Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Ogre |
Class | Mindslayer |
Level / Exp | 32 / 29% |
Size | big |
Lifes / Deaths | Killed by skeleton magus at level 10 on the 45th Haze 122nd year of Ascendancy at 20:15 0 / 7Killed by Xiyakira the red jelly at level 10 on the 46th Haze 122nd year of Ascendancy at 14:19 Killed by worm that walks at level 25 on the 66th Regrowth 123rd year of Ascendancy at 07:03 Killed by Poltergeist Stormfront at level 25 on the 66th Regrowth 123rd year of Ascendancy at 11:15 Killed by Poltergeist Spellcrusher at level 26 on the 68th Regrowth 123rd year of Ascendancy at 08:25 Killed by Betariatira the elder vampire at level 32 on the 2nd Pyre 123rd year of Ascendancy at 19:56 Killed by Mayalelle the ghoul at level 32 on the 3rd Pyre 123rd year of Ascendancy at 12:19 |
Primary Stats
Strength | 44 (base 11) |
Dexterity | 95 (base 58) |
Constitution | 26 (base 10) |
Magic | 17 (base 10) |
Willpower | 62 (base 60) |
Cunning | 46 (base 19) |
Resources
Life | -228/785 |
Psi | 143/152 |
Healing Factor | 1.1224489795918 |
Regeneration | 109.33775510204 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 7 |
See Stealth | 51.365053558023 |
See Invisible | 66.365053558023 |
Offense: Mainhand
Damage | 114 |
Accuracy | 54 |
Crit Chance | 27% |
APR | 34 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 31 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +12% |
Darkness | +47% |
Blight | +21% |
Physical | +21% |
Cold | +20% |
All | 0% |
Offense: Damage Penetration
Nature | +20% |
Physical | +27% |
Cold | +30% |
All | +15% |
Defense: Base
Armour (hardiness) | 64 (67.131147540984%) |
Defense | 95 |
Ranged Defense | 95 |
Fatigue | 0 |
Physical Save | 44 |
Spell Save | 31 |
Mental Save | 46 |
Defense: Resistances
Acid | + 24%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 48%( 70%) |
All | + 10%( 70%) |
Lightning | + 70%( 70%) |
Light | + 29%( 70%) |
Temporal | + 37%( 70%) |
Physical | + 18%( 70%) |
Fire | + 21%( 70%) |
Darkness | + 37%( 70%) |
Defense: Immunities
Disarm Resistance | 0% |
Confusion Resistance | 58% |
Silence Resistance | 31% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 38% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 170 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 586% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 426 life over 5 turns. Its effects scale with your Willpower 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
Psionic / Absorption | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Psionic / Voracity | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Psionic / Focus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Psionic / Psi-fighting | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 2/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Thermal Shield |
talent | Augmentation |
talent | Beyond the Flesh |
talent | Charged Shield |
beneficial effect | A flow of life spins around the target, regenerating 85.16 life per turn. Regeneration |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | Ethereal Form bonuses reduced by 10% Ethereal Form |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Scintillating Caves. Escort: lost defiler (level 2 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You 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. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 201. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed honey tree root. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vampire lord fang. * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed vial of elder vampire blood. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed xorn fragment. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
Psionic focus | Golden Three-Edged Sword 'The Truth' (160% power, 9 apr) Golden Three-Edged Sword 'The Truth' (160% power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 Power: 161% Range: 1.6x Uses stat: 139% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
On hands | Strikesteel the hardened leather gloves (0 def, 2 armour) Strikesteel the hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +11 Armour: +2 Changes stats: +7 Cun / +5 Dex Changes resistances: +6% lightning Changes damage: +21% blight Vim when firing critical spell: +2.00 Maximum mana: +40.00 Spellpower: +15 (+7 eff.) Spell crit. chance: +5% Damage Shield penetration: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | Hellstaint HellstaintCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +1 Cun / +4 Wil Changes resistances: +9% cold / +12% fire Maximum psi: +10.00 Mindpower: +15 (+5 eff.) Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | hardened leather cap 'Alolatharain' (20 def, 7 armour) hardened leather cap 'Alolatharain' (20 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Defense: +20 (+4 eff.) Fatigue: +3% Changes resistances: +15% acid / +15% light / +6% lightning Mental save: +6 (+2 eff.) Life regen: +4.00 Maximum life: +60.00 Infravision radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
On feet | undeterred pair of hardened leather boots of disengagement (0 def, 3 armour) undeterred pair of hardened leather boots of disengagement (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Cun / +2 Dex Silence immunity: +31% Confusion immunity: +27% Stun/Freeze immunity: +26% It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 15/15. 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 168% 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. |
