Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Brawler |
Level / Exp | 29 / 39% |
Size | medium |
Lifes / Deaths | Killed by Silewyn the ghoul at level 29 on the 23rd Dusk 123rd year of Ascendancy at 12:19 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 41 (base 13) |
Dexterity | 75 (base 60) |
Constitution | 45 (base 10) |
Magic | 10 (base 10) |
Willpower | 26 (base 10) |
Cunning | 83 (base 60) |
Resources
Life | -941/796 |
Stamina | 160/224 |
Equilibrium | 2 |
Healing Factor | 1.2511689881047 |
Regeneration | 2.8151302232354 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 5 |
See Stealth | 41.649325461976 |
See Invisible | 41.649325461976 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Barehand
Damage | 117 |
Accuracy | 48 |
Crit Chance | 29% |
APR | 12 |
Speed | 0.80 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Acid | +29% |
Darkness | +34% |
Blight | +5% |
Physical | +26% |
Mind | +17% |
All | +2% |
Offense: Damage Penetration
Physical | +6% |
Mind | +10% |
Temporal | +20% |
Defense: Base
Armour (hardiness) | 14 (35.65183292883%) |
Defense | 78 |
Ranged Defense | 78 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 18 |
Mental Save | 46 |
Defense: Resistances
Acid | + 36%( 70%) |
Blight | + 25%( 70%) |
Physical | + 36%( 70%) |
Cold | + 27%( 70%) |
All | + 8%( 70%) |
Lightning | + 14%( 70%) |
Light | + 14%( 70%) |
Mind | + 19%( 70%) |
Darkness | + 54%( 70%) |
Fire | + 22%( 70%) |
Nature | + 11%( 70%) |
Defense: Immunities
Disarm Resistance | 41% |
Confusion Resistance | 10% |
Pinning Resistance | 37% |
Instadeath Resistance | 100% |
Knockback Resistance | 39% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 532 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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 mental effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 649% 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 Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 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 -667 life. The duration and life will increase by 1% for every 1% life you have lost (currently 2121 life, 19 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Pugilism | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | active |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You failed to protect the repented thief from death by fire drake. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Dexterity by +5. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 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: 60. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed vial of fire wyrm saliva. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed snow giant kidney. * You've found the needed vial of wight ectoplasm. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed chunk of ghoul flesh. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed ritch stinger. * You've found the needed black mamba head. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of rough leather boots 'Galerand' (0 def, 1 armour) pair of rough leather boots 'Galerand' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +1 Effects on melee hit: * 10% chance to reduce all saves and defense by 27 Damage when hit (Melee): 4 mind Changes stats: +2 Cun / +4 Wil Changes resistances penetration: +6% physical Critical mult.: +10.00% Mindpower: +5 (+2 eff.) A pair of boots made of leather. |
Quiver | hateful pouch of steel shots (16/16, 20-25 power, 2 apr) hateful pouch of steel shots (16/16, 20-25 power, 2 apr)Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.5 - 24.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 16 Damage (Ranged): +5 darkness Damage against: +5% Living Shots are used with slings to pummel your foes to death. |
On hands | Unrintir (0 def, 3 armour) Unrintir (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +11 (+2 eff.) Armour: +3 Effects on melee hit: * 20% chance to reduce all saves and defense by 27 Changes stats: +5 Str Changes resistances: +9% mind Changes resistances penetration: +20% temporal Changes damage: +15% mind When used to modify unarmed attacks: Base power: 34.0 - 37.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | Belyta (3 def, 0 armour) Belyta (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Cun Changes resistances: +6% lightning / +30% physical / +6% light / +3% blight / +12% cold / +3% mind / +34% darkness Changes resistances penetration: +10% mind Changes damage: +32% darkness / +24% physical Mental save: +9 (+3 eff.) Maximum hate: +18.00 Mindpower: +15 (+5 eff.) Mental crit. chance: +7% A pointy cloth hat, very wizardly... |
Tool | dwarven-steel pickaxe 'Aeroregothel' (dig speed 30 turns) dwarven-steel pickaxe 'Aeroregothel' (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 6 * 20% chance to reduce armor by 15% Changes stats: +5 Str Changes damage: +27% acid / +3% blight When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Oluvor the Frosthacker Oluvor the FrosthackerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+5 eff.) Changes stats: +5 Dex Changes resistances: +9% cold Critical mult.: +20.00% Disarm immunity: +41% Pinning immunity: +37% Knockback immunity: +39% Maximum life: +36.00 Rings make your fingers look great! |
