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 | Brawler |
Level / Exp | 23 / 17% |
Size | medium |
Lifes / Deaths | Killed by Gloretira the king cobra at level 11 on the 21st Dusk 122nd year of Ascendancy at 23:25 0 / 6Killed by Isada the slumbering warg at level 18 on the 46th Dusk 122nd year of Ascendancy at 07:15 Killed by Xanigara the rogue sapper at level 19 on the 53rd Dusk 122nd year of Ascendancy at 11:40 Killed by Xanigara the rogue sapper at level 19 on the 53rd Dusk 122nd year of Ascendancy at 14:23 Killed by Xanigara the rogue sapper at level 19 on the 53rd Dusk 122nd year of Ascendancy at 14:56 Killed by Glakira the red crystal at level 23 on the 69th Dusk 122nd year of Ascendancy at 21:33 |
Primary Stats
Strength | 54 (base 16) |
Dexterity | 54 (base 23) |
Constitution | 51 (base 25) |
Magic | 17 (base 10) |
Willpower | 28 (base 17) |
Cunning | 56 (base 49) |
Resources
Life | -185/894 |
Stamina | 147/221 |
Healing Factor | 1.4040316950178 |
Regeneration | 19.305435806495 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 17 |
See Stealth | 17 |
See Invisible | 21 |
Offense: Barehand
Damage | 81 |
Accuracy | 57 |
Crit Chance | 19% |
APR | 4 |
Speed | 0.80 |
Offense: Spell
Spellpower | 17 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Light | +10% |
Darkness | +12% |
Cold | +6% |
Mind | +15% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Light | +10% |
Fire | +20% |
Physical | +15% |
Mind | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 16 (30%) |
Defense | 44 |
Ranged Defense | 44 |
Fatigue | 8 |
Physical Save | 39 |
Spell Save | 27 |
Mental Save | 32 |
Defense: Resistances
Arcane | + 11%( 70%) |
Cold | + 27%( 70%) |
All | + 6%( 70%) |
Darkness | + 21%( 70%) |
Light | + 15%( 70%) |
Physical | + 7%( 70%) |
Mind | + 9%( 70%) |
Fire | + 17%( 70%) |
Nature | + 14%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Confusion Resistance | 13% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 70% |
Disarm Resistance | 46% |
Bleed Resistance | 100% |
Pinning Resistance | 22% |
Instadeath Resistance | 100% |
Knockback Resistance | 21% |
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 239 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 90 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 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 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Tactical | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Undead / Skeleton | 1.10 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
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 |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
Escort the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest) | active |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by Lisunor the multi-hued crystal. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You failed to protect the lost warrior from death by Glowyn the hornet swarm. Escort: lost warrior (level 1 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | Islybreta the Tundrarigor (0 def, 1 armour) Islybreta the Tundrarigor (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +20 (+6 eff.) Armour: +1 Changes stats: +6 Lck / +8 Dex Changes resistances: +6% fire / +1% physical Changes damage: +6% cold Stealth bonus: +6 Spell save: +3 (+1 eff.) Maximum stamina: +10.00 A pair of boots made of leather. |
On hands | hardened leather gloves 'Aeraldanne' (0 def, 6 armour) hardened leather gloves 'Aeraldanne' (0 def, 6 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +6 Damage (Melee): 5 acid / 5 fire / 5 cold / 5 lightning Changes stats: +4 Mag / +3 Wil Changes resistances: +6% nature Physical save: +7 (+3 eff.) Mental save: +14 (+7 eff.) Disarm immunity: +26% Life regen: +4.00 Maximum life: +123.00 When used to modify unarmed attacks: Power: 122% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +12 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Battle Shout (10% chance level 3). Damage (Melee): +11 ice / +10 fire / +5 acid / +8 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | Zubulralle the Umbraquencher (0 def, 1 armour) Zubulralle the Umbraquencher (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 darkness Changes resistances: +3% nature / +3% cold Changes damage: +3% acid / +6% darkness Physical save: +12 (+4 eff.) Spell save: +3 (+1 eff.) Only die when reaching: -60.00 life A cap made of leather. |
Tool | Amalar [power 272] (17/20 cooldown) Amalar [power 272] (17/20 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +3 Wil Hate when firing a critical mind attack: +4.00 Mindpower: +15 (+6 eff.) It can be used to create a shield absorbing up to 272 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 13% for 2 turns. * Reduce 2 talent cooldowns by 2. * Heal for 31. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Goriredan the Hellresolve Goriredan the HellresolveCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 mind Changes resistances: +3% mind Changes resistances penetration: +20% fire Changes damage: +12% mind Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +21% Maximum life: +22.00 Rings make your fingers look great! |
On fingers | Aryrin AryrinCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +1 Changes resistances: +5% arcane / +3% darkness Critical mult.: +15.00% Poison immunity: +10% Stun/Freeze immunity: +20% Life regen: +2.00 Rings make your fingers look great! |