Tool | Aeraduhor the Viperwake [power 182] (14 cooldown) Aeraduhor the Viperwake [power 182] (14 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 58% Changes resistances penetration: +5% nature / +15% cold It can be used to heal yourself and all friendly characters within 10 spaces for 182 Activation puts all charms on cooldown for 14 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | voratun ring 'Chesafang' voratun ring 'Chesafang'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +10 (+3 eff.) Changes stats: +6 Str / +11 Con Critical mult.: +15.00% Blindness immunity: +38% Stun/Freeze immunity: +38% Life regen: +3.00 Stamina each turn: +1.00 Maximum stamina: +20.00 Infravision radius: +4 See stealth: +19 See invisible: +16 Rings can have magical properties. |
On fingers | Isirimira IsirimiraInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +4 Cun Changes resistances: +24% lightning Changes damage: +12% lightning Mental save: +9 (+3 eff.) Confusion immunity: +21% Stun/Freeze immunity: +20% Life regen: +2.00 Rings can have magical properties. |
Around neck | steel amulet 'Delidan' steel amulet 'Delidan'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +20 (+4 eff.) Changes stats: +3 Con Changes resistances: +16% lightning / +8% physical Physical save: +7 (+2 eff.) Stun/Freeze immunity: +34% Life regen: +3.00 Stamina each turn: +0.30 Maximum life: +31.00 Amulets can have magical properties. |
In main hand | Yviwe (169% power, 6 apr) Yviwe (169% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 169% Range: 1.4x Uses stat: 108% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +20 (+6 eff.) Armour penetration: +11 Physical crit. chance: +11.0% Armour: +2 Changes resistances: +1% physical / +3% cold / +6% light / +5% arcane Changes resistances penetration: +12% physical Physical save: +6 (+2 eff.) Sharp, long, and deadly. |
Around waist | Zaniyarim the Nightripper Zaniyarim the NightripperCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Defense: +17 (+3 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 25% Damage when hit (Melee): 6 acid Changes stats: +2 Str / +4 Dex / +2 Con Changes damage: +6% darkness / +21% physical Physical save: +23 (+7 eff.) A belt that goes around your waist. |
In off hand | dwarven-steel shield 'Nerim' (25 def, 6 armour, 117.5 block) dwarven-steel shield 'Nerim' (25 def, 6 armour, 117.5 block)Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical power: +10 (+3 eff.) Armour: +6 Defense: +25 (+5 eff.) Fatigue: +8% Changes resistances: +20% lightning Talent granted: +1 Block See invisible: +12 Handheld deflection devices. |
Cloak | Umbrahacker (10 def, 6 armour) Umbrahacker (10 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Changes stats: +5 Dex Changes damage: +21% darkness Physical save: +12 (+4 eff.) Spell save: +16 (+8 eff.) Mental save: +13 (+5 eff.) Maximum psi: +20.00 Mindpower: +15 (+5 eff.) See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+3 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Cun / +5 Mag Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+5 eff.) It can be used to turn yourself invisible (power 20, based on Cunning and Magic) for 10 turns Activation costs 45 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Inventory
Primal Infusion (affinity 16%; reduction 3; dur 4; cd 18) Primal Infusion (affinity 16%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion (heal 40; cd 11) healing infusion (heal 40; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 40 then cleanse 1 wound, poison, and disease 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 nature talent. |
healing infusion of the psychic (heal 169; cd 10) healing infusion of the psychic (heal 169; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 169 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the duelist (die at -748; dur 6; cd 27) heroism infusion of the duelist (die at -748; dur 6; cd 27)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -748 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1713 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 917%; cd 10) movement infusion of the duelist (speed 917%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 917% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 351; 12 cd) regeneration infusion of the titan (heal 351; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 351 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 210; 12 cd) regeneration infusion of the warrior (heal 210; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 210 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 118; 17 cd) regeneration infusion of the wizard (heal 118; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 118 life over 5 turns. 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 nature talent. |
wild infusion of the titan (res 20%; physical; dur 4; cd 12) wild infusion of the titan (res 20%; physical; dur 4; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 22%; mental, physical; dur 4; cd 11) wild infusion of the wizard (res 22%; mental, physical; dur 4; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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. acid wave rune (damage 75; dur 4; cd 18)acid wave rune (damage 75; dur 4; cd 18) 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 75.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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. |
