Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Skeleton |
Class | Reaver |
Level / Exp | 25 / 86% |
Size | medium |
Lifes / Deaths | Killed by Slte the halfling at level 6 on the 2nd Mirth 122nd year of Ascendancy at 10:07 0 / 7Killed by Gawyn the poison ooze at level 19 on the 71st Dusk 122nd year of Ascendancy at 05:03 Killed by Islythra the rogue at level 20 on the 1st Time of Equilibrium 122nd year of Ascendancy at 15:28 Killed by Xeryyawyn the grannor'vor at level 21 on the 1st Haze 122nd year of Ascendancy at 14:29 Killed by shadow at level 25 on the 10th Haze 122nd year of Ascendancy at 17:22 Killed by Veledathra the skeleton assassin at level 25 on the 9th Allure 123rd year of Ascendancy at 02:00 Killed by skeleton master archer at level 25 on the 9th Allure 123rd year of Ascendancy at 03:47 |
Primary Stats
Strength | 67 (base 29) |
Dexterity | 44 (base 11) |
Constitution | 60 (base 49) |
Magic | 63 (base 37) |
Willpower | 21 (base 11) |
Cunning | 23 (base 10) |
Resources
Life | -103/952 |
Vim | 143/314 |
Healing Factor | 1.4300507772246 |
Regeneration | 0.35751269430614 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 2 |
See Invisible | 6 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 92 |
Accuracy | 43 |
Crit Chance | 17% |
APR | 24 |
Speed | 1.00 |
Offense: Offhand
Damage | 60 |
Accuracy | 43 |
Crit Chance | 24% |
APR | 30 |
Speed | 1.00 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Nature | +12% |
Lightning | +21% |
Light | +10% |
Acid | +10% |
Blight | +3% |
Arcane | +3% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Acid | +11% |
Nature | +15% |
Lightning | +15% |
Mind | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 40.335093952971 (47.857809501309%) |
Defense | 32 |
Ranged Defense | 32 |
Fatigue | 17 |
Physical Save | 44 |
Spell Save | 35 |
Mental Save | 39 |
Defense: Resistances
Acid | + 30%( 70%) |
Blight | + 39%( 70%) |
Arcane | + 17%( 70%) |
Cold | + 30%( 70%) |
All | + 13%( 70%) |
Lightning | + 50%( 70%) |
Light | + 39%( 70%) |
Temporal | + 20%( 70%) |
Mind | + 29%( 70%) |
Darkness | + 15%( 70%) |
Fire | + 39%( 70%) |
Nature | + 39%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 20% |
Bleed Resistance | 100% |
Confusion Resistance | 22% |
Fear Resistance | 100% |
Pinning Resistance | 21% |
Poison Resistance | 100% |
Knockback Resistance | 64% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 414 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 102 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 12 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 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Magic stat. |
Class Talents
Corruption / Scourge | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Reaving combat | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Corruption / Rot | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Corruption / Vim | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Plague | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 5/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Corruption / Vile life | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Torment | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic 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 Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Lisebrenor the bee swarm. Escort: repented thief (level 3 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 22. | 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. | active |
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 AlchemistsAgrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within7 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
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 | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Level 15 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. This item has been sent to the Item's Vault. |
Quiver | Unrynaridan the Brightgrinder (18/18, 143% power, 3 apr) Unrynaridan the Brightgrinder (18/18, 143% power, 3 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Power: 144% Range: 1.2x Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +3 Crit. chance: +5.0% Capacity: 18 Turns elapse between self-loadings: 6 On weapon hit: * 17% chance to reduce all saves and defense by 15 * 25% chance for lightning to strike from the target to a second target dealing 78 damage Damage (Ranged): +10 mind / +20 fire Damage (radius 1) on hit: +16 mind Damage (radius 2) on crit: +4 fire Shots are used with slings to pummel your foes to death. |
Light source | 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.(71 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Boreblek the dwarven-steel helm (0 def, 7 armour) Boreblek the dwarven-steel helm (0 def, 7 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +4% Effects on melee hit: * 10% chance to reduce armor by 33% Changes stats: +3 Str / +6 Dex / +3 Cun / +2 Con Changes resistances: +8% lightning / +8% temporal / +6% mind Changes resistances penetration: +20% mind Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Storm Bringer's Gauntlets (0 def, 5 armour) Storm Bringer's Gauntlets (0 def, 5 armour)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 (+4 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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. |