Around neck | Firelady the steel amulet Firelady the steel amuletPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 5 light / 6 darkness Effects when hit in melee: * 9% chance to blind * 6% chance to reduce damage dealt by 20% Damage when hit (Melee): 2 fire Changes stats: +3 Mag Changes resistances: +10% light / +13% darkness Changes damage: +3% fire / +7% light / +6% darkness Physical save: +3 (+1 eff.) Blindness immunity: +43% Amulets make your neck look great! |
Main armor | troll-hide cured leather armour of cold resistance (6 def, 4 armour) troll-hide cured leather armour of cold resistance (6 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +15% cold Life regen: +4.50 Maximum life: +30.00 Healing mod.: +12% A suit of armour made of leather. |
Light source | Olyneg the alchemist's lamp Olyneg the alchemist's lampCrafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +3 Str Changes resistances penetration: +15% physical Blindness immunity: +27% Confusion immunity: +13% Stamina each turn: +3.00 Light radius: +15 See stealth: +17 See invisible: +9 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 21 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Cloak | Kindlevalor the cashmere cloak (2 def, 4 armour) Kindlevalor the cashmere cloak (2 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +4 Defense: +2 (+0 eff.) Changes stats: +2 Dex / +2 Cun / +4 Con Changes resistances penetration: +10% light Only die when reaching: -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | Gleambringer the rough leather belt Gleambringer the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +6% fire / +5% cold Changes resistances penetration: +5% mind Changes damage: +3% light / +3% mind Reduces incoming crit damage: 10.00% Light radius: +2 See invisible: +12 A belt that goes around your waist. |
Inventory
blink rune of the duelist (range 6; phase 16; cd 15) blink rune of the duelist (range 6; phase 16; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 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 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 77; cd 14) shatter afflictions rune of the duelist (absorb 77; 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: 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 77 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 Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 222; dur 3; cd 17) shielding rune of the warrior (absorb 222; dur 3; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 222 damage for 3 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Fulovor the copper amulet Fulovor the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Critical mult.: +10.00% Mental save: +6 (+3 eff.) Life regen: +2.00 Equilibrium when hit: +0.12 Mindpower: +5 (+2 eff.) Amulets make your neck look great! |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
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! |
copper ring of clarity copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) Confusion immunity: +20% Rings make your fingers look great! |
titan's gold ring of pilfering titan's gold ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +9 Defense: +8 (+2 eff.) Changes stats: +3 Con Physical save: +6 (+2 eff.) 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 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 137% 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! |
Spelldrinker (132% power, 8 apr) Spelldrinker (132% power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 132% Range: 1.3x Uses stats: 35% Str, 20% Mag, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
rough leather belt 'Dimspawner' rough leather belt 'Dimspawner'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 20% * 10% chance to reduce all saves and defense by 25 Mental save: +6 (+3 eff.) Spellpower: +3 (+3 eff.) A belt that goes around your waist. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+4 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
linen cloak 'Blindwire' (1 def, 0 armour) linen cloak 'Blindwire' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 4 darkness Changes resistances: +3% darkness Changes resistances penetration: +15% lightning Changes damage: +9% acid / +12% darkness Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Strikemaim' (1 def, 0 armour) linen cloak 'Strikemaim' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +2 Str / +2 Con Changes resistances: +3% darkness / +6% temporal Changes resistances penetration: +5% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+5 eff.) Life regen: +0.20 Mindpower: +12 (+5 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Velalemira the pair of rough leather boots (0 def, 1 armour) Velalemira the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Dex / +1 Wil Changes resistances: +3% blight Stamina each turn: +0.40 Maximum stamina: +10.00 Light radius: +1 See invisible: +3 A pair of boots made of leather. |