biting gale rune of the duelist (damage 288; dur 4; cd 16) biting gale rune of the duelist (damage 288; dur 4; cd 16)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 288.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity 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 sneak (range 5; phase 18; cd 13) blink rune of the sneak (range 5; phase 18; cd 13)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: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 Cunning 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 titan (range 4; phase 14; cd 13) blink rune of the titan (range 4; phase 14; cd 13)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: 4 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 14%, your defense is increased by 14 and all your resistances by 14%. 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. |
ethereal rune of the psychic (power 22; resist 29%; move 42%; dur 5; cd 22) ethereal rune of the psychic (power 22; resist 29%; move 42%; dur 5; cd 22)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: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 29% all resistance, you move 42% faster, and you are invisible (power 22). 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. |
ethereal rune of the sneak (power 21; resist 27%; move 46%; dur 5; cd 17) ethereal rune of the sneak (power 21; resist 27%; move 46%; dur 5; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 27% all resistance, you move 46% faster, and you are invisible (power 21). Its effects scale with your Cunning 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 85; cd 12) shatter afflictions rune of the psychic (absorb 85; cd 12)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: 12 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 85 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. |
shielding rune of the psychic (absorb 236; dur 4; cd 16) shielding rune of the psychic (absorb 236; dur 4; cd 16)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: 16 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 236 damage for 4 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. |
Blindshaper BlindshaperCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 10 darkness Changes stats: +3 Str / +3 Dex Changes resistances penetration: +20% mind Changes damage: +6% darkness Life regen: +3.00 Maximum hate: +8.00 Infravision radius: +3 Amulets can have magical properties. |
Brenezilarak the steel amulet Brenezilarak the steel amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +10 (+2 eff.) Damage (Melee): 8 light / 7 darkness Effects when hit in melee: * 8% chance to reduce damage dealt by 25% * 7% chance to blind Changes resistances: +6% mind / +18% nature Changes resistances penetration: +25% arcane Changes damage: +9% light / +8% darkness Reduces incoming crit damage: 15.00% Spell save: +3 (+2 eff.) Teleport immunity: +20% Amulets can have magical properties. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 32 power out of 35/35) : Effective talent level: 2.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 261 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
This item will automatically be transmogrified when you leave the level. FloeoathFloeoath Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Effects on melee hit: * 20 arcane resource burn Changes resistances: +18% temporal / +5% arcane / +5% physical Changes damage: +6% cold Pinning immunity: +28% Knockback immunity: +29% Maximum life: +80.00 Amulets can have magical properties. |
Ivuwyn the Shivermark Ivuwyn the ShivermarkInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +4 Dex / +3 Mag / +7 Con Changes resistances penetration: +20% cold Amulets can have magical properties. |
Saluyamina SaluyaminaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +15 (+5 eff.) Changes stats: +4 Wil Changes resistances: +9% lightning / +4% physical / +3% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+2 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
cleansing gold amulet of dexterity (+5) cleansing gold amulet of dexterity (+5)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Dex Changes resistances: +10% nature / +11% blight Poison immunity: +25% Disease immunity: +25% Amulets can have magical properties. |
copper amulet 'Belivea' copper amulet 'Belivea'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Changes resistances: +10% mind Changes resistances penetration: +10% mind Silence immunity: +10% Confusion immunity: +23% Stun/Freeze immunity: +20% Amulets can have magical properties. |
copper amulet 'Pitchpiercer' copper amulet 'Pitchpiercer'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +2 Defense: +10 (+2 eff.) Changes stats: +2 Dex Changes resistances: +6% lightning / +3% darkness / +9% nature Life regen: +4.00 Amulets can have magical properties. |
copper amulet 'Thunderquick' copper amulet 'Thunderquick'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +5% arcane / +3% acid Changes resistances penetration: +15% lightning Reduces incoming crit damage: 10.00% Disarm immunity: +10% Life regen: +4.00 Amulets can have magical properties. |
savior's gold amulet of murder savior's gold amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +12 Critical mult.: +12.00% Physical save: +10 (+3 eff.) Spell save: +12 (+6 eff.) Mental save: +13 (+5 eff.) Amulets can have magical properties. |
