel shots of paradox (22/22, 30-37 power, 3 apr)pouch of dwarven-steel shots of paradox (22/22, 30-37 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 30.5 - 36.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 22 On weapon hit: * 8% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +7 temporal Shots are used with slings to pummel your foes to death. |
Borudin the Woeresolve [power 206] (12 cooldown) Borudin the Woeresolve [power 206] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 22% * 20% chance to reduce damage dealt by 17% Damage when hit (Melee): 2 acid Changes resistances: +9% darkness Changes resistances penetration: +5% acid It can be used to heal yourself and all friendly characters within 10 spaces for 206 Activation puts all charms on cooldown for 12 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 ametrine 15 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Nzy the Skeleton Bulwark level 21
73rd Dusk 122nd year of Ascendancy at 02:45 see stats
By Nzy the Skeleton Bulwark level 26
26th Haze 122nd year of Ascendancy at 03:48 see stats
By Nzy the Skeleton Bulwark level 23
5th Haze 122nd year of Ascendancy at 12:14 see stats
By Nzy the Skeleton Bulwark level 10
9th Mirth 122nd year of Ascendancy at 12:23 see stats
By Nzy the Skeleton Bulwark level 20
62nd Dusk 122nd year of Ascendancy at 07:58 see stats
By Nzy the Skeleton Bulwark level 18
55th Dusk 122nd year of Ascendancy at 06:33 see stats
By Nzy the Skeleton Bulwark level 5
3rd Mirth 122nd year of Ascendancy at 13:18 see stats
By Nzy the Skeleton Bulwark level 13
12nd Dusk 122nd year of Ascendancy at 21:40 see stats
By Nzy the Skeleton Bulwark level 22
77th Dusk 122nd year of Ascendancy at 03:00 see stats
By Nzy the Skeleton Bulwark level 16
30th Dusk 122nd year of Ascendancy at 09:04 see stats
By Nzy the Skeleton Bulwark level 26
28th Haze 122nd year of Ascendancy at 11:13 see stats
Log
The unstable sand tunnel collapses!
Lisithra the sandworm's adrenaline surge has come to an end.
Sand-drake misses Nzy.
Sileba the gigantic gravity worm lashes out with a flurry of fists.
Melee retaliation hits Sileba the gigantic gravity worm for (5 flat reduction), 0 lightning, (5 flat reduction), 0 lightning, (5 flat reduction), 0 lightning (0 total damage).
Sileba the gigantic gravity worm hits Nzy for 54 physical, 1 physical, 2 nature, 49 physical, 1 physical, 2 nature, 72 physical, 1 physical, 2 nature (184 total damage).
Nzy speeds up.
Nzy is no longer out of phase.
Thought-forged bowman shoots!
Thought-forged bowman's Shoot hits Nzy for 55 physical damage.
Aronne the carrion worm mass throws a finishing uppercut.
Nzy resists the stun!
Melee retaliation hits Aronne the carrion worm mass for (4 flat reduction), 0 lightning (0 total damage).
Aronne the carrion worm mass hits Nzy for 110 physical damage.
Belyda the blue ooze hits Nzy for 93 physical damage.
Melee retaliation hits Belyda the blue ooze for 4 lightning damage.
Nzy fails to use Bone Armour.
Aronne the carrion worm mass is fully armored again.
Melee retaliation hits Sand-drake for 5 lightning damage.
Sand-drake hits Nzy for 7 physical damage.
Melee retaliation hits Sileba the gigantic gravity worm for (5 flat reduction), 0 lightning (0 total damage).
Sileba the gigantic gravity worm hits Nzy for 73 physical, 2 physical, 3 nature (78 total damage).
Thought-forged bowman shoots!
Nzy regains their concentration.
Thought-forged bowman's Shoot hits Nzy for 27 physical damage.
Aronne the carrion worm mass throws two quick punches.
Melee retaliation hits Aronne the carrion worm mass for (4 flat reduction), 0 lightning, (4 flat reduction), 0 lightning (0 total damage).
Aronne the carrion worm mass hits Nzy for 47 physical damage.
Nzy the level 26 skeleton bulwark was minced to death by Aronne the carrion worm mass on level 2 of Sandworm lair.