Eilinarin the hardened leather gloves (10 def, 2 armour) Eilinarin the hardened leather gloves (10 def, 2 armour)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +17 (+5 eff.) Armour penetration: +7 Physical power: +15 (+5 eff.) Armour: +2 Defense: +10 (+3 eff.) Damage when hit (Melee): 2 acid Changes stats: +2 Str / +2 Dex Changes resistances: +8% blight Changes resistances penetration: +10% physical Changes damage: +3% acid Spell save: +10 (+5 eff.) When used to modify unarmed attacks: Power: 124% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +5 Armour Penetration: +11 Crit. chance: +8.0% Attack speed: 125% On weapon hit: * 13% chance to slow global speed by 51% * 10% chance to reduce armor by 20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Furnacerigor (5 def, 8 armour) Furnacerigor (5 def, 8 armour)Requires: - Heavy armour training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +3% Damage (Melee): 14 lightning Changes stats: +1 Str Changes resistances: +13% lightning Changes damage: +8% lightning / +6% fire Life regen: +2.00 Stamina each turn: +0.70 Maximum stamina: +11.00 When used to modify unarmed attacks: Power: 120% 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% When this weapon hits: Lightning Breath (20% chance level 3). When this weapon hits: Nightmare (10% chance level 3). Damage (radius 2) on crit: +10 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
Hellrune the iron gauntlets (0 def, 1 armour) Hellrune the iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 fire Changes stats: +3 Str / +2 Mag Changes resistances: +9% mind Changes resistances penetration: +5% fire See invisible: +6 When used to modify unarmed attacks: Power: 113% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 100% Metal gloves protecting the hands up to the middle of the lower arm. |
Isyyama (0 def, 2 armour) Isyyama (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 12 acid Changes stats: +1 Wil Changes resistances: +11% acid Changes resistances penetration: +5% mind Changes damage: +10% acid / +6% mind Physical save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +20% Mental crit. chance: +1% When used to modify unarmed attacks: Power: 121% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Corrosive Breath (20% chance level 3). Damage (radius 2) on crit: +14 acid Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Power: 92% 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: +4.0% Attack speed: 125% When this weapon hits: Slime Spit (35% chance level 1). These gloves are coated with a thick, green liquid. |
blighted dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) blighted dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 6 blight Changes stats: +3 Str Changes resistances: +6% blight Changes damage: +4% blight When used to modify unarmed attacks: Power: 123% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Soul Rot (20% chance level 3). Damage (radius 2) on crit: +8 blight Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets (0 def, 2 armour) dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% When used to modify unarmed attacks: Power: 121% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str 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. |
hardened leather gloves 'Erokor' (0 def, 2 armour) hardened leather gloves 'Erokor' (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+3 eff.) Armour: +2 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 10 Damage (Melee): 10 darkness / 5 temporal Damage (Ranged): 7 temporal Changes stats: +3 Str Changes resistances: +6% acid / +7% temporal / +9% darkness / +3% nature Changes damage: +5% darkness / +4% temporal When used to modify unarmed attacks: Power: 122% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Moonlight Ray (20% chance level 3). On weapon hit: * 11% chance to gain 10% of a turn (3/turn limit) * 8% chance to reduce damage dealt by 20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
polar iron gauntlets of strength (+3) (0 def, 1 armour) polar iron gauntlets of strength (+3) (0 def, 1 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 6 cold Changes stats: +3 Str Changes resistances: +5% cold Changes damage: +4% cold When used to modify unarmed attacks: Power: 110% 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: Ice Breath (10% chance level 1). Damage (radius 2) on crit: +6 ice Metal gloves protecting the hands up to the middle of the lower arm. |
radiant rough leather gloves of dexterity (+3) (0 def, 1 armour) radiant rough leather gloves of dexterity (+3) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +1 Damage (Melee): 6 light Changes stats: +3 Dex Changes resistances: +5% light Changes damage: +4% light When used to modify unarmed attacks: Power: 93% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +5 Armour Penetration: +1 Crit. chance: +6.0% Attack speed: 125% When this weapon hits: Searing Light (20% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Beulen the Hazetide (0 def, 1 armour) Beulen the Hazetide (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 10 Changes resistances: +9% blight Changes resistances penetration: +5% blight Changes damage: +15% cold Physical save: +11 (+4 eff.) A cap made of leather. |
Elirialena the Frozenhue (0 def, 1 armour) Elirialena the Frozenhue (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Wil / +3 Con Changes damage: +6% cold Physical save: +10 (+4 eff.) A cap made of leather. |
