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! Extra Hotkeys 1.6.7Adds 36 hotkey slots in addition to the default 60, allowing you to put 36 more talents or items on your talent bar. Changelog1.0.0: Weight: 8314756 Ashes of Urh'Rok 1.7.4Official 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:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Rename tags 1.7.4Allows to rename tags instead of Tag-with-typo -> Untag -> Tag without typo. In version 1. 0. 1 tags are limited not to 25 characters, but to 1000. Beware, that too long lines will stretch item's dialog windows, so you'll have to guess (or remember) which menu item takes which position. Embers of Rage 1.7.4Official 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:
Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry Forbidden Cults 1.7.4Official 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.
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Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Dwarf |
Class | Brawler |
Level / Exp | 35 / 56% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 73 (base 33) |
Dexterity | 69 (base 54) |
Constitution | 56 (base 19) |
Magic | 12 (base 10) |
Willpower | 21 (base 10) |
Cunning | 78 (base 51) |
Resources
Life | 1355/1355 |
Stamina | 149/149 |
Healing Factor | 1.7700460901468 |
Regeneration | 25.223156784591 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 5 |
See Stealth | 40.606190251377 |
See Invisible | 40.606190251377 |
Offense: Barehand
Damage | 124 |
Accuracy | 78 |
Crit Chance | 72% |
APR | 18 |
Speed | 1.11 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 32% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +17% |
Light | +17% |
Physical | +27% |
Nature | +25% |
Arcane | +10% |
Acid | +14% |
All | +2% |
Offense: Damage Penetration
Darkness | +10% |
Physical | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 29 (35.65183292883%) |
Defense | 50 |
Ranged Defense | 50 |
Fatigue | 3 |
Physical Save | 65 |
Spell Save | 48 |
Mental Save | 54 |
Defense: Resistances
Acid | + 51%( 70%) |
Blight | + 29%( 70%) |
Arcane | + 20%( 70%) |
Cold | + 31%( 70%) |
All | + 16%( 70%) |
Lightning | + 36%( 70%) |
Light | + 24%( 70%) |
Temporal | + 21%( 70%) |
Physical | + 36%( 70%) |
Darkness | + 53%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Poison Resistance | 23% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 10 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 31%, your defense is increased by 31 and all your resistances by 31%. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 65 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 200 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 3 physical, 3 nature, 5 cold, 5 mind, 4 temporal |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -365 life. The duration and life will increase by 1% for every 1% life you have lost (currently 365 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Finishing moves | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Grappling | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Daunting Presence |
talent | Precise Strikes |
talent | Chant of Fortitude |
talent | Exploit Weakness |
talent | Striking Stance |
beneficial effect | Countering melee attacks: Has a 20% chance to get an automatic counter attack when avoiding a melee attack. (2.0 counters remaining) Counter Attacking |
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 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 | done |
You failed to protect the lone alchemist from death by fire drake. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Heart of the Gloom. Escort: lost sun paladin (level 1 of Heart of the Gloom)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved Willpower by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Horned Horror. * 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 244. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed chunk of ghoul flesh. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. 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 black mamba head. * You've found the needed vampire lord fang. * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Equipment
On feet | pair of dwarven-steel boots 'Xanobreba' (0 def, 10 armour) =!!RPPh10 CritMult20= pair of dwarven-steel boots 'Xanobreba' (0 def, 10 armour) =!!RPPh10 CritMult20=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +5.0% Physical power: +14 (+4 eff.) Armour: +10 Fatigue: +3% Changes stats: +3 Con Changes resistances penetration: +10% physical Critical mult.: +20.00% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | brawler's voratun gauntlets of magic (+4) (0 def, 3 armour) brawler's voratun gauntlets of magic (+4) (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +4 Str / +5 Dex / +4 Mag / +4 Cun Changes damage: +8% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +12 (+3 eff.) When used to modify unarmed attacks: Power: 140% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +15 Crit. chance: +18.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 5). Damage (Melee): +8 arcane Damage (radius 2) on crit: +8 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
