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 | Dwarf |
Class | Stone Warden |
Level / Exp | 24 / 59% |
Size | medium |
Lifes / Deaths | Killed by Bill the Stone Troll at level 12 on the 11st Profit 122nd year of Ascendancy at 15:09 0 / 7Killed by faerlhing at level 14 on the 15th Profit 122nd year of Ascendancy at 15:26 Killed by Sheild head at level 24 on the 25th Dearth 122nd year of Ascendancy at 10:24 Killed by Polirin the sandworm destroyer at level 24 on the 26th Dearth 122nd year of Ascendancy at 02:24 Killed by ritch flamespitter at level 24 on the 26th Dearth 122nd year of Ascendancy at 04:53 Killed by Beteriana the poison ooze at level 24 on the 26th Dearth 122nd year of Ascendancy at 06:37 Killed by giant spider at level 24 on the 26th Dearth 122nd year of Ascendancy at 08:16 |
Primary Stats
Strength | 25 (base 15) |
Dexterity | 18 (base 10) |
Constitution | 23 (base 19) |
Magic | 51 (base 34) |
Willpower | 50 (base 34) |
Cunning | 38 (base 29) |
Resources
Life | -446/720 |
Mana | 386/438 |
Equilibrium | 45 |
Healing Factor | 1.2199022211821 |
Regeneration | 7.6243888823882 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 14 |
See Stealth | 38.641450861482 |
See Invisible | 34.641450861482 |
Offense: Mainhand
Damage | 63 |
Accuracy | 31 |
Crit Chance | 20% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | 22 |
Accuracy | 31 |
Crit Chance | 21% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 49 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Arcane | +4% |
Cold | +12% |
All | 0% |
Lightning | +3% |
Light | +18% |
Temporal | +11% |
Mind | +6% |
Nature | +3% |
Offense: Damage Penetration
Nature | +10% |
Acid | +10% |
Fire | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 42.521305378697 (73.607947236566%) |
Defense | 33 |
Ranged Defense | 33 |
Fatigue | 44 |
Physical Save | 28 |
Spell Save | 32 |
Mental Save | 39 |
Defense: Resistances
Acid | + 9%( 70%) |
Arcane | + 9%( 70%) |
Cold | + 23%( 70%) |
All | 0%( 70%) |
Physical | + 1%( 70%) |
Darkness | + 65%( 70%) |
Light | + 52%( 70%) |
Temporal | + 13%( 70%) |
Mind | + 16%( 70%) |
Lightning | + 29%( 70%) |
Fire | + 9%( 70%) |
Nature | + 26%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Bleed Resistance | 10% |
Confusion Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 291 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 62 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 Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 163 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Spell / Eldritch shield | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Dwarven nature | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Wild-gift / Earthen power | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Wild-gift / Earthen vines | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 4/5 |
| 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 lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You failed to protect the repented thief from death by giant green ant. Escort: repented thief (level 3 of Old Forest) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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 |
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 needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed faerlhing fang. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of iron boots 'Adita' (10 def, 3 armour) pair of iron boots 'Adita' (10 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +3 Defense: +10 (+5 eff.) Fatigue: +2% Changes stats: +2 Str / +2 Dex / +1 Con Physical save: +3 (+2 eff.) Life regen: +2.00 Healing mod.: +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | alchemist's lamp 'Lelidunagar' alchemist's lamp 'Lelidunagar'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +1% physical Blindness immunity: +20% Disease immunity: +10% Cut immunity: +10% Disarm immunity: +20% Life regen: +4.00 Only die when reaching: -80.00 life Maximum life: +52.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | iron helm 'Dawnwire' (0 def, 3 armour) iron helm 'Dawnwire' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +3 Fatigue: +5% Damage when hit (Melee): 4 light Changes stats: +3 Cun / +3 Dex Changes resistances: +3% light / +6% fire Changes damage: +3% acid / +6% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | dwarven-steel gauntlets 'Isluta' (0 def, 2 armour) dwarven-steel gauntlets 'Isluta' (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+6 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 6 arcane / 7 temporal Damage (Ranged): 7 temporal Changes stats: +2 Dex / +5 Mag / +4 Wil Changes resistances: +4% arcane / +7% temporal Changes damage: +4% arcane / +5% temporal Critical mult.: +10.00% Mental save: +6 (+2 eff.) Spellpower: +7 (+2 eff.) Mindpower: +10 (+3 eff.) 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. |