Tool | Fogqueller [power 200] (15 cooldown) Fogqueller [power 200] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes resistances: +3% darkness Critical mult.: +5.00% Mental save: +12 (+4 eff.) It can be used to blast the opponent's mind dealing 200 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 29% for 2 turns. * Increase the duration of 1 beneficial effects by 1. * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | gladiator's copper ring of pilfering gladiator's copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +8 Physical power: +6 (+1 eff.) Defense: +8 (+4 eff.) Changes stats: +4 Str / +5 Con It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 107% 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! |
On fingers | copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +24% Maximum life: +23.00 Rings make your fingers look great! |
Around neck | Mayariath the Blastoozer Mayariath the BlastoozerInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% mind Changes resistances penetration: +15% lightning Changes damage: +6% lightning Physical save: +21 (+7 eff.) Spell save: +22 (+9 eff.) Mental save: +24 (+8 eff.) Confusion immunity: +22% Amulets make your neck look great! |
In main hand | Islabrewe the dwarven-steel waraxe (119% power, 4 apr) Islabrewe the dwarven-steel waraxe (119% power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Power: 120% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 78 acid damage (1/turn) On weapon crit: * Wound the target dealing 284 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +11 cold When wielded/worn: Physical crit. chance: +7.0% Physical power: +7 (+2 eff.) Damage when hit (Melee): 8 blight Changes stats: +2 Str Changes resistances penetration: +11% acid Changes damage: +10% acid / +3% blight See invisible: +6 One-handed war axes. |
Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | Spellblaze Shard (120% power, 10 apr) Spellblaze Shard (120% power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 121% Range: 1.3x Uses stats: 50% Dex, 50% Mag, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Cloak | Weepoozer (2 def, 0 armour) Weepoozer (2 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Changes stats: +3 Dex / +4 Wil / +6 Cun Changes resistances: +5% arcane Changes resistances penetration: +15% nature Changes damage: +12% nature / +3% arcane Physical save: +8 (+3 eff.) Mental save: +7 (+2 eff.) Only die when reaching: -50.00 life Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+5 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 50 power out of 80/80) : Effective talent level: 3.0 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 16.69 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. This item has been sent to the Item's Vault. |
Inventory
This item will automatically be transmogrified when you leave the level. heroism infusion (die at -331; dur 6; cd 28)heroism infusion (die at -331; dur 6; 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 6 turns. While Heroism is active, you will only die when reaching -331 life. The duration and life will increase by 1% for every 1% life you have lost (currently 698 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
This item will automatically be transmogrified when you leave the level. manasurge rune (regen 781% over 10 turns; mana 39; cd 14)manasurge rune (regen 781% over 10 turns; mana 39; cd 14) 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: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 781% for 10 turns (0 total) and instantly restoring 39 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
Growthquake the gold amulet Growthquake the gold amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 40% Changes resistances: +3% nature Changes resistances penetration: +10% nature Changes damage: +9% blight / +7% physical / +7% fire Talent mastery: +0.23 Corruption / Reaving combat Critical mult.: +12.00% Spellpower: +11 (+3 eff.) Combat speed: +10% Amulets make your neck look great! |
restful copper amulet restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Life regen: +2.00 Amulets make your neck look great! |
warrior's copper amulet warrior's copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% physical Stamina each turn: +0.30 Amulets make your neck look great! |
Adurialle the steel ring Adurialle the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +6 (+1 eff.) Defense: +6 (+3 eff.) Changes stats: +5 Dex / +2 Mag / +9 Cun Spellpower: +7 (+2 eff.) Spell crit. chance: +1% Mindpower: +7 (+4 eff.) Damage Shield penetration: +20% Rings make your fingers look great! |
Fireviper the copper ring Fireviper the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +6% blight / +12% temporal / +1% physical Changes damage: +3% fire Stun/Freeze immunity: +20% Life regen: +2.00 Healing mod.: +10% Rings make your fingers look great! |
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 11.61 cold and 10.10 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. |
This item will automatically be transmogrified when you leave the level. gladiator's steel ringgladiator's steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +6 Str / +5 Con Rings make your fingers look great! |
pixie's steel ring of pilfering pixie's steel ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +8 Defense: +9 (+4 eff.) Changes stats: +3 Cun / +4 Mag Spellpower: +7 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 107% 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! |