stabilizing steel amulet of constitution (+3) stabilizing steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +16% temporal Pinning immunity: +25% Knockback immunity: +23% Amulets can have magical properties. |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper ring 'Heatworm' copper ring 'Heatworm'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +10 Effects on melee hit: * 20% chance to slow global speed by 58% Changes resistances: +3% blight / +6% fire / +6% darkness Disarm immunity: +21% Pinning immunity: +24% Knockback immunity: +20% Maximum life: +22.00 Rings can have magical properties. |
gladiator's steel ring of arcana (+0.14/turn) gladiator's steel ring of arcana (+0.14/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +4 Str / +5 Con Silence immunity: +25% Mana each turn: +0.14 Rings can have magical properties. |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Rings can have magical properties. |
sneakthief's gold ring of power sneakthief's gold ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Physical power: +7 (+2 eff.) Changes stats: +7 Cun / +6 Dex Spellpower: +8 (+4 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
steel ring 'Chedor' steel ring 'Chedor'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Changes stats: +6 Str / +5 Dex / +4 Con Reduces incoming crit damage: 10.00% Physical save: +6 (+2 eff.) Only die when reaching: -80.00 life Rings can have magical properties. |
steel ring 'Harin' steel ring 'Harin'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% blight / +15% fire / +26% darkness / +3% light Changes damage: +13% darkness Confusion immunity: +20% Maximum life: +60.00 Rings can have magical properties. |
steel ring 'Hurudrarion' steel ring 'Hurudrarion'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Str / +4 Wil Changes resistances: +13% arcane Changes resistances penetration: +10% mind Changes damage: +13% arcane Mental save: +15 (+5 eff.) Hate when firing a critical mind attack: +5.00 Mindpower: +20 (+7 eff.) Rings can have magical properties. |
wizard's steel ring of darkness (+20%) wizard's steel ring of darkness (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag Changes resistances: +20% darkness Changes damage: +10% darkness Spell save: +8 (+4 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. truestriking dwarven-steel dagger of vileness (109% power, 7 apr)truestriking dwarven-steel dagger of vileness (109% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 109% Range: 1.3x Uses stats: 48% Wil, 48% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 17 Damage (Melee): +9 blight When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +8 Changes resistances penetration: +9% physical Sharp, short and deadly. |
Poltergeist's Tirakai's Maul (154% power, 9 apr) Poltergeist's Tirakai's Maul (154% power, 9 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 155% Range: 1.3x Uses stats: 129% Wil, 10% Mag Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +36 disarming acid When wielded/worn: Changes stats: +3 Str / +9 Dex / +9 Mag / +3 Wil / +9 Cun / +3 Con Changes damage: +12% acid Onyx: Acid It can be used to imbue the hammer with a gem of your choice Activation costs 9 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
This item will automatically be transmogrified when you leave the level. Drekhad the Sootraider (143% power, 2 apr)Drekhad the Sootraider (143% 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. Power: 144% Range: 1.6x Uses stat: 129% Wil 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: +12 light / +20 fire Damage (radius 2) on crit: +8 temporal When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 darkness Changes resistances: +15% temporal Changes damage: +12% darkness Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Massive two-handed swords. |
Genocide (152% power, 4 apr) Genocide (152% power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 152% Range: 1.6x Uses stat: 129% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
This item will automatically be transmogrified when you leave the level. stormbringer's dwarven-steel greatsword of projection (144% power, 2 apr)stormbringer's dwarven-steel greatsword of projection (144% power, 2 apr) Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 144% Range: 1.6x Uses stat: 129% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 2) on crit: +12 lightning / +16 cold When wielded/worn: Changes resistances penetration: +19% lightning / +14% cold Movement speed: +34% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. stormbringer's dwarven-steel greatsword of torment (143% power, 2 apr)stormbringer's dwarven-steel greatsword of torment (143% power, 2 apr) Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 144% Range: 1.6x Uses stat: 129% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 2) on crit: +24 lightning / +24 cold When wielded/worn: Changes resistances penetration: +14% lightning / +19% cold Movement speed: +49% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. elemental dwarven-steel mace of rage (133% power, 4 apr)elemental dwarven-steel mace of rage (133% power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 134% Range: 1.4x Uses stat: 108% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 53 acid damage (1/turn) When wielded/worn: Accuracy: +15 (+5 eff.) Changes stats: +3 Str Changes resistances penetration: +11% acid Changes damage: +6% acid / +8% physical Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Nerywen (85% power, 18 apr, mind damage)Nerywen (85% power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 31 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Changes stats: +4 Cun Talent granted: +1 Attune Mindstar Critical mult.: +32.00% Equilibrium when hit: +0.16 Psi when hit: +0.24 Maximum psi: +30.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +7% 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. |