Tool | elm wand of shielding 'Ashsever' [power 110] (12/17 cooldown) elm wand of shielding 'Ashsever' [power 110] (12/17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +3% fire / +6% darkness / +3% mind Changes resistances penetration: +10% acid Only die when reaching: -60.00 life It can be used to create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Increase all damage penetration by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | steel ring 'Eretodir' steel ring 'Eretodir'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Damage when hit (Melee): 2 mind Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +6% temporal Changes damage: +6% temporal Mental save: +5 (+2 eff.) Confusion immunity: +20% Spellpower: +6 (+2 eff.) Rings make your fingers look great! |
On fingers | Sulfurumbra the steel ring Sulfurumbra the steel ringPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 35% Changes resistances: +24% light / +9% acid Changes damage: +12% light / +3% nature Blindness immunity: +27% Spellpower: +6 (+2 eff.) Mindpower: +6 (+2 eff.) Infravision radius: +4 See stealth: +9 See invisible: +5 Rings make your fingers look great! |
Around neck | The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+1 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
In main hand | Wrathroot's Barkwood (9 def, 10 armour, 132% power, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 132% power, 60 block)Requires: - Shield usage training - Strength 25 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Power: 132% Range: 1.4x Uses stat: 150% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+4 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Around waist | Taintmark TaintmarkCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Dex / +3 Cun / +5 Lck Changes resistances: +3% nature / +3% cold Changes resistances penetration: +10% nature / +5% fire Trap disarming bonus: +5 Stealth bonus: +5 Physical save: +9 (+5 eff.) Only die when reaching: -80.00 life Infravision radius: +4 A belt that goes around your waist. |
In off hand | Turylavon the Rimeblast (0 def, 6 armour, 111% power, 60 block) Turylavon the Rimeblast (0 def, 6 armour, 111% power, 60 block)Requires: - Shield usage training - Strength 16 Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Power: 111% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +60 Damage (Melee): +4 cold When wielded/worn: Armour: +6 Fatigue: +8% Changes resistances: +17% lightning / +13% mind Changes damage: +3% lightning / +12% cold Talent granted: +1 Block Handheld deflection devices. |
Cloak | Goroddaregotir the linen cloak (1 def, 0 armour) Goroddaregotir the linen cloak (1 def, 0 armour)Infused by nature 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: +1 Wil Changes resistances: +3% nature / +5% arcane Changes damage: +6% mind Mental save: +9 (+3 eff.) Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Mekor (2 def, 10 armour) Mekor (2 def, 10 armour)Requires: - Heavy armour training - Strength 20 Powered by arcane forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Physical crit. chance: +5.0% Physical power: +13 (+5 eff.) Armour: +10 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +4 Str / +4 Mag / +4 Wil Changes resistances: +12% lightning / +25% light / +24% darkness Blindness immunity: +10% Spellpower: +12 (+4 eff.) Spell crit. chance: +5% Mindpower: +16 (+5 eff.) Mental crit. chance: +5% A suit of armour made of mail. |
Inventory
Primal Infusion (affinity 15%; reduction 3; dur 4; cd 18) Primal Infusion (affinity 15%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
This item will automatically be transmogrified when you leave the level. healing infusion of the duelist (heal 106; cd 15)healing infusion of the duelist (heal 106; cd 15) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 106 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level. healing infusion of the sneak (heal 123; cd 10)healing infusion of the sneak (heal 123; cd 10) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 123 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level. ethereal rune of the duelist (power 15; resist 13%; move 40%; dur 5; cd 22)ethereal rune of the duelist (power 15; resist 13%; move 40%; dur 5; cd 22) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 13% all resistance, you move 40% faster, and you are invisible (power 15). 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. |
This item will automatically be transmogrified when you leave the level. shatter afflictions rune (absorb 25; cd 20)shatter afflictions rune (absorb 25; cd 20) 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: 20 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 25 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 70; cd 14) shatter afflictions rune of the psychic (absorb 70; 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 70 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 103; cd 16) shatter afflictions rune of the wizard (absorb 103; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 103 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 142; dur 4; cd 16)shielding rune (absorb 142; dur 4; cd 16) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 142 damage for 4 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