On head | Aritira the Breezebore (0 def, 5 armour) =!!= Aritira the Breezebore (0 def, 5 armour) =!!=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +5 Fatigue: +5% Changes stats: +4 Dex / +13 Cun / +15 Lck Changes damage: +12% nature Spell crit. chance: +5% Mindpower: +25 (+9 eff.) Mental crit. chance: +7% Infravision radius: +3 A cap made of leather. |
Tool | Zubovea [power 430] (15 cooldown) =RAc15 RT6 RAr5 RLg12 RStun20 Regen4 Die-80 HMod15 MindBlast= Zubovea [power 430] (15 cooldown) =RAc15 RT6 RAr5 RLg12 RStun20 Regen4 Die-80 HMod15 MindBlast=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +15% acid / +6% temporal / +5% arcane / +12% lightning Stun/Freeze immunity: +20% Life regen: +4.00 Only die when reaching: -80.00 life Healing mod.: +15% It can be used to blast the opponent's mind dealing 438 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 85. Torques are made by powerful psionics to store psionic powers. |
On fingers | Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+3 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
On fingers | Bethoriamira the copper ring =!!Regen7 HR46 HMod11 RAc6 RLt9 RC9 RD9 RLg9= Bethoriamira the copper ring =!!Regen7 HR46 HMod11 RAc6 RLt9 RC9 RD9 RLg9=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +6% acid / +9% light / +9% cold / +9% lightning / +9% darkness Life regen: +7.00 Maximum life: +46.00 Healing mod.: +11% Rings make your fingers look great! |
Around neck | Fanged Collar =RB15 RD15 RAc15= Fanged Collar =RB15 RD15 RAc15=Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-3 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Main armor | verdant cashmere robe of the mountain (+19%) (0 def, 0 armour) =!!RPh19 R*11 DN11 DPh19= verdant cashmere robe of the mountain (+19%) (0 def, 0 armour) =!!RPh19 R*11 DN11 DPh19=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +6 Con Changes resistances: +11% all / +19% physical Changes damage: +11% nature / +19% physical Poison immunity: +23% Disease immunity: +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Light source | Umbraphage =RD20 DAD20= Umbraphage =RD20 DAD20=Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+4 eff.) Light radius: +10 Absorbs all darkness (power 92, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 266.76 darkness damage (based on Mindpower and charge) Activation costs 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Cloak | elven-silk cloak 'Zanidur' (16 def, 6 armour) elven-silk cloak 'Zanidur' (16 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +30 (+6 eff.) Armour: +6 Defense: +16 (+5 eff.) Changes stats: +5 Str / +3 Dex Reduces incoming crit damage: 10.00% Physical save: +12 (+3 eff.) Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | hardened leather belt 'Haildream' =!!RPPh10 DPh11= hardened leather belt 'Haildream' =!!RPPh10 DPh11=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 16% Changes resistances: +3% lightning / +9% cold / +6% acid Changes resistances penetration: +10% physical Changes damage: +12% acid / +11% physical A belt that goes around your waist. |
Inventory
healing infusion of the sneak (heal 221; cd 13) healing infusion of the sneak (heal 221; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 221 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. Press to compare to your current inscriptions |
movement infusion of the titan (speed 694%; cd 14) movement infusion of the titan (speed 694%; 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 increase movement speed by 694% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 220; 13 cd) regeneration infusion of the psychic (heal 220; 13 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 220 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 29%; magical; dur 3; cd 15) wild infusion of the duelist (res 29%; magical; dur 3; 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 cure yourself of one random magical effect and reduce all damage taken by 29% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
Rune of Dissipation ( ) Rune of Dissipation ( )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: 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. 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. |
Rune of the Rift (234.00 temporal damage, removed from time 4 turns) Rune of the Rift (234.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 238.68 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune (damage 110; dur 4; cd 16) acid wave rune (damage 110; 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 unleash a cone dealing 110.58 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 psychic (damage 131; dur 4; cd 15) biting gale rune of the psychic (damage 131; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 131.78 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 Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the psychic (range 4; phase 14; cd 10) blink rune of the psychic (range 4; phase 14; cd 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: 4 Cooldown: 10 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 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. Press to compare to your current inscriptions |