savage's steel ring of misery savage's steel ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 15 Damage (Melee): 5 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 15 Damage (Ranged): 5 physical Changes stats: +2 Cun / +2 Con Spell save: +11 (+5 eff.) Hate when firing a critical mind attack: +2.00 Maximum stamina: +14.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. Blazevenom the steel dagger (104% power, 6 apr)Blazevenom the steel dagger (104% power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 105% Range: 1.3x Uses stats: 50% Str, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 78 damage Damage (Melee): +20 acid Damage (radius 1) on hit: +16 cold When wielded/worn: Damage when hit (Melee): 4 light Changes resistances penetration: +15% light Changes damage: +12% light / +6% cold Sharp, short and deadly. |
Manador the Gloomstake (118% power, 7 apr) Manador the Gloomstake (118% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Power: 119% Range: 1.3x Uses stats: 50% Str, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 78 lightning damage (1/turn) On weapon crit: * Splash the target with acid dealing 130 damage over 5 turns and reducing armor and accuracy by 17 * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +12 darkness When wielded/worn: Physical crit. chance: +7.0% Damage when hit (Melee): 6 mind Changes resistances: +6% mind Changes resistances penetration: +11% lightning Changes damage: +8% lightning Sharp, short and deadly. |
Shantiz the Stormblade (111% power, 20 apr) Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stats: 50% Mag, 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
steel dagger 'Floequake' (125% power, 6 apr) steel dagger 'Floequake' (125% power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 126% Range: 1.3x Uses stats: 50% Str, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +6 cold Damage (radius 2) on crit: +4 cold When wielded/worn: Changes resistances penetration: +5% blight Changes damage: +6% blight Damage Shield penetration: +10% Sharp, short and deadly. |
Bregarak the Chargemoon (137% power, 4 apr) Bregarak the Chargemoon (137% power, 4 apr)Requires: - Strength 24 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Power: 137% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +8 fire When wielded/worn: Changes stats: +6 Con / +6 Wil Changes resistances: +3% nature / +9% lightning Changes resistances penetration: +10% lightning Maximum life: +44.00 Sharp, long, and deadly. |
Lustremortal (110% power, 3 apr) Lustremortal (110% power, 3 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Power: 110% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 12% chance to reduce all saves and defense by 15 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +5 mind When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +7.0% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 23 Changes stats: +3 Str / +2 Wil / +2 Cun Changes damage: +6% blight / +7% physical Light radius: +1 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Penitence (111% power, 4 apr, fire element)Penitence (111% power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 130% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight / +30% fire Damage affinity(heal): +20% fire Talent granted: +1 Command Staff Spell save: +15 (+7 eff.) Spellpower: +15 (+5 eff.) Spell crit. chance: +10% It can be used to cure up to 5 diseases or poisons (based on Magic) Activation costs 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
This item will automatically be transmogrified when you leave the level. earthen elven-wood starstaff of fate (129% power, 5 apr, temporal element)earthen elven-wood starstaff of fate (129% power, 5 apr, temporal element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +4 Armour Hardiness: +5% Changes damage: +25% temporal Talent granted: +1 Command Staff Physical save: +12 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +9 (+3 eff.) Spellpower: +12 (+4 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. infernal ash vilestaff of warding (111% power, 3 apr, darkness element)infernal ash vilestaff of warding (111% power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +4 Defense: +5 (+2 eff.) Damage (Melee): 21 fire Maximum wards: +2 darkness Changes damage: +15% darkness Talents granted: +2 Ward +1 Command Staff Critical mult.: +19.00% Spellpower: +10 (+3 eff.) Spell crit. chance: +2% See invisible: +5 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. corrosive dwarven-steel steamsaw of enduring (65% power, 0 apr)corrosive dwarven-steel steamsaw of enduring (65% power, 0 apr) Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Power: 124% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +46 Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Effects when hit in melee: * 11% chance to reduce armor by 33% Changes stats: +7 Wil / +10 Con Changes resistances: +12% acid Talent granted: +2 Block Maximum life: +21.00 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. flaming dwarven-steel steamsaw of cold resistance (+18%) (115% power, 0 apr)flaming dwarven-steel steamsaw of cold resistance (+18%) (115% power, 0 apr) Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Power: 115% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +51 Damage (radius 1) on hit: +5 fire Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Changes resistances: +18% cold Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Phoenixviper the steel waraxe (108% power, 3 apr) Phoenixviper the steel waraxe (108% power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Power: 108% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 25% chance for lightning to strike from the target to a second target dealing 78 damage Damage (Melee): +6 light Damage against: +6% Undead When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +7 (+3 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances penetration: +5% fire Disarm immunity: +21% One-handed war axes. |