On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Around neck | steel amulet 'Mayuyatta' steel amulet 'Mayuyatta'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +25 (+5 eff.) Fatigue: -5% Changes stats: +5 Dex / +3 Wil / +4 Cun / +5 Con Changes resistances: +15% fire Spell save: +6 (+4 eff.) Life regen: +2.00 Stamina each turn: +0.50 Light radius: +2 Movement speed: +10% Amulets make your neck look great! |
Main armor | radiant hardened leather armour of acid resistance (9 def, 6 armour) radiant hardened leather armour of acid resistance (9 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Changes stats: +4 Wil Changes resistances: +15% blight / +16% darkness / +21% acid Light radius: +1 A suit of armour made of leather. |
Light source | Yviselle the brass lantern Yviselle the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% acid Critical mult.: +20.00% Mental save: +15 (+5 eff.) Equilibrium when hit: +0.24 Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Cloak | Willowthorn (21 def, 4 armour) Willowthorn (21 def, 4 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +4 Defense: +21 (+5 eff.) Changes stats: +4 Con Changes resistances: +3% nature Reduces incoming crit damage: 15.00% Physical save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | rough leather belt 'Eilinyda' rough leather belt 'Eilinyda'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +38 (+8 eff.) Changes resistances: +3% acid Stealth bonus: +6 Mental save: +3 (+1 eff.) Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 A belt that goes around your waist. |
Inventory
healing infusion of the psychic (heal 92; cd 12) healing infusion of the psychic (heal 92; 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 92 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. |
healing infusion of the sneak (heal 206; cd 14) healing infusion of the sneak (heal 206; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 206 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the sneak (die at -601; dur 8; cd 28) heroism infusion of the sneak (die at -601; dur 8; cd 28)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: 28 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 8 turns. While Heroism is active, you will only die when reaching -601 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1911 life, 25 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the titan (die at -325; dur 6; cd 27) heroism infusion of the titan (die at -325; 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: 27 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 -325 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1034 life, 19 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
movement infusion of the psychic (speed 478%; cd 16) movement infusion of the psychic (speed 478%; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 478% 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. 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 psychic (speed 529%; cd 15) movement infusion of the psychic (speed 529%; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 529% 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. 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 warrior (speed 535%; cd 16) movement infusion of the warrior (speed 535%; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 535% 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 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 duelist (heal 470; 16 cd) regeneration infusion of the duelist (heal 470; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 470 life over 5 turns. Its effects scale with your 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 264; 17 cd) regeneration infusion of the titan (heal 264; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 264 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. |
wild infusion of the warrior (res 26%; mental; dur 2; cd 14) wild infusion of the warrior (res 26%; mental; dur 2; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 mental 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. 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. |
Coalvice CoalviceInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 22% Damage when hit (Melee): 4 lightning Changes stats: +3 Dex / +5 Wil Changes resistances: +3% lightning Changes damage: +9% darkness Mental save: +12 (+4 eff.) Confusion immunity: +25% Mindpower: +14 (+5 eff.) Amulets make your neck look great! |
Flowerstrider FlowerstriderInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 15% Damage when hit (Melee): 4 acid Changes stats: +4 Mag Changes resistances: +18% nature / +16% temporal Pinning immunity: +26% Knockback immunity: +31% Infravision radius: +2 Amulets make your neck look great! |
Lelahad the copper amulet Lelahad the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +5 (+1 eff.) Defense: +5 (+1 eff.) Fatigue: -5% Changes stats: +4 Con Physical save: +3 (+1 eff.) Life regen: +2.00 Maximum stamina: +30.00 Amulets make your neck look great! |