blink rune of the sneak (range 7; phase 24; cd 14) blink rune of the sneak (range 7; phase 24; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: 7 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 24%, your defense is increased by 24 and all your resistances by 24%. 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. Press to compare to your current inscriptions |
ethereal rune of the psychic (power 14; resist 19%; move 39%; dur 5; cd 18) ethereal rune of the psychic (power 14; resist 19%; move 39%; dur 5; 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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 19% all resistance, you move 39% faster, and you are invisible (power 14). 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 (absorb 244; dur 7; cd 17) shielding rune (absorb 244; dur 7; 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 create a protective shield absorbing at most 244 damage for 7 turns. 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. |
Choker of Dread =RBlind100 SummonVampire= Choker of Dread =RBlind100 SummonVampire=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+5 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Feathersteel Amulet =MSpeed25 MaxEnc20= Feathersteel Amulet =MSpeed25 MaxEnc20=Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Grinamas the Treewrack =RN18 RM12= Grinamas the Treewrack =RN18 RM12=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 4 nature Changes stats: +8 Wil Changes resistances: +18% nature / +12% mind Changes resistances penetration: +10% mind / +25% cold Changes damage: +12% nature Amulets make your neck look great! |
Shiverbane the steel amulet =RAr5 RC12= Shiverbane the steel amulet =RAr5 RC12=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Mag Changes resistances: +5% arcane / +12% cold Changes resistances penetration: +10% cold Changes damage: +9% arcane / +6% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
Sunbolt the steel amulet =RLg12 Regen2= Sunbolt the steel amulet =RLg12 Regen2=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 4 light / 6 cold Changes resistances: +12% lightning Changes damage: +9% lightning / +9% cold / +12% light Life regen: +2.00 Amulets make your neck look great! |
Withering Orbs =SInv10 SStealth10= Withering Orbs =SInv10 SStealth10=Infused 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... |
clarifying gold amulet of willpower (+4) =RM14 RConf26= clarifying gold amulet of willpower (+4) =RM14 RConf26=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +14% mind Confusion immunity: +26% Amulets make your neck look great! |
stabilizing gold amulet of strength (+4) =RT12= stabilizing gold amulet of strength (+4) =RT12=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Str Changes resistances: +12% temporal Pinning immunity: +26% Knockback immunity: +37% Amulets make your neck look great! |
steel amulet of vision =Sight2= steel amulet of vision =Sight2=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Blindness immunity: +14% Infravision radius: +4 Sight radius: +2 See invisible: +8 Amulets make your neck look great! |
vitalizing gold amulet of vision =Regen3= vitalizing gold amulet of vision =Regen3=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +10 (+2 eff.) Blindness immunity: +16% Life regen: +3.00 Maximum life: +41.00 Infravision radius: +5 Sight radius: +2 See invisible: +8 Amulets make your neck look great! |
Emelokira the gold ring =MaxEnc29= Emelokira the gold ring =MaxEnc29=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 4 arcane Critical mult.: +15.00% Maximum encumbrance: +29 Spell save: +9 (+3 eff.) Vim when firing critical spell: +2.00 Maximum mana: +20.00 Spellpower: +30 (+19 eff.) Damage Shield penetration: +10% Rings make your fingers look great! |
Nightriver the copper ring =!!RF48 RC6 RD9= Nightriver the copper ring =!!RF48 RC6 RD9=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% cold / +9% darkness / +48% fire Changes resistances penetration: +15% blight / +10% temporal Changes damage: +9% darkness / +24% fire Physical save: +8 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +8 (+2 eff.) Rings make your fingers 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 155% 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. |
Urthagas the Brightwilter =RAc12 RC36= Urthagas the Brightwilter =RAc12 RC36=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +12% acid / +36% cold Changes resistances penetration: +15% acid Changes damage: +6% acid / +18% cold / +15% mind / +15% fire Mindpower: +10 (+4 eff.) Rings make your fingers look great! |
Xetha =RC22= Xetha =RC22=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 acid Changes stats: +1 Cun / +2 Wil Changes resistances: +22% cold Changes damage: +11% cold Equilibrium when hit: +0.08 Mindpower: +20 (+7 eff.) Mental crit. chance: +1% Rings make your fingers look great! |
gold ring 'Arthuresta' =RD43= gold ring 'Arthuresta' =RD43=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +43% darkness Changes damage: +14% darkness Physical save: +18 (+4 eff.) Disease immunity: +20% Maximum life: +100.00 Rings make your fingers look great! |