pulsing mindstar 'Aeratar' (105% power, 32 apr, mind damage) pulsing mindstar 'Aeratar' (105% power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 Power: 106% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +15 (+5 eff.) Damage (Melee): 4 lightning / 6 physical / 6 fire / 6 acid / 6 cold Changes resistances: +6% lightning / +7% physical / +6% blight / +7% fire / +6% cold / +7% acid Changes damage: +7% nature Talent granted: +1 Attune Mindstar Critical mult.: +20.00% Disease immunity: +15% Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +4.00 Maximum vim: +10.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +9% 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. hardened leather sling of piercinghardened leather sling of piercing Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +8 Changes resistances penetration: +8% all Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. steady reinforced leather sling of acidsteady reinforced leather sling of acid Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 Damage (Ranged): +10 acid When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +3.0% Changes damage: +14% acid Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Glacierreeve (111% power, 3 apr, darkness element)Glacierreeve (111% power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Dex / +7 Wil Changes resistances penetration: +15% cold Changes damage: +15% darkness / +15% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Light radius: +3 See invisible: +15 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. earthen elm magestaff of fate (100% power, 2 apr, lightning element)earthen elm magestaff of fate (100% power, 2 apr, lightning element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +3 Armour Hardiness: +3% Changes damage: +10% lightning Talent granted: +1 Command Staff Physical save: +11 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. void walker's elven-wood vilestaff of greater warding (129% power, 5 apr, blight element)void walker's elven-wood vilestaff of greater warding (129% power, 5 apr, blight element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +9 Defense: +9 (+2 eff.) Changes resistances: +5% darkness / +9% temporal Maximum wards: +3 blight Changes damage: +25% blight Talents granted: +2 Ward +1 Command Staff Spellpower: +12 (+6 eff.) Spell crit. chance: +4% Defense after a teleport: +14 Resist all after a teleport: +6% New effects duration reduction after a teleport: +15% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew magestaff 'Hellsreign' (130% power, 4 apr, cold element)yew magestaff 'Hellsreign' (130% power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 131% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag Changes resistances: +6% fire Changes resistances penetration: +15% fire Changes damage: +6% blight / +15% fire / +21% arcane / +26% cold Talent granted: +1 Command Staff Spellpower: +13 (+6 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. arcing deep-steel trident of massacre (148% power, 10 apr)arcing deep-steel trident of massacre (148% power, 10 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Power: 149% Range: 1.6x Uses stat: 129% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 53 damage A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Cracklerain CracklerainCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Damage when hit (Melee): 10 lightning Changes stats: +5 Dex / +6 Wil / +5 Cun Changes damage: +6% mind Critical mult.: +15.00% Mental save: +6 (+2 eff.) Psi when hit: +0.16 Maximum psi: +20.00 Mental crit. chance: +10% A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
Hanyndil the hardened leather belt Hanyndil the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +9 Cun / +6 Wil Changes resistances: +5% arcane / +9% blight Changes damage: +21% arcane Damage against: +26% Summoned Reduced damage from: +23% Summoned Mental save: +12 (+4 eff.) Maximum psi: +20.00 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. |
This item will automatically be transmogrified when you leave the level. hardened leather belthardened leather belt 1.00 Encumbrance. Type: armor / belt ; tier 3 A belt that goes around your waist. |
Neryyaba (2 def, 0 armour) Neryyaba (2 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +13% blight / +13% nature / +5% arcane Changes resistances penetration: +15% arcane Changes damage: +15% arcane Physical save: +7 (+2 eff.) Mental save: +7 (+3 eff.) Life regen: +4.00 Only die when reaching: -50.00 life Maximum life: +41.00 Healing mod.: +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