clarifying copper amulet of healing clarifying copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Cut immunity: +50% Confusion immunity: +21% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 262 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
copper amulet 'Geba' copper amulet 'Geba'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +3 Str Changes resistances: +5% arcane / +3% darkness Confusion immunity: +20% Healing mod.: +5% Amulets make your neck look great! |
stabilizing copper amulet of cunning (+2) stabilizing copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +10% temporal Pinning immunity: +21% Knockback immunity: +20% Amulets make your neck look great! |
Gezilazor GezilazorCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +15 (+6 eff.) Armour: +2 Changes resistances penetration: +25% mind Changes damage: +6% physical Disarm immunity: +25% Pinning immunity: +24% Knockback immunity: +24% Maximum life: +22.00 Rings make your fingers look great! |
Sootoozer SootoozerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Damage when hit (Melee): 2 nature Changes resistances: +3% darkness / +3% fire Changes resistances penetration: +10% darkness Spellpower: +7 (+2 eff.) Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
copper ring 'Tidewar' copper ring 'Tidewar'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Damage when hit (Melee): 6 cold Changes resistances: +22% acid Changes damage: +11% acid / +9% light Spell save: +9 (+4 eff.) Cut immunity: +20% Rings make your fingers look great! |
copper ring of the mind (+11%) copper ring of the mind (+11%)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% mind Changes damage: +11% mind Rings make your fingers look great! |
gladiator's copper ring of luminosity gladiator's copper ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Damage (Melee): 11 light Damage (Ranged): 10 light Changes stats: +5 Str / +2 Mag / +5 Con Changes damage: +11% light Rings make your fingers look great! |
psionicist's copper ring of nature (+20%) psionicist's copper ring of nature (+20%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% nature Changes damage: +10% nature Mental save: +6 (+2 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. dwarven-steel battleaxe of the mystic (138% power, 2 apr)dwarven-steel battleaxe of the mystic (138% power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 138% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Mag / +3 Wil Spellpower: +9 (+3 eff.) Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Silith the dwarven-steel dagger (111% power, 7 apr)Silith the dwarven-steel dagger (111% power, 7 apr) Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +11 darkness Damage against: +10% Living When wielded/worn: Changes resistances: +5% arcane / +15% mind Physical save: +12 (+6 eff.) Teleport immunity: +20% Sharp, short and deadly. |
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% Str, 50% Dex Damage type: Physical 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. |
Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+8 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel dagger of erosion (115% power, 7 apr)balanced dwarven-steel dagger of erosion (115% power, 7 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 115% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +11 nature When wielded/worn: Accuracy: +8 (+4 eff.) Defense: +7 (+3 eff.) Disarm immunity: +20% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger of massacre (127% power, 7 apr)dwarven-steel dagger of massacre (127% power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 127% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. warbringer's dwarven-steel dagger of paradox (118% power, 7 apr)warbringer's dwarven-steel dagger of paradox (118% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 118% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +8 temporal When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +1 Con Changes resistances: +9% temporal Changes resistances penetration: +8% physical Disarm immunity: +20% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. chilling dwarven-steel greatmaul of rage (150% power, 2 apr)chilling dwarven-steel greatmaul of rage (150% power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 151% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +7 cold When wielded/worn: Accuracy: +17 (+7 eff.) Changes stats: +5 Str Changes damage: +10% physical Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Isema the steel greatsword (132% power, 2 apr)Isema the steel greatsword (132% power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 133% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +16 acid When wielded/worn: Accuracy: +13 (+6 eff.) Damage when hit (Melee): 6 acid Changes stats: +5 Dex Changes resistances: +3% acid / +6% light / +12% blight Combat speed: +10% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel greatsword (143% power, 2 apr)balanced dwarven-steel greatsword (143% power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 144% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+5 eff.) Defense: +7 (+3 eff.) Disarm immunity: +43% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword of shearing (140% power, 2 apr)dwarven-steel greatsword of shearing (140% power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 141% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +10 Changes resistances penetration: +10% all Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. quick dwarven-steel greatsword (146% power, 2 apr)quick dwarven-steel greatsword (146% power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 146% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+5 eff.) Changes stats: +5 Dex Combat speed: +10% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel greatsword of projection (129% power, 2 apr)steel greatsword of projection (129% power, 2 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 129% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Yvuratta (127% power, 4 apr)Yvuratta (127% power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Power: 127% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +18 nature Damage (radius 2) on crit: +16 lightning / +15 cold When wielded/worn: Changes resistances penetration: +11% lightning / +7% cold / +20% blight Teleport immunity: +20% Mana when firing critical spell: +2.00 Movement speed: +23% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. thorny mindstar of sand (94% power, 24 apr, mind damage)thorny mindstar of sand (94% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 95% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 4 physical Changes resistances: +9% physical Changes resistances penetration: +7% physical Changes damage: +7% physical Talent granted: +1 Attune Mindstar Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. penetrating hardened leather sling of piercingpenetrating hardened leather sling of piercing Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +8 Changes resistances penetration: +8% all / +7% physical Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. steady hardened leather sling of lightningsteady hardened leather sling of lightning Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (Ranged): +9 lightning When wielded/worn: Accuracy: +7 (+3 eff.) Physical crit. chance: +1.0% Changes damage: +10% lightning Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Blazebliss the yew starstaff (120% power, 4 apr, light element)Blazebliss the yew starstaff (120% power, 4 apr, light element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +11 (+5 eff.) Changes resistances penetration: +25% mind / +10% fire Changes damage: +20% light / +12% mind Talent granted: +1 Command Staff Equilibrium when hit: +0.16 Maximum psi: +20.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Mental crit. chance: +2% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 88.49 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent yew magestaff of fate (124% power, 4 apr, arcane element)potent yew magestaff of fate (124% power, 4 apr, arcane element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 124% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +22% arcane Talent granted: +1 Command Staff Physical save: +6 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+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. void walker's yew magestaff of warding (120% power, 4 apr, cold element)void walker's yew magestaff of warding (120% power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +4 (+2 eff.) Changes resistances: +7% darkness / +9% temporal Maximum wards: +2 cold Changes damage: +20% cold Talents granted: +2 Ward +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Defense after a teleport: +13 Resist all after a teleport: +9% New effects duration reduction after a teleport: +7% Staves designed for wielders of magic, by the greats of the art. |
Glareparry GlareparryInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Con Changes resistances: +2% physical Changes damage: +6% light Critical mult.: +5.00% Life regen: +0.60 Only die when reaching: -20.00 life Healing mod.: +11% A belt that goes around your waist. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Satyrmight the rough leather belt Satyrmight the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Physical save: +5 (+3 eff.) Cut immunity: +10% Pinning immunity: +10% Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Kuroddahir the Flashstake (2 def, 0 armour)Kuroddahir the Flashstake (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +8 Defense: +2 (+1 eff.) Changes resistances: +3% physical / +9% darkness / +6% fire Changes resistances penetration: +5% lightning Changes damage: +3% lightning Critical mult.: +12.00% Stealth bonus: +8 Blindness immunity: +20% Life regen: +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. Brodogrim the cashmere robe (0 def, 0 armour)Brodogrim the cashmere robe (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +15% darkness / +11% all Changes resistances penetration: +7% mind Changes damage: +10% darkness / +17% mind Critical mult.: +10.00% Spell save: +21 (+9 eff.) Psi each turn: +0.42 Equilibrium when hit: +0.12 Maximum psi: +29.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +3% Mindpower: +7 (+2 eff.) Mental crit. chance: +1% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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. |