clarifying stralite amulet of vision clarifying stralite amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% mind Blindness immunity: +34% Confusion immunity: +32% Infravision radius: +6 Sight radius: +2 See invisible: +8 Amulets make your neck look great! |
cleansing copper amulet of strength (+2) cleansing copper amulet of strength (+2)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +12% nature / +11% blight Poison immunity: +20% Disease immunity: +20% Amulets make your neck look great! |
grounding steel amulet of strength (+3) grounding steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% lightning Stun/Freeze immunity: +22% Amulets make your neck look great! |
serendipitous steel amulet of dexterity (+5) serendipitous steel amulet of dexterity (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Lck / +3 Dex Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
starlit copper amulet of healing starlit copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% light / +10% darkness Blindness immunity: +22% Cut immunity: +40% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 246 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
vitalizing gold amulet of perfection (0.18 Technique / Finishing moves,0.18 Wild-gift / Antimagic) vitalizing gold amulet of perfection (0.18 Technique / Finishing moves,0.18 Wild-gift / Antimagic)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Con Talent masteries: +0.18 Technique / Finishing moves +0.18 Wild-gift / Antimagic Physical save: +7 (+3 eff.) Life regen: +3.00 Maximum life: +39.00 Amulets make your neck look great! |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Relgehor the copper ring Relgehor the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Str Changes resistances: +24% fire Changes damage: +12% fire Mental save: +3 (+1 eff.) Poison immunity: +10% Rings make your fingers look great! |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.26 cold and 13.91 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
marksman's steel ring of frost (+24%) marksman's steel ring of frost (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +24% cold Changes damage: +12% cold Rings make your fingers look great! |
psionicist's steel ring of misery psionicist's steel ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 27 Damage (Melee): 9 physical Effects on ranged hit: * 10% chance to reduce all saves and defense by 27 Damage (Ranged): 6 physical Changes stats: +2 Cun / +3 Wil Mental save: +6 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
savior's steel ring of lightning (+20%) savior's steel ring of lightning (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% lightning Changes damage: +10% lightning Physical save: +8 (+4 eff.) Spell save: +7 (+4 eff.) Mental save: +8 (+3 eff.) Rings make your fingers look great! |
sneakthief's steel ring sneakthief's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +5 Cun / +6 Dex Rings make your fingers look great! |
steel ring of corrosion (+24%) steel ring of corrosion (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% acid Changes damage: +12% acid Rings make your fingers look great! |
steel ring of light (+28%) steel ring of light (+28%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +28% light Changes damage: +14% light Rings make your fingers look great! |
titan's steel ring of nature (+20%) titan's steel ring of nature (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +20% nature Changes damage: +10% nature Physical save: +6 (+3 eff.) Rings make your fingers look great! |
warrior's steel ring of fire (+20%) warrior's steel ring of fire (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +20% fire Changes damage: +10% fire Rings make your fingers look great! |
warrior's steel ring of frost (+22%) warrior's steel ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% cold Changes damage: +11% cold Rings make your fingers look great! |
Stokestoker the rough leather belt Stokestoker the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight / +6% darkness Changes damage: +3% fire Physical save: +6 (+3 eff.) Spell save: +3 (+2 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
grounding hardened leather belt of the vagrant grounding hardened leather belt of the vagrantInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% lightning / +8% temporal Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) A belt that goes around your waist. |
rough leather belt 'Glowcrypt' rough leather belt 'Glowcrypt'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 light Changes stats: +3 Dex / +4 Cun / +6 Lck Changes resistances: +6% darkness Changes resistances penetration: +10% darkness Changes damage: +3% light Trap disarming bonus: +5 Stealth bonus: +6 Light radius: +2 Infravision radius: +4 A belt that goes around your waist. |