gold ring 'Jetmaster' =RT12 Die-40= gold ring 'Jetmaster' =RT12 Die-40=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 24% Changes stats: +3 Dex Changes resistances: +12% temporal Changes damage: +12% darkness Blindness immunity: +34% Stamina each turn: +2.00 Only die when reaching: -40.00 life Maximum stamina: +30.00 Infravision radius: +5 See stealth: +15 See invisible: +17 Rings make your fingers look great! |
marksman's gold ring of pilfering marksman's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +9 Defense: +10 (+3 eff.) Changes stats: +4 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 150% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
mule's copper ring =MaxEnc21= mule's copper ring =MaxEnc21=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +21 Rings make your fingers look great! |
pixie's stralite ring of clarity =RConf27= pixie's stralite ring of clarity =RConf27=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Cun / +5 Mag Mental save: +8 (+2 eff.) Confusion immunity: +27% Spellpower: +10 (+9 eff.) Rings make your fingers look great! |
psionicist's steel ring of corrosion (+22%) =RAc22= psionicist's steel ring of corrosion (+22%) =RAc22=Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% acid Changes damage: +11% acid Mental save: +6 (+2 eff.) Rings make your fingers look great! |
steel ring 'Adetta' =RT15 MaxEnc24= steel ring 'Adetta' =RT15 MaxEnc24=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce all saves and defense by 29 Changes resistances: +15% temporal Changes resistances penetration: +15% temporal Changes damage: +6% mind / +15% temporal Maximum encumbrance: +24 Rings make your fingers look great! |
steel ring of corrosion (+22%) =RAc22= steel ring of corrosion (+22%) =RAc22=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% acid Changes damage: +11% acid Rings make your fingers look great! |
titan's copper ring of nature (+22%) =RN22= titan's copper ring of nature (+22%) =RN22=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% nature Changes damage: +11% nature Physical save: +6 (+1 eff.) Rings make your fingers look great! |
titan's gold ring of lightning (+20%) =RLg20= titan's gold ring of lightning (+20%) =RLg20=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +20% lightning Changes damage: +10% lightning Physical save: +6 (+1 eff.) Rings make your fingers look great! |
Emblem of Evasion =EVASION= Emblem of Evasion =EVASION=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+6 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 5.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 42 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Girdle of the Calm Waters =RB20 RC20 RN20 HMod15= Girdle of the Calm Waters =RB20 RC20 RN20 HMod15=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
Mighty Girdle =MaxEnc70 HP40= Mighty Girdle =MaxEnc70 HP40=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% 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. |
blurring rough leather belt of unlife =NoBreathe Undead= blurring rough leather belt of unlife =NoBreathe Undead=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Changes resistances: +6% blight Stealth bonus: +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
monstrous hardened leather belt of the giants =SizeCat2= monstrous hardened leather belt of the giants =SizeCat2=Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +5 Str / +4 Con Physical save: +10 (+2 eff.) Spell save: +9 (+3 eff.) Size category: +2 A belt that goes around your waist. |
rough leather belt 'Erelirogrim' =Regen0.8 HMod12= rough leather belt 'Erelirogrim' =Regen0.8 HMod12=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances penetration: +5% temporal Changes damage: +9% arcane Life regen: +0.80 Maximum mana: +20.00 Healing mod.: +12% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
rough leather belt 'Erelyromikalthogas' =RLg6 RT6 Die-20= rough leather belt 'Erelyromikalthogas' =RLg6 RT6 Die-20=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 7 Changes stats: +1 Wil Changes resistances: +6% lightning / +6% temporal Blindness immunity: +10% Cut immunity: +20% Only die when reaching: -20.00 life Spell crit. chance: +1% A belt that goes around your waist. |
Layelaith the elven-silk cloak (3 def, 10 armour) =RC30 RM15= Layelaith the elven-silk cloak (3 def, 10 armour) =RC30 RM15=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +3 (+1 eff.) Changes resistances: +3% physical / +3% light / +3% blight / +30% cold / +15% mind Changes damage: +3% mind Mental save: +9 (+3 eff.) Knockback immunity: +10% Maximum life: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Voidhash (2 def, 0 armour) =RAr5 RB15 HMod15= Voidhash (2 def, 0 armour) =RAr5 RB15 HMod15=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +5% arcane / +15% blight Changes damage: +9% darkness Physical save: +15 (+4 eff.) Spell save: +18 (+6 eff.) Maximum life: +43.00 Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of the voidstalker (2 def, 0 armour) =RD12 RT11= spellcowled cashmere cloak of the voidstalker (2 def, 0 armour) =RD12 RT11=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +1 