Brightblast the rough leather belt Brightblast the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 light Changes stats: +1 Dex Changes resistances: +6% fire / +5% cold Changes resistances penetration: +5% light Changes damage: +9% lightning See invisible: +6 A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+5 eff.) Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
cashmere robe of life (0 def, 0 armour) cashmere robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +10% blight / +11% all Life regen: +2.20 Maximum life: +48.00 Healing mod.: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven cashmere robe (0 def, 0 armour)mindwoven cashmere robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all Mental save: +20 (+7 eff.) Mindpower: +3 (+2 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots 'Phoenixjustice' (0 def, 3 armour) pair of rough leather boots 'Phoenixjustice' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Changes resistances: +9% fire Changes damage: +9% acid / +9% fire Infravision radius: +1 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. wanderer's pair of dwarven-steel boots (0 def, 4 armour)wanderer's pair of dwarven-steel boots (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Cun / +3 Con Physical save: +13 (+4 eff.) Mental save: +12 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dryzilarain (0 def, 6 armour) Dryzilarain (0 def, 6 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Damage (Melee): 6 physical Changes stats: +1 Mag / +5 Con Changes resistances: +3% acid Changes damage: +4% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Silylragaba the Fogward (0 def, 6 armour) Silylragaba the Fogward (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Fatigue: +3% Effects on melee hit: * 20% chance to reduce armor by 33% Changes resistances: +6% nature / +12% darkness Changes resistances penetration: +15% darkness Changes damage: +9% nature Mental save: +8 (+3 eff.) Maximum life: +52.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. Stardeath (0 def, 2 armour)Stardeath (0 def, 2 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +9% cold Changes resistances penetration: +15% light / +5% cold Changes damage: +12% light Critical mult.: +5.00% Spell save: +6 (+3 eff.) Life regen: +3.00 Stamina each turn: +1.30 Maximum stamina: +19.00 Light radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Urthydozor the hardened leather gloves (0 def, 6 armour) Urthydozor the hardened leather gloves (0 def, 6 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Armour: +6 Damage (Melee): 5 mind Changes stats: +2 Str / +4 Dex / +3 Cun Changes resistances: +3% acid / +6% mind / +6% light Changes damage: +4% mind Mental save: +8 (+3 eff.) Maximum life: +44.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. corrosive dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)corrosive dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +13 (+3 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 7 acid Changes stats: +3 Str Changes resistances: +6% acid Changes damage: +6% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather cap 'Daimerach' (0 def, 3 armour) hardened leather cap 'Daimerach' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +1 Physical power: +14 (+3 eff.) Armour: +3 Fatigue: +3% Changes stats: +3 Str / +4 Dex / +3 Con Changes resistances: +8% fire / +7% cold Changes resistances penetration: +5% physical Maximum stamina: +20.00 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour of implacability (3 def, 14 armour)dwarven-steel mail armour of implacability (3 def, 14 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 Defense: +3 (+1 eff.) Fatigue: +7% Physical save: +7 (+2 eff.) A suit of armour made of mail. |
troll-hide hardened leather armour of Toknor (9 def, 6 armour) troll-hide 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: +3.0% Physical power: +7 (+2 eff.) Armour: +6 Defense: +9 (+4 eff.) Fatigue: +8% Critical mult.: +13.00% Life regen: +7.40 Maximum life: +38.00 Healing mod.: +10% A suit of armour made of leather. |
Balizor (17/17, 139% power, 7 apr) Balizor (17/17, 139% power, 7 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Power: 139% Range: 1.4x Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +7 Crit. chance: +10.5% Capacity: 17 On weapon hit: * 10% chance to reduce armor by 33% On weapon crit: * Wound the target dealing 284 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +4 acid / +21 cold / +8 arcane Damage (radius 1) on hit: +12 acid Damage (radius 2) on crit: +9 cold Arrows are used with bows to pierce your foes to death. |
opal 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. |
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. |