Dayimmortal the cashmere cloak (8 def, 0 armour) Dayimmortal the cashmere cloak (8 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Damage when hit (Melee): 10 mind Changes stats: +2 Cun Changes resistances: +24% light / +15% fire Stealth bonus: +9 Mental save: +3 (+1 eff.) Psi when hit: +0.08 Mindpower: +15 (+5 eff.) Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Duskroar the linen cloak (1 def, 6 armour) Duskroar the linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +11% cold / +3% darkness / +1% physical Changes resistances penetration: +5% darkness Only die when reaching: -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Eludhewen' (2 def, 0 armour) cashmere cloak 'Eludhewen' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +8% acid / +7% fire / +31% lightning / +7% cold Changes resistances penetration: +25% blight Physical save: +12 (+6 eff.) Blindness immunity: +20% Stun/Freeze immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of Iron Throne (1 def, 6 armour) thick linen cloak of Iron Throne (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +11% cold 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 Spydrรซ (10 def, 15 armour) Spider-Silk Robe of Spydrรซ (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 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 (+5 eff.) Spell save: +10 (+6 eff.) Mindpower: +10 (+4 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. |
mindwoven woollen robe of nature (+15%) (0 def, 0 armour) mindwoven woollen robe of nature (+15%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +15% nature / +9% all Changes damage: +10% nature Mental save: +15 (+5 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of lightning (+19%) (0 def, 0 armour) woollen robe of lightning (+19%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +19% lightning / +9% all Changes damage: +13% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots 'Belalrada' (0 def, 1 armour) pair of rough leather boots 'Belalrada' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% lightning / +6% temporal / +3% blight Healing mod.: +15% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pair of boots made of leather. |
psychic's dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) psychic's dwarven-steel gauntlets of strength (+3) (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: Physical power: +8 (+2 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 7 mind Changes stats: +3 Str Changes resistances: +6% mind Changes damage: +5% mind When used to modify unarmed attacks: Base power: 27.0 - 37.8 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Psychic Lobotomy (20% chance level 3). Damage (radius 2) on crit: +5 mind Metal gloves protecting the hands up to the middle of the lower arm. |
Radiancebane the hardened leather cap (0 def, 3 armour) Radiancebane the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Dex Changes resistances: +9% light / +21% acid Changes damage: +18% nature / +9% light A cap made of leather. |
Rainsmash (21 def, 0 armour) Rainsmash (21 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +21 (+5 eff.) Changes resistances: +6% light / +21% cold Changes damage: +12% cold Maximum life: +20.00 A pointy cloth hat, very wizardly... |
dwarven-steel helm 'Glitterquell' (0 def, 4 armour) dwarven-steel helm 'Glitterquell' (0 def, 4 armour)Requires: - Heavy armour training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to slow global speed by 54% Changes resistances: +3% darkness / +13% blight / +24% fire / +7% nature / +6% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic hardened leather cap of the depths (0 def, 3 armour) prismatic hardened leather cap of the depths (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +5% cold / +12% light / +12% darkness Allows you to breathe in: water A cap made of leather. |
hardened leather armour of lightning resistance (9 def, 6 armour) hardened leather armour of lightning resistance (9 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Changes resistances: +20% lightning A suit of armour made of leather. |
rejuvenating cured leather armour of cold resistance (6 def, 4 armour) rejuvenating cured leather armour of cold resistance (6 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +17% cold Life regen: +3.30 Stamina each turn: +0.70 A suit of armour made of leather. |
rejuvenating hardened leather armour of Toknor (9 def, 6 armour) rejuvenating hardened leather armour of Toknor (9 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Critical mult.: +13.00% Life regen: +2.50 Stamina each turn: +0.90 A suit of armour made of leather. |
rejuvenating hardened leather armour of fire resistance (9 def, 6 armour) rejuvenating hardened leather armour of fire resistance (9 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Changes resistances: +17% fire Life regen: +2.30 Stamina each turn: +0.70 A suit of armour made of leather. |
9 agate 9 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
116 alchemist agate 116 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. |
2 onyx 2 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. |
4 aquamarine 4 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. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+4 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+4 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz 9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+3 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+3 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