Mag / +2 Wil Changes resistances: +12% darkness / +11% temporal Spell save: +7 (+2 eff.) Maximum mana: +42.00 Defense after a teleport: +10 Resist all after a teleport: +11% New effects duration reduction after a teleport: +10% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of fog (8 def, 7 armour) =RF14 RLt13 RC10= thick cashmere cloak of fog (8 def, 7 armour) =RF14 RLt13 RC10=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +8 (+2 eff.) Changes resistances: +14% fire / +13% light / +10% cold Stealth bonus: +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wyrmwaxed cashmere cloak of implacability (2 def, 0 armour) =Die-50= wyrmwaxed cashmere cloak of implacability (2 def, 0 armour) =Die-50=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +7% acid / +7% fire / +6% lightning / +6% cold Physical save: +8 (+2 eff.) Mental save: +8 (+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. |
Lustrebraid (0 def, 0 armour) =RM17 RLt18 R*9= Lustrebraid (0 def, 0 armour) =RM17 RLt18 R*9=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +18% light / +17% mind / +9% all Changes damage: +17% mind Spellpower: +25 (+16 eff.) Light radius: +3 Damage Shield penetration: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Salywe (0 def, 14 armour) =RF34 RC9 R*15= Salywe (0 def, 14 armour) =RF34 RC9 R*15=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +14 Changes resistances: +1% physical / +9% cold / +34% fire / +3% temporal / +15% all Changes damage: +23% fire Physical save: +3 (+1 eff.) Blindness immunity: +10% Pinning immunity: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dispeller's silk robe (0 def, 0 armour) =RLg9 RD6 RLt8 RB7 RF11 RC6 R*13= dispeller's silk robe (0 def, 0 armour) =RLg9 RD6 RLt8 RB7 RF11 RC6 R*13=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +9% lightning / +6% darkness / +8% light / +7% blight / +11% fire / +6% cold / +13% all Physical save: +14 (+3 eff.) Spell save: +28 (+9 eff.) Mental save: +13 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe (0 def, 0 armour) =RM10 RD14 R*11 Asleep= dreamer's cashmere robe (0 def, 0 armour) =RM10 RD14 R*11 Asleep=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +14% darkness / +10% mind / +11% all Physical save: +14 (+3 eff.) Spell save: +13 (+4 eff.) Mental save: +23 (+7 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken silk robe of alchemy (0 def, 0 armour) =RAc16 RPh14 RC18 RF10 R*13= timebroken silk robe of alchemy (0 def, 0 armour) =RAc16 RPh14 RC18 RF10 R*13=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +3 Mag / +4 Wil Changes resistances: +16% acid / +14% physical / +10% fire / +18% cold / +13% all Changes damage: +13% acid / +5% physical / +21% temporal / +16% fire / +13% arcane / +14% cold Talent cooldown: Refit Golem (-3 turns) Maximum mana: +90.00 Spellpower: +6 (+6 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Chaduthel the Frigidshaper (0 def, 3 armour) =RLg10 RT16 RAc9 RF6 RAr5 RC3= Chaduthel the Frigidshaper (0 def, 3 armour) =RLg10 RT16 RAc9 RF6 RAr5 RC3=Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +10% lightning / +16% temporal / +3% cold / +6% fire / +5% arcane / +9% acid Changes damage: +12% cold A pair of boots made of leather. |
Kindlewire the pair of rough leather boots (5 def, 1 armour) =!!RLg5 RT6 RPh1 SPT3 LRadius1= Kindlewire the pair of rough leather boots (5 def, 1 armour) =!!RLg5 RT6 RPh1 SPT3 LRadius1=Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +3 Armour: +1 Defense: +5 (+1 eff.) Changes resistances: +5% lightning / +6% temporal / +1% physical Stamina each turn: +3.00 Light radius: +1 A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour) =Jump-Jump!= Wanderer's Rest (4 def, 0 armour) =Jump-Jump!=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 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of dwarven-steel boots 'Treepiety' (0 def, 7 armour) =RN12= pair of dwarven-steel boots 'Treepiety' (0 def, 7 armour) =RN12=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Effects on melee hit: * 20% chance to reduce armor by 16% Changes stats: +3 Str Changes resistances: +12% nature Changes damage: +6% acid Infravision radius: +2 See invisible: +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Nerille' (0 def, 5 armour) =Regen2 Die-20 HMod10= pair of iron boots 'Nerille' (0 def, 5 armour) =Regen2 Die-20 HMod10=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Changes resistances: +3% lightning Reduces incoming crit damage: 15.00% Life regen: +2.00 Only die when reaching: -20.00 life Infravision radius: +2 Healing mod.: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restorative pair of hardened leather boots of tirelessness (0 def, 3 armour) =Regen4 SPT0.5 HMod13= restorative pair of hardened leather boots of tirelessness (0 def, 3 armour) =Regen4 SPT0.5 HMod13=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Life regen: +4.00 Stamina each turn: +0.50 Maximum stamina: +10.00 Healing mod.: +13% A pair of boots made of leather. |
traveler's pair of hardened leather boots of speed (0 def, 3 armour) =MSpeed25 MaxEnc32= traveler's pair of hardened leather boots of speed (0 def, 3 armour) =MSpeed25 MaxEnc32=Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -6% Maximum encumbrance: +32 Physical save: +8 (+2 eff.) Movement speed: +25% A pair of boots made of leather. |