This item will automatically be transmogrified when you leave the level. Worm Nest (0 def, 0 armour)Worm Nest (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Spellpower: +15 (+7 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 14 power out of 20/20) : Effective talent level: 3.0 Power cost: 14 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
This item will automatically be transmogrified when you leave the level. timebroken silk robe of light (+25%) (0 def, 0 armour)timebroken silk robe of light (+25%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes resistances: +25% light / +13% all Changes damage: +22% temporal / +15% arcane / +17% light Maximum mana: +44.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 43% (based on Cunning) Activation costs 45 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Loradunagar the pair of hardened leather boots (0 def, 3 armour) Loradunagar the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +9% lightning / +3% physical / +12% blight / +8% fire / +11% cold Changes resistances penetration: +10% mind Psi when hit: +0.12 A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 18 power out of 20/20) : Effective talent level: 3.9 Power cost: 18 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
dreamer's pair of hardened leather boots of evasion (4 def, 3 armour) dreamer's pair of hardened leather boots of evasion (4 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Changes stats: +3 Cun / +3 Wil Physical save: +7 (+2 eff.) Spell save: +7 (+4 eff.) Mental save: +7 (+3 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 45 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. miner's pair of dwarven-steel boots of speed (0 def, 7 armour)miner's pair of dwarven-steel boots of speed (0 def, 7 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: +7 Fatigue: +3% Infravision radius: +3 Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Lisuna' (20 def, 3 armour) pair of hardened leather boots 'Lisuna' (20 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +20 (+4 eff.) Changes stats: +2 Str / +2 Dex Changes resistances: +22% fire / +7% cold Mental save: +6 (+2 eff.) A pair of boots made of leather. |
Burnbone (0 def, 2 armour) Burnbone (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Mag / +7 Wil / +2 Cun / +4 Con Changes resistances: +12% temporal Changes damage: +8% arcane / +9% fire Light radius: +3 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. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Fire Breath (costing 22 power out of 24/24) : Effective talent level: 2.0 Power cost: 22 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 152.33 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
dwarven-steel gauntlets 'Veledakira' (0 def, 2 armour) dwarven-steel gauntlets 'Veledakira' (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +2 Fatigue: +3% Damage when hit (Melee): 4 arcane Changes stats: +4 Cun / +6 Mag Changes resistances: +9% darkness Changes resistances penetration: +15% blight / +25% arcane Mana each turn: +0.08 Maximum mana: +100.00 Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves of war-making (0 def, 2 armour) hardened leather gloves of war-making (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +10.0% Armour: +2 Critical mult.: +7.00% Spell crit. chance: +8% Mental crit. chance: +7% 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. |
heroic hardened leather gloves of the juggernaut (0 def, 6 armour) heroic hardened leather gloves of the juggernaut (0 def, 6 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Con Physical save: +19 (+6 eff.) Spell save: +5 (+3 eff.) Mental save: +14 (+5 eff.) Disarm immunity: +26% Maximum life: +48.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 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. |
restful dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour) restful dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +2 Fatigue: +3% Changes stats: +2 Dex Life regen: +1.00 Stamina each turn: +0.50 Maximum stamina: +21.00 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. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+2 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Activating this item is instant. It can be used to activate talent Indomitable (costing 54 power out of 60/60) : Effective talent level: 1.0 Power cost: 54 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Helm of the Dominated (0 def, 9 armour) Helm of the Dominated (0 def, 9 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +9 Fatigue: +4% Changes stats: +2 Str / +4 Mag Talent mastery: +0.20 Race / Doomelf Silence immunity: +30% Spellpower: +10 (+5 eff.) Light radius: -1 Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
Morningsmash (0 def, 3 armour) Morningsmash (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Str / +2 Cun Changes resistances: +12% blight / +9% fire / +19% mind / +12% temporal Changes damage: +6% light Spell save: +6 (+3 eff.) Mental save: +19 (+7 eff.) Confusion immunity: +38% Light radius: +2 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. aegis cashmere wizard hat of blight (+13%) (2 def, 0 armour)aegis cashmere wizard hat of blight (+13%) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +13% blight Changes damage: +13% blight Life regen: +2.00 Damage Shield Power: +8% A pointy cloth hat, very wizardly... |