Yvowen the Loamtrial (0 def, 3 armour) Yvowen the Loamtrial (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 10 nature Changes resistances: +6% lightning / +6% temporal / +3% nature Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Zubolrata (0 def, 3 armour) Zubolrata (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex / +2 Cun Changes resistances: +3% darkness / +9% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Harorand' (1 def, 0 armour) linen wizard hat 'Harorand' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +16% lightning Changes damage: +11% lightning Blindness immunity: +20% Teleport immunity: +20% Maximum stamina: +20.00 A pointy cloth hat, very wizardly... |
Hanobers the dwarven-steel mail armour (3 def, 13 armour) Hanobers the dwarven-steel mail armour (3 def, 13 armour)Requires: - Heavy armour training - Strength 28 Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +6% mind / +15% acid Spell save: +3 (+1 eff.) Mental save: +13 (+6 eff.) Maximum vim: +50.00 Spellpower: +15 (+9 eff.) A suit of armour made of mail. |
Hathidunaldir (6 def, 4 armour) Hathidunaldir (6 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +4 Str Changes resistances: +6% arcane / +33% fire Changes resistances penetration: +15% blight Spell save: +12 (+6 eff.) A suit of armour made of leather. |
troll-hide cured leather armour of resilience (6 def, 4 armour) troll-hide cured leather armour of resilience (6 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Life regen: +3.30 Maximum life: +54.00 Healing mod.: +12% A suit of armour made of leather. |
3 agate 3 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. |
493 alchemist agate 493 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Umbratooth (dig speed 30 turns) Umbratooth (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% blight / +6% acid Changes damage: +3% darkness Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
3 emerald 3 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 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Fulerechak FulerechakInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +2 Con Changes resistances: +2% physical Changes damage: +3% physical Physical save: +6 (+2 eff.) Only die when reaching: -40.00 life Light radius: +3 Healing mod.: +13% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 57.06 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 57.06 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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.(81 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern of health scorching brass lantern of healthPowered by arcane forces Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +5% fire Maximum life: +42.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
Aerurita the Brightire [power 116] (17/15 cooldown) Aerurita the Brightire [power 116] (17/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +6% darkness / +6% cold Changes resistances penetration: +5% fire Changes damage: +12% nature / +6% fire It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing 'Blizzardpyre' [power 116] (17/15 cooldown) elm totem of healing 'Blizzardpyre' [power 116] (17/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +6% blight Changes resistances penetration: +25% cold Changes damage: +9% lightning / +3% blight It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
elm totem of summon tentacle 'Kilnmaster' [power 100] (17/25 cooldown) elm totem of summon tentacle 'Kilnmaster' [power 100] (17/25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +3% acid / +15% fire / +5% arcane / +3% cold It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 105 Armor: 0 All Resist: 3 Activation puts all charms on cooldown for 25 turns. When used: * Reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. Eilinossra [power 176] (17/15 cooldown)Eilinossra [power 176] (17/15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Accuracy: +15 (+4 eff.) Changes stats: +1 Str Changes resistances: +9% acid / +15% lightning Reduces incoming crit damage: 10.00% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 35 lightning damage and will be dazed for 1 turn (176 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 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. |
8 citrine 8 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. |
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 DedTY the Skeleton Brawler level 10
11st Dusk 122nd year of Ascendancy at 22:50 see stats
By DedTY the Skeleton Brawler level 22
69th Dusk 122nd year of Ascendancy at 05:55 see stats
By DedTY the Skeleton Brawler level 10
11st Dusk 122nd year of Ascendancy at 22:49 see stats
By DedTY the Skeleton Brawler level 20
54th Dusk 122nd year of Ascendancy at 14:17 see stats
By DedTY the Skeleton Brawler level 21
59th Dusk 122nd year of Ascendancy at 09:37 see stats
By DedTY the Skeleton Brawler level 9
7th Mirth 122nd year of Ascendancy at 14:33 see stats
By DedTY the Skeleton Brawler level 9
8th Mirth 122nd year of Ascendancy at 19:04 see stats
By DedTY the Skeleton Brawler level 21
59th Dusk 122nd year of Ascendancy at 17:04 see stats
By DedTY the Skeleton Brawler level 15
32nd Dusk 122nd year of Ascendancy at 00:35 see stats
Log
Burning from Glakira the red crystal hits DedTY for (27 flat reduction), (76 absorbed), 20 fire (20 total damage).