Alerin (0 def, 1 armour) =Regen2 SPT0.5= Alerin (0 def, 1 armour) =Regen2 SPT0.5=Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 mind Changes stats: +1 Cun / +4 Mag Life regen: +2.00 Stamina each turn: +0.50 Maximum stamina: +10.00 Infravision radius: +2 When used to modify unarmed attacks: Power: 103% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour) =RAc20 RPh10 RPAc15 RPPh15= Stone Gauntlets of Harkor'Zun (0 def, 7 armour) =RAc20 RPh10 RPAc15 RPPh15=Requires: - Heavy armour training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) When used to modify unarmed attacks: Power: 132% Range: 1.4x Uses stats: 60% Str, 30% Cun, 30% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). Damage (Melee): +10 acid Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. This item has been sent to the Item's Vault. |
Storm Bringer's Gauntlets (0 def, 5 armour) =RLg15= Storm Bringer's Gauntlets (0 def, 5 armour) =RLg15=Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+10 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Power: 125% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Chain Lightning (20% chance level 2). When this weapon hits: Nova (15% chance level 1). Damage (Melee): +20 lightning Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Wyrmbreath (0 def, 4 armour) =RF18 RD10 RN10= Wyrmbreath (0 def, 4 armour) =RF18 RD10 RN10=Requires: - Level 15 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 When used to modify unarmed attacks: Power: 117% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 125% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 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 209.05 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. This item has been sent to the Item's Vault. |
dwarven-steel gauntlets 'Shineream' (0 def, 2 armour) =RLt12 RPPh10= dwarven-steel gauntlets 'Shineream' (0 def, 2 armour) =RLt12 RPPh10=Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Physical power: +11 (+3 eff.) Armour: +2 Fatigue: +3% Changes stats: +4 Str Changes resistances: +12% light Changes resistances penetration: +20% blight / +10% physical Changes damage: +18% light / +15% blight When used to modify unarmed attacks: Power: 135% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Metal gloves protecting the hands up to the middle of the lower arm. |
radiant drakeskin leather gloves of magic (+4) (0 def, 3 armour) =RLt5= radiant drakeskin leather gloves of magic (+4) (0 def, 3 armour) =RLt5=Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 11 light Changes stats: +4 Mag Changes resistances: +5% light Changes damage: +4% arcane / +7% light When used to modify unarmed attacks: Power: 132% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Searing Light (20% chance level 5). Damage (Melee): +4 arcane Damage (radius 2) on crit: +8 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Arolenor the drakeskin leather cap (0 def, 5 armour) =DPH15 Regen4= Arolenor the drakeskin leather cap (0 def, 5 armour) =DPH15 Regen4=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +4 Con Changes resistances: +6% mind / +3% lightning Changes damage: +15% physical Silence immunity: +20% Teleport immunity: +20% Life regen: +4.00 Maximum life: +80.00 A cap made of leather. |
Borudas the rough leather cap (0 def, 1 armour) =!!RLg6 RT6 RAr5 PDh12= Borudas the rough leather cap (0 def, 1 armour) =!!RLg6 RT6 RAr5 PDh12=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +10 (+3 eff.) Armour: +1 Fatigue: +1% Changes stats: +1 Con Changes resistances: +6% lightning / +6% temporal / +5% arcane Changes resistances penetration: +5% blight Changes damage: +12% physical A cap made of leather. |
Byneg (1 def, 6 armour) =RM14= Byneg (1 def, 6 armour) =RM14=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +4 Str Changes resistances: +14% mind Changes damage: +11% mind Reduces incoming crit damage: 10.00% Disarm immunity: +20% Confusion immunity: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pointy cloth hat, very wizardly... |
Neramina the Snowmaim (0 def, 1 armour) =RC6 RF6 DPC25 Die-20= Neramina the Snowmaim (0 def, 1 armour) =RC6 RF6 DPC25 Die-20=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +1 Fatigue: +1% Changes resistances: +6% fire / +6% cold Changes resistances penetration: +25% cold Only die when reaching: -20.00 life A cap made of leather. |
Willowbloom (2 def, 0 armour) =RN12= Willowbloom (2 def, 0 armour) =RN12=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 29 Damage when hit (Melee): 10 mind Changes stats: +5 Mag Changes resistances: +12% nature Changes resistances penetration: +20% mind Changes damage: +9% blight Spell save: +9 (+3 eff.) Mana each turn: +0.12 Damage Shield penetration: +20% A pointy cloth hat, very wizardly... |
clarifying linen wizard hat of lightning (+16%) (1 def, 0 armour) =RLg16= clarifying linen wizard hat of lightning (+16%) (1 def, 0 armour) =RLg16=Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun Changes resistances: +16% lightning Changes damage: +11% lightning Mental save: +5 (+1 eff.) A pointy cloth hat, very wizardly... |