This item will automatically be transmogrified when you leave the level. dreamer's cashmere robe of corrosion (+21%) (0 def, 0 armour)dreamer's cashmere robe of corrosion (+21%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +21% acid / +11% darkness / +12% mind / +11% all Changes damage: +14% acid Physical save: +12 (+6 eff.) Spell save: +10 (+5 eff.) Mental save: +23 (+8 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. verdant cashmere robe of life (0 def, 0 armour)verdant cashmere robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +6% blight / +11% all Changes damage: +10% nature Poison immunity: +32% Disease immunity: +26% Life regen: +2.60 Maximum life: +43.00 Healing mod.: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots 'Bleakbrawn' (5 def, 1 armour) pair of rough leather boots 'Bleakbrawn' (5 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +5 (+2 eff.) Changes resistances: +6% fire / +3% mind / +7% cold Changes resistances penetration: +15% darkness Reduces incoming crit damage: 5.00% Only die when reaching: -80.00 life A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. traveler's pair of dwarven-steel boots of speed (0 def, 4 armour)traveler's pair of dwarven-steel boots of speed (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -2% Maximum encumbrance: +20 Physical save: +7 (+4 eff.) Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. wanderer's pair of hardened leather boots (0 def, 3 armour)wanderer's pair of hardened leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +2 Cun / +2 Con Physical save: +13 (+7 eff.) Mental save: +13 (+5 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. wanderer's pair of hardened leather boots of disengagement (0 def, 3 armour)wanderer's pair of hardened leather boots of disengagement (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Dex / +5 Cun / +2 Con Physical save: +10 (+5 eff.) Mental save: +13 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 out of 15/15. 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 90% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 7 power out of 24/24) : Effective talent level: 3.0 Power cost: 7 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 56.92 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Layytira the hardened leather gloves (0 def, 2 armour) Layytira the hardened leather gloves (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 8 light Changes stats: +1 Dex / +4 Mag / +1 Wil Changes resistances: +10% light Changes damage: +6% light Reduces incoming crit damage: 10.00% See invisible: +18 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. |
This item will automatically be transmogrified when you leave the level. cinder hardened leather gloves of strength (+3) (0 def, 2 armour)cinder hardened leather gloves of strength (+3) (0 def, 2 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+3 eff.) Armour: +2 Damage (Melee): 7 fire Changes stats: +3 Str Changes resistances: +7% fire Changes damage: +5% fire 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. |
This item will automatically be transmogrified when you leave the level. steady dwarven-steel gauntlets of spellstriking (0 def, 2 armour)steady dwarven-steel gauntlets of spellstriking (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 4 arcane Changes stats: +5 Mag / +5 Wil Changes resistances: +5% arcane Changes damage: +5% arcane Physical save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +23% Spellpower: +6 (+2 eff.) 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. Eilinusetha the Flashwisp (0 def, 3 armour)Eilinusetha the Flashwisp (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 mind Changes stats: +5 Dex / +2 Cun Changes resistances: +15% darkness Maximum psi: +40.00 Mindpower: +15 (+5 eff.) Light radius: +3 Infravision radius: +4 A cap made of leather. |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+6 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
This item will automatically be transmogrified when you leave the level. bladed hardened leather cap (0 def, 3 armour)bladed hardened leather cap (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 63.4 Physical damage. If the attack hits, the target is confused (29% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather cap of dexterity (+5) (0 def, 3 armour)hardened leather cap of dexterity (+5) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Dex A cap made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather cap of strength (+3) (0 def, 3 armour)hardened leather cap of strength (+3) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str A cap made of leather. |