Bladed Rift Bladed RiftRequires: - Level 35 Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +10 (+3 eff.) Mindpower: +10 (+5 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. This item has been sent to the Item's Vault. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
Lisana [power 43] (25 cooldown) Lisana [power 43] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 4 acid Changes resistances: +9% acid Changes damage: +3% acid It can be used to setup a psionic shield, reducing all damage taken by 43 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 1 talent cooldowns by 2. * Increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Lustreobsidian [power 115] (15 cooldown) Lustreobsidian [power 115] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 2 light Changes resistances: +6% cold Changes resistances penetration: +15% cold Changes damage: +6% light / +6% cold Light radius: +1 It can be used to blast the opponent's mind dealing 115 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Rainparry [power 120] (12 cooldown) Rainparry [power 120] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes damage: +9% cold / +3% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to blast the opponent's mind dealing 120 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 12 turns. When used: * Heal for 35. * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
The Jolt The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
iron torque of gale force [power 100] (15 cooldown) iron torque of gale force [power 100] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. steel torque of gale force 'Smolderhash' [power 180] (15 cooldown)steel torque of gale force 'Smolderhash' [power 180] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 6 temporal Changes resistances: +9% fire Changes resistances penetration: +25% fire / +10% temporal Changes damage: +9% cold / +3% fire It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 180 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
piercing yew totem of healing [power 254] (15 cooldown) piercing yew totem of healing [power 254] (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 254 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
7 zircon 7 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 RIBS the Skeleton Reaver level 10
14th Dusk 122nd year of Ascendancy at 13:58 see stats
By RIBS the Skeleton Reaver level 20
1st Time of Equilibrium 122nd year of Ascendancy at 20:36 see stats
By RIBS the Skeleton Reaver level 25
10th Haze 122nd year of Ascendancy at 22:26 see stats
By RIBS the Skeleton Reaver level 10
14th Dusk 122nd year of Ascendancy at 13:56 see stats
By RIBS the Skeleton Reaver level 20
72nd Dusk 122nd year of Ascendancy at 08:06 see stats
By RIBS the Skeleton Reaver level 25
65th Haze 122nd year of Ascendancy at 17:42 see stats
By RIBS the Skeleton Reaver level 9
9th Mirth 122nd year of Ascendancy at 00:09 see stats
By RIBS the Skeleton Reaver level 9
10th Mirth 122nd year of Ascendancy at 12:47 see stats
By RIBS the Skeleton Reaver level 21
1st Haze 122nd year of Ascendancy at 13:43 see stats
By RIBS the Skeleton Reaver level 15
34th Dusk 122nd year of Ascendancy at 19:58 see stats
Log
Veledathra the skeleton assassin hits RIBS for 83 physical, 3 blight, 2 healing, 12 darkness, 102 physical, 12 darkness, 9 lightning (221 total damage) [2 healing].
Melee retaliation hits Veledathra the skeleton assassin for 8 blight, 4 blight (12 total damage).
Skeleton master archer's Shoot hits RIBS for 40 physical, 5 lightning (46 total damage).
Mayida the skeleton master archer throws two quick punches.
Mayida the skeleton master archer performs a melee critical strike against RIBS!
RIBS is disarmed!
Acid Splash from RIBS hits Veledathra the skeleton assassin for 7 acid damage.
Rotting Disease from RIBS hits Veledathra the skeleton assassin for 9 blight damage.
Melee retaliation hits Mayida the skeleton master archer for (3 flat reduction), 0 blight, (3 flat reduction), 0 blight (0 total damage).
Mayida the skeleton master archer hits RIBS for 88 physical, 9 light, 14 darkness, 68 physical (179 total damage).
Mayida the skeleton master archer is no longer pinned.
Talent Drain is ready to use.
Talent Virulent Disease is ready to use.
Talent Bone Grab is ready to use.
Talent Dark Portal is ready to use.
RIBS HEALS from blight damage!
Acid Splash from RIBS hits Mayida the skeleton master archer for (5 flat reduction), 0 acid (0 total damage).
Acid Splash from RIBS hits Ghast for 7 acid damage.
Rotting Disease from Ghast hits RIBS for 13 blight, 7 healing (13 total damage) [7 healing].
Skeleton master archer shoots!
Ghast misses RIBS.
Veledathra the skeleton assassin uses Heartseeker.
Veledathra the skeleton assassin is afflicted by a decrepitude disease!
Veledathra the skeleton assassin performs a melee critical strike against RIBS!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 39.
RIBS HEALS from blight damage!
Veledathra the skeleton assassin hits RIBS for 121 physical, 12 darkness, 9 lightning, 116 physical, 3 blight, 2 healing, 12 darkness (273 total damage) [2 healing].
Melee retaliation hits Veledathra the skeleton assassin for 4 blight, 4 blight (8 total damage).
Skeleton master archer's Shoot hits RIBS for 53 physical damage.
RIBS the level 25 skeleton reaver was decapitated to death by a skeleton master archer on level 1 of Ruined halfling complex.