drakeskin leather cap 'Phoenixmaim' (0 def, 5 armour) =RF12 RLt17 RD16= drakeskin leather cap 'Phoenixmaim' (0 def, 5 armour) =RF12 RLt17 RD16=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Con Changes resistances: +12% fire / +17% light / +16% darkness Changes damage: +15% fire Silence immunity: +20% Disarm immunity: +20% Confusion immunity: +20% Pinning immunity: +10% A cap made of leather. |
hardened leather cap 'Nightsquall' (0 def, 3 armour) =RB11 RF21= hardened leather cap 'Nightsquall' (0 def, 3 armour) =RB11 RF21=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Str / +9 Wil Changes resistances: +11% blight / +21% fire Changes resistances penetration: +10% darkness Reduces incoming crit damage: 15.00% Mental save: +10 (+3 eff.) Light radius: +3 Infravision radius: +3 A cap made of leather. |
linen wizard hat 'Koramastir' (1 def, 0 armour) =RAc16 RT6 RAr5= linen wizard hat 'Koramastir' (1 def, 0 armour) =RAc16 RT6 RAr5=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Dex Changes resistances: +16% acid / +6% temporal / +5% arcane Changes damage: +11% acid / +3% physical Reduces incoming crit damage: 10.00% Cut immunity: +10% A pointy cloth hat, very wizardly... |
Growthreign the hardened leather armour (9 def, 20 armour) =RAc9 RF19 RM12 RPh19 Regen4= Growthreign the hardened leather armour (9 def, 20 armour) =RAc9 RF19 RM12 RPh19 Regen4=Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +20 Defense: +9 (+3 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 7 Damage (Melee): 7 fire Damage (Ranged): 8 fire Damage when hit (Melee): 4 nature Changes stats: +4 Cun / +5 Str Changes resistances: +9% acid / +19% fire / +12% mind / +19% physical Life regen: +4.00 A suit of armour made of leather. |
Isara the hardened leather armour (9 def, 6 armour) =RLg21 RPh5 RT6 Die-40 HMod5= Isara the hardened leather armour (9 def, 6 armour) =RLg21 RPh5 RT6 Die-40 HMod5=Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes resistances: +21% lightning / +5% physical / +6% temporal Physical save: +6 (+1 eff.) Knockback immunity: +10% Teleport immunity: +10% Only die when reaching: -40.00 life Healing mod.: +5% A suit of armour made of leather. |
prismatic reinforced leather armour of fire resistance (12 def, 7 armour) =RF20 RLt14 RD14= prismatic reinforced leather armour of fire resistance (12 def, 7 armour) =RF20 RLt14 RD14=Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Fatigue: +8% Changes resistances: +20% fire / +14% light / +14% darkness A suit of armour made of leather. |
radiant reinforced leather armour of the wind (21 def, 7 armour) =RB15 RD14= radiant reinforced leather armour of the wind (21 def, 7 armour) =RB15 RD14=Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +7 Physical crit. chance: +6.0% Armour: +7 Defense: +21 (+7 eff.) Fatigue: +8% Changes stats: +3 Wil Changes resistances: +15% blight / +14% darkness Stamina each turn: +0.90 Light radius: +1 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 95 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
troll-hide hardened leather armour (9 def, 6 armour) =Regen3 HP44 HMod16= troll-hide hardened leather armour (9 def, 6 armour) =Regen3 HP44 HMod16=Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Life regen: +3.00 Maximum life: +44.00 Healing mod.: +16% 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. |
259 alchemist agate 259 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. |
10 onyx 10 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. |
16 aquamarine 16 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. |
10 lapis lazuli 10 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal 9 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
Boltraven (dig speed 8 turns) =RLg3 RF10 RD16 IRad11 DAD15= Boltraven (dig speed 8 turns) =RLg3 RF10 RD16 IRad11 DAD15=Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +3 Str Changes resistances: +3% lightning / +10% fire / +16% darkness Changes resistances penetration: +10% lightning / +5% cold Changes damage: +6% lightning Damage affinity(heal): +15% darkness Infravision radius: +11 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 emerald 5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial =RLt30 DLt10= Summertide Phial =RLt30 DLt10=Infused 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.(70 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Obsidianspawn' =Regen8= alchemist's lamp 'Obsidianspawn' =Regen8=Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +9% blight / +3% darkness / +15% light / +6% nature Confusion immunity: +20% Pinning immunity: +20% Knockback immunity: +20% Life regen: +8.00 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). |
6 garnet 6 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. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 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. |