dwarven-steel helm 'Fogtooth' (0 def, 4 armour) dwarven-steel helm 'Fogtooth' (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 10 darkness Changes stats: +7 Str / +6 Dex Changes resistances: +3% nature / +10% cold Changes damage: +9% darkness Allows you to breathe in: water Physical save: +13 (+4 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 200.3 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. thaloren dwarven-steel helm of precognition (4 def, 4 armour)thaloren dwarven-steel helm of precognition (4 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +4 Defense: +4 (+1 eff.) Fatigue: +4% Effects when hit in melee: * 13% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Cun / +5 Wil Changes resistances: +8% blight Mental save: +7 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. Neryta (3 def, 8 armour)Neryta (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +1 Dex / +1 Mag / +4 Wil Changes resistances: +23% lightning / +15% temporal Light radius: +3 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. enlightening stralite mail armour of acid resistance (4 def, 8 armour)enlightening stralite mail armour of acid resistance (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +6 Cun / +6 Wil Changes resistances: +22% acid Mental save: +12 (+4 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. reinforced leather armour of the deep (12 def, 9 armour)reinforced leather armour of the deep (12 def, 9 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +9 Defense: +12 (+2 eff.) Fatigue: +8% Changes resistances: +9% acid / +8% cold Allows you to breathe in: water A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Arcwasp (0 def, 21 armour)Arcwasp (0 def, 21 armour) Requires: - Massive armour training - Strength 48 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +21 Fatigue: +15% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 17 Damage when hit (Melee): 8 lightning Changes resistances: +22% acid Changes damage: +6% lightning Physical save: +11 (+3 eff.) Maximum life: +50.00 A suit of armour made of metal plates. |
Newly picked up Duvuthel (0 def, 6 armour, 120.5 block)Duvuthel (0 def, 6 armour, 120.5 block) Requires: - Shield usage training - Strength 24 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Changes resistances: +13% acid / +2% physical / +16% cold / +14% fire / +32% lightning Changes damage: +3% physical Talent granted: +1 Block See invisible: +6 Handheld deflection devices. |
Newly picked up Wrathroot's Barkwood (9 def, 10 armour, 60 block)Wrathroot's Barkwood (9 def, 10 armour, 60 block) Requires: - Shield usage training - Strength 25 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Defense: +9 (+2 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. swashbuckler's stralite shield of the stars (0 def, 8 armour, 141.5 block)swashbuckler's stralite shield of the stars (0 def, 8 armour, 141.5 block) Requires: - Shield usage training - Strength 35 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +8 Fatigue: +8% Changes stats: +1 Str / +6 Dex / +6 Mag / +4 Cun Changes resistances: +11% light / +14% darkness Changes damage: +14% light / +14% darkness Talent granted: +1 Block Handheld deflection devices. |
378 alchemist agate 378 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 aquamarine 8 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 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. |
Cyreriaba the Chillwilder (dig speed 7 turns) Cyreriaba the Chillwilder (dig speed 7 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour: +7 Defense: +11 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Changes stats: +2 Str Changes resistances: +3% mind / +14% physical Changes resistances penetration: +5% cold Physical save: +5 (+1 eff.) Spell save: +10 (+5 eff.) Mental save: +7 (+3 eff.) Maximum life: +55.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. dwarven-steel pickaxe of endurance (dig speed 32 turns)dwarven-steel pickaxe of endurance (dig speed 32 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +4 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. Forbidden Tome: "A View From The Gallery"Forbidden Tome: "A View From The Gallery" Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
alchemist's lamp 'Begodig' alchemist's lamp 'Begodig'Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +1 Physical power: +15 (+5 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Critical mult.: +5.00% Physical save: +33 (+11 eff.) Stamina each turn: +3.00 Light radius: +4 Healing mod.: +56% A normal brass lantern, enhanced by alchemy to make it brighter. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
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 (+4 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 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 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 12 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 garnet 3 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 182 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. psychokinetic pouch of stralite shots of annihilation (23/23, 158% power, 12 apr)psychokinetic pouch of stralite shots of annihilation (23/23, 158% power, 12 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 158% Range: 1.2x Uses stat: 125% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Crit. chance: +11.5% Capacity: 23 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 200 physical damage Travel speed: +200% Damage (Ranged): +21 physical Shots are used with slings to pummel your foes to death. |