4 emerald 4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(78 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Zanerion the Undeathguile Zanerion the UndeathguileInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 6 nature / 2 darkness Changes resistances penetration: +5% darkness Changes damage: +3% acid / +12% nature Maximum life: +42.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
alchemist's lamp of the zealot alchemist's lamp of the zealotInfused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +7 (+4 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
5 garnet 5 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 (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 224/400. 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. |
Betossra the Blackwhisper [power 182] (15 cooldown) Betossra the Blackwhisper [power 182] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 27 Damage when hit (Melee): 4 mind Changes resistances: +15% mind Changes damage: +12% darkness / +12% cold It can be used to sting an enemy dealing 186 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
Quenchpeal the ash totem of stinging [power 194] (15 cooldown) Quenchpeal the ash totem of stinging [power 194] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 8 cold Changes resistances: +6% fire / +15% cold Changes resistances penetration: +10% fire Changes damage: +12% cold It can be used to sting an enemy dealing 198 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
11 amethyst 11 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 quartz 3 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. |
10 ametrine 10 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By El Fisto II the Cornac Brawler level 23
17th Regrowth 123rd year of Ascendancy at 19:22 see stats
By El Fisto II the Cornac Brawler level 21
3rd Regrowth 123rd year of Ascendancy at 12:16 see stats
By El Fisto II the Cornac Brawler level 27
3rd Pyre 123rd year of Ascendancy at 12:22 see stats
By El Fisto II the Cornac Brawler level 12
9th Flare 122nd year of Ascendancy at 21:22 see stats
By El Fisto II the Cornac Brawler level 17
72nd Haze 122nd year of Ascendancy at 17:01 see stats
By El Fisto II the Cornac Brawler level 21
1st Regrowth 123rd year of Ascendancy at 08:50 see stats
By El Fisto II the Cornac Brawler level 28
47th Pyre 123rd year of Ascendancy at 00:01 see stats
By El Fisto II the Cornac Brawler level 25
33rd Regrowth 123rd year of Ascendancy at 10:42 see stats
By El Fisto II the Cornac Brawler level 10
5th Mirth 122nd year of Ascendancy at 09:39 see stats
By El Fisto II the Cornac Brawler level 20
76th Haze 122nd year of Ascendancy at 01:49 see stats
By El Fisto II the Cornac Brawler level 21
1st Wintertide 123rd year of Ascendancy at 16:02 see stats
By El Fisto II the Cornac Brawler level 22
4th Regrowth 123rd year of Ascendancy at 20:02 see stats
By El Fisto II the Cornac Brawler level 17
70th Haze 122nd year of Ascendancy at 10:10 see stats
By El Fisto II the Cornac Brawler level 29
15th Dusk 123rd year of Ascendancy at 11:22 see stats
By El Fisto II the Cornac Brawler level 7
78th Pyre 122nd year of Ascendancy at 20:08 see stats
By El Fisto II the Cornac Brawler level 20
8th Decay 122nd year of Ascendancy at 00:11 see stats
By El Fisto II the Cornac Brawler level 28
5th Mirth 123rd year of Ascendancy at 06:05 see stats
By El Fisto II the Cornac Brawler level 19
74th Haze 122nd year of Ascendancy at 20:30 see stats
Log
El Fisto II is dazed!
El Fisto II is not dazed anymore.
Decrepitude Disease from Ivalerath the lesser vampire hits El Fisto II for (23 flat reduction), 5 blight (5 total damage).
Burning from Poryth the master vampire hits El Fisto II for (21 flat reduction), 0 fire (0 total damage).
El Fisto II speeds up.
Bone Spike hits El Fisto II for (23 flat reduction), 3 physical (3 total damage).
Something hits El Fisto II for (23 flat reduction), 88 darkness (88 total damage).
Something hits El Fisto II for (23 flat reduction), 18 cold (18 total damage).
You carry too much--you are encumbered!
Drop some of your items.
You are no longer encumbered.
You carry too much--you are encumbered!
Drop some of your items.
You are no longer encumbered.
El Fisto II wears (replacing sneakthief's steel ring): Bloodcaller.
El Fisto II slows down.
El Fisto II recovers sight.
Talent Double Strike is ready to use.
Decrepitude Disease from Ivalerath the lesser vampire hits El Fisto II for (23 flat reduction), 0 blight (0 total damage).
Burning from Poryth the master vampire hits El Fisto II for (18 flat reduction), 0 fire (0 total damage).
El Fisto II speeds up.
Something performs a ranged critical strike against El Fisto II!
El Fisto II starts to bleed.
Something hits El Fisto II for (23 flat reduction), 112 physical (112 total damage).
El Fisto II the level 29 cornac brawler was splattered to death by Silewyn the ghoul on level 2 of Last Hope Graveyard.
You carry too much--you are encumbered!
Drop some of your items.
You are no longer encumbered.
Space restabilizes around you.