Glakira the red crystal casts Flame.
Your shield crumbles under the damage!
The shield around DedTY crumbles.
Mirror Image (Glakira the red crystal) casts Flame.
Velyldabeth the midge swarm uses Telekinetic Smash.
Mirror Image (Glakira the red crystal) hits DedTY for (27 flat reduction), (10 to ice), 15 fire (15 total damage).
Mirror Image (Glakira the red crystal) hits Glakira the red crystal for 18 fire damage.
Velyldabeth the midge swarm hits DedTY for (27 flat reduction), (28 to ice), 42 physical, (4 flat reduction), 0 fire, (13 flat reduction), 0 physical, (27 flat reduction), (24 to ice), 36 physical, 0 arcane, (4 flat reduction), 0 fire, (13 flat reduction), 0 physical (78 total damage).
Melee retaliation hits Iceblock for 4 darkness, 6 mind, 2 fire, 4 darkness, 3 mind, 2 fire (17 total damage).
Belevena the gelatinous cube hits Iceblock for 18 mind, 19 nature (37 total damage).
Glakira the red crystal hits DedTY for (27 flat reduction), (45 absorbed), (24 to ice), 36 fire (36 total damage).
Burning from Mirror Image (Glakira the red crystal) hits Glakira the red crystal for 16 fire damage.
Velyldabeth the midge swarm's Beyond the Flesh hits DedTY for (27 flat reduction), (15 to ice), 22 physical, 0 arcane, (3 flat reduction), 0 fire, (13 flat reduction), 0 physical (22 total damage).
Melee retaliation hits Iceblock for 4 darkness, 3 mind, 2 fire (7 total damage).
DedTY uses Butterfly Kick.
Melee retaliation hits Iceblock for 4 darkness, 3 mind, 2 fire (7 total damage).
Velyldabeth the midge swarm hits DedTY for (27 flat reduction), (13 to ice), 20 physical, (3 flat reduction), 0 fire, (13 flat reduction), 0 physical (20 total damage).
Rimebark is encased in ice!
Belevena the gelatinous cube resists!
Rimebark's ice area effect hits Iceblock for 36 cold, 36 cold, 36 cold, 36 cold, 36 cold (179 total damage).
Rimebark's ice area effect hits War hound for (38 to ice), 57 cold (57 total damage).
Rimebark's ice area effect hits Velyldabeth the midge swarm for 86 cold damage.
Rimebark's ice area effect hits Rimebark for 78 cold damage.
Rimebark's ice area effect hits 3-headed hydra for 95 cold damage.
Rimebark's ice area effect hits Belevena the gelatinous cube for (57 to ice), 85 cold (85 total damage).
Rimebark's ice area effect hits DedTY for (27 flat reduction), (20 to ice), 29 cold (29 total damage).
Burning from Glakira the red crystal hits DedTY for (27 flat reduction), (39 to ice), 58 fire (58 total damage).
DedTY the level 23 skeleton brawler was boiled to death by Glakira the red crystal on level 3 of Old Forest.