It Which Writhes It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 9 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Aeruralle [power 2] (23 cooldown) Aeruralle [power 2] (23 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +12 Defense: +10 (+2 eff.) Damage when hit (Melee): 2 mind Critical mult.: +15.00% Reduces incoming crit damage: 5.00% Stamina each turn: +2.00 Mindpower: +15 (+5 eff.) It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 23 turns. When used: * Heal for 41. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. Belibeth the Spiderlore [power 73] (23 cooldown)Belibeth the Spiderlore [power 73] (23 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes resistances penetration: +15% arcane / +15% nature Changes damage: +18% blight Mana each turn: +0.12 It can be used to setup a psionic shield, reducing all damage taken by 73 for 5 turns Activation puts all charms on cooldown for 23 turns. When used: * Reduce fatigue by 33% for 2 turns. * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Ivogamina the steel torque of psionic shield [power 51] (23 cooldown) Ivogamina the steel torque of psionic shield [power 51] (23 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +3% acid / +3% cold Reduces incoming crit damage: 5.00% Poison immunity: +20% Cut immunity: +20% It can be used to setup a psionic shield, reducing all damage taken by 51 for 5 turns Activation puts all charms on cooldown for 23 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. Poreraseta [power 79] (23 cooldown)Poreraseta [power 79] (23 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 4 physical Changes stats: +2 Cun / +3 Wil Changes resistances penetration: +15% blight Spell save: +9 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Damage Shield penetration: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to setup a psionic shield, reducing all damage taken by 79 for 5 turns Activation puts all charms on cooldown for 23 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. piercing yew totem of healing [power 266] (14 cooldown)piercing yew totem of healing [power 266] (14 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 266 Activation puts all charms on cooldown for 14 turns. When used: * Increase all damage penetration by 19% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Naonhi the Ogre Mindslayer level 22
21st Regrowth 123rd year of Ascendancy at 11:27 see stats
By Naonhi the Ogre Mindslayer level 24
47th Regrowth 123rd year of Ascendancy at 18:07 see stats
By Naonhi the Ogre Mindslayer level 24
53rd Regrowth 123rd year of Ascendancy at 01:51 see stats
By Naonhi the Ogre Mindslayer level 10
43rd Haze 122nd year of Ascendancy at 22:50 see stats
By Naonhi the Ogre Mindslayer level 20
16th Regrowth 123rd year of Ascendancy at 08:06 see stats
By Naonhi the Ogre Mindslayer level 30
75th Regrowth 123rd year of Ascendancy at 14:28 see stats
By Naonhi the Ogre Mindslayer level 13
51st Haze 122nd year of Ascendancy at 09:04 see stats
By Naonhi the Ogre Mindslayer level 13
52nd Haze 122nd year of Ascendancy at 18:42 see stats
By Naonhi the Ogre Mindslayer level 21
20th Regrowth 123rd year of Ascendancy at 00:02 see stats
By Naonhi the Ogre Mindslayer level 16
10th Allure 123rd year of Ascendancy at 04:27 see stats
Log
Mayalelle the ghoul stops burning.
Mayalelle the ghoul's Shoot hits Naonhi for 112 physical, (7 to psi shield), 8 blight, (4 to psi shield), 4 cold (124 total damage).
Mayalelle the ghoul's purging blight area effect hits Naonhi for (10 to psi shield), 12 blight (12 total damage).
Mayalelle the ghoul receives 47 healing from Mayalelle the ghoul's purging blight area effect.
Eilinuwe the dreadmaster receives 49 healing from Mayalelle the ghoul's purging blight area effect.
Dread receives 40 healing from Mayalelle the ghoul's purging blight area effect.
Skeleton warrior receives 40 healing from Mayalelle the ghoul's purging blight area effect.
Eilinuwe the dreadmaster's light area effect hits Naonhi for (31 to psi shield), 37 light (37 total damage).
Eilinuwe the dreadmaster's defensive darkness area effect hits Dread for 7 darkness damage.
Eilinuwe the dreadmaster's defensive darkness area effect hits Mayalelle the ghoul for 23 darkness damage.
Eilinuwe the dreadmaster's defensive darkness area effect hits Dread for 7 darkness damage.
Eilinuwe the dreadmaster's defensive darkness area effect hits Naonhi for (8 to psi shield), 9 darkness (9 total damage).
Eilinuwe the dreadmaster's defensive darkness area effect hits Skeleton warrior for 20 darkness damage.
Eilinuwe the dreadmaster casts Moonlight Ray.
Eilinuwe the dreadmaster hits Naonhi for (61 to psi shield), 107 darkness (107 total damage).
Naonhi's Beyond the Flesh misses Eilinuwe the dreadmaster.
Talent Infusion: Regeneration is ready to use.
Eilinuwe the dreadmaster stops burning.
Naonhi uses Infusion: Regeneration.
Naonhi starts regenerating health quickly.
Mayalelle the ghoul uses Headshot.
Mayalelle the ghoul's Headshot performs a ranged critical strike against Naonhi!
Mayalelle the ghoul's Headshot hits Naonhi for 420 physical damage.
Naonhi the level 32 ogre mindslayer was stabbed to death by Mayalelle the ghoul on level 6 of Dreadfell.
Naonhi deactivates Thermal Shield.
Naonhi deactivates Charged Shield.
Naonhi deactivates Beyond the Flesh.
Naonhi stops regenerating health quickly.
Naonhi deactivates Augmentation.