cleansing steel torque of psionic shield [power 45] (25 cooldown) cleansing steel torque of psionic shield [power 45] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 45 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Eladheta [power 78] (20 cooldown) =RAr5 RD6 Die-40 HMod5= Eladheta [power 78] (20 cooldown) =RAr5 RD6 Die-40 HMod5=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Armour: +6 Changes stats: +3 Cun / +2 Dex Changes resistances: +5% arcane / +6% darkness Mental save: +12 (+4 eff.) Only die when reaching: -40.00 life Infravision radius: +3 Healing mod.: +5% It can be used to harden the skin for 7 turns increasing armour by 78 and armour hardiness by 70% Activation puts all charms on cooldown for 20 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Kilnransom the ash totem of summon tentacle [power 165] (25 cooldown) =RF21= Kilnransom the ash totem of summon tentacle [power 165] (25 cooldown) =RF21=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +21% fire Changes damage: +15% fire Hate when firing a critical mind attack: +2.00 Maximum psi: +30.00 Mindpower: +10 (+4 eff.) It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 416 Base Damage: 190 Armor: 2 All Resist: 12 Activation puts all charms on cooldown for 25 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing [power 278] (15 cooldown) yew totem of healing [power 278] (15 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 278 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
13 amethyst 13 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. |
Ereledar [power 302] (15 cooldown) =Die-80 DP*21+2 Lightning storm= Ereledar [power 302] (15 cooldown) =Die-80 DP*21+2 Lightning storm=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 16% Changes stats: +6 Str / +1 Dex Changes damage: +6% physical / +9% temporal Only die when reaching: -80.00 life It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 61 lightning damage and will be dazed for 1 turn (308 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 21% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
5 quartz 5 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. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 ametrine 9 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 citrine 11 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By S vertushki b sshi the Dwarf Brawler level 22
3rd Dearth 122nd year of Ascendancy at 02:47 see stats
By S vertushki b sshi the Dwarf Brawler level 17
20th Wealth 122nd year of Ascendancy at 12:29 see stats
By S vertushki b sshi the Dwarf Brawler level 24
1st Loss 122nd year of Ascendancy at 13:56 see stats
By S vertushki b sshi the Dwarf Brawler level 29
31st Iron 123rd year of Ascendancy at 23:53 see stats
By S vertushki b sshi the Dwarf Brawler level 34
19th Steel 123rd year of Ascendancy at 03:01 see stats
By S vertushki b sshi the Dwarf Brawler level 19
24th Wealth 122nd year of Ascendancy at 02:03 see stats
By S vertushki b sshi the Dwarf Brawler level 22
12nd Dearth 122nd year of Ascendancy at 10:12 see stats
By S vertushki b sshi the Dwarf Brawler level 22
3rd Dearth 122nd year of Ascendancy at 03:14 see stats
By S vertushki b sshi the Dwarf Brawler level 10
13rd Profit 122nd year of Ascendancy at 05:54 see stats
By S vertushki b sshi the Dwarf Brawler level 20
28th Wealth 122nd year of Ascendancy at 01:56 see stats
By S vertushki b sshi the Dwarf Brawler level 30
31st Iron 123rd year of Ascendancy at 23:53 see stats
By S vertushki b sshi the Dwarf Brawler level 34
30th Steel 123rd year of Ascendancy at 06:30 see stats
By S vertushki b sshi the Dwarf Brawler level 26
7th Loss 122nd year of Ascendancy at 11:58 see stats
By S vertushki b sshi the Dwarf Brawler level 29
29th Iron 123rd year of Ascendancy at 06:33 see stats
By S vertushki b sshi the Dwarf Brawler level 24
1st Loss 122nd year of Ascendancy at 13:56 see stats
By S vertushki b sshi the Dwarf Brawler level 6
18th Voratun 122nd year of Ascendancy at 23:19 see stats
By S vertushki b sshi the Dwarf Brawler level 22
3rd Dearth 122nd year of Ascendancy at 02:47 see stats
By S vertushki b sshi the Dwarf Brawler level 17
20th Wealth 122nd year of Ascendancy at 08:30 see stats
By S vertushki b sshi the Dwarf Brawler level 25
6th Loss 122nd year of Ascendancy at 00:37 see stats
By S vertushki b sshi the Dwarf Brawler level 18
23rd Wealth 122nd year of Ascendancy at 15:04 see stats
Log
S vertushki b sshi killed Fire drake hatchling!
Resting starts...
Talent Double Strike is ready to use.
Talent Spinning Backhand is ready to use.
Rested for 3 turns (stop reason: all resources and life at maximum).
You pickup 0.80 gold pieces.
You pickup 3.35 gold pieces.
S vertushki b sshi isn't moving as defensively anymore.
S vertushki b sshi picks up (L.): quick stralite waraxe (138% power, 5 apr).
You pickup 2.90 gold pieces.
You pickup 0.80 gold pieces.
There is a next level here (press '' or right click to use).
Ran for 96 turns (stop reason: at exit).
You gain 3.72 gold from the transmogrification of dreamer's woollen robe (0 def, 0 armour).
You gain 2.75 gold from the transmogrification of quick stralite waraxe (138% power, 5 apr).
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 98 turns (stop reason: at exit).
There is a next level here (press '' or right click to use).
There is a previous level here (press '' or right click to use).
Saving game...
Saving done.