This item will automatically be transmogrified when you leave the level. impenetrable dwarven-steel mail armour of clarity (3 def, 16 armour)impenetrable dwarven-steel mail armour of clarity (3 def, 16 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +16 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +6% mind Mental save: +14 (+5 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. rejuvenating dwarven-steel mail armour of cold resistance (3 def, 8 armour)rejuvenating dwarven-steel mail armour of cold resistance (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +18% cold Life regen: +2.90 Stamina each turn: +1.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Aeromira the hardened leather armour (9 def, 6 armour)Aeromira the hardened leather armour (9 def, 6 armour) Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+4 eff.) Fatigue: +8% Damage when hit (Melee): 10 mind Changes stats: +2 Dex / +5 Mag / +5 Wil / +5 Cun Mental save: +14 (+5 eff.) Hate when firing a critical mind attack: +4.00 Mental crit. chance: +3% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Infernoarc (9 def, 6 armour)Infernoarc (9 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+4 eff.) Fatigue: +8% Effects on melee hit: * 10% chance to reduce all saves and defense by 29 Changes resistances: +9% fire / +9% mind / +12% cold Changes resistances penetration: +15% mind / +20% fire Life regen: +3.80 Stamina each turn: +0.80 A suit of armour made of leather. |
Rogue Plight (6 def, 7 armour) Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+3 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
This item will automatically be transmogrified when you leave the level. hardened leather armour of Eyal (9 def, 6 armour)hardened leather armour of Eyal (9 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+4 eff.) Fatigue: +8% Life regen: +2.00 Maximum life: +40.00 Healing mod.: +12% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather armour of Eyal (9 def, 6 armour)hardened leather armour of Eyal (9 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+4 eff.) Fatigue: +8% Life regen: +4.00 Maximum life: +30.00 Healing mod.: +16% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. marauder's hardened leather armour (14 def, 6 armour)marauder's hardened leather armour (14 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +14 (+7 eff.) Fatigue: +8% Changes stats: +4 Str / +8 Dex Physical save: +7 (+4 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. dwarven-steel plate armour of command (7 def, 14 armour)dwarven-steel plate armour of command (7 def, 14 armour) Requires: - Massive armour training - Strength 35 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +14 Defense: +7 (+3 eff.) Fatigue: +22% Changes stats: +2 Cun Mental save: +13 (+5 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. steel plate armour 'Alerokath' (20 def, 9 armour)steel plate armour 'Alerokath' (20 def, 9 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +20 (+9 eff.) Fatigue: +22% Changes stats: +2 Dex Changes resistances: +9% acid / +6% physical Physical save: +15 (+8 eff.) Teleport immunity: +20% Light radius: +2 See invisible: +9 A suit of armour made of metal plates. |
Coalfiend (0 def, 6 armour, 111% power, 62 block) Coalfiend (0 def, 6 armour, 111% power, 62 block)Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Power: 111% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +62 On weapon hit: * 10% chance to reduce damage dealt by 24% Damage (radius 1) on hit: +8 darkness When wielded/worn: Armour: +6 Fatigue: +8% Damage when hit (Melee): 4 fire On shield block: * Cause enemies within radius 6 to bleed for 178 physical damage over 5 turns (1/turn) Changes resistances: +19% cold Changes damage: +9% darkness Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Tidewish (0 def, 18 armour, 132% power, 123 block)Tidewish (0 def, 18 armour, 132% power, 123 block) Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 133% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +123 Damage (Melee): +12 cold When wielded/worn: Armour penetration: +2 Armour: +18 Fatigue: +8% Changes resistances: +13% nature / +15% blight Changes resistances penetration: +5% physical Talent granted: +1 Block Psi when hit: +0.16 Handheld deflection devices. |
11 agate 11 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. |
376 alchemist agate 376 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. |
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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 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. |
This item will automatically be transmogrified when you leave the level. Scaldbrawn the dwarven-steel pickaxe (dig speed 30 turns)Scaldbrawn the dwarven-steel pickaxe (dig speed 30 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 20% chance to reduce all saves and defense by 29 Changes stats: +4 Str Changes resistances: +9% mind Changes resistances penetration: +15% mind Changes damage: +12% acid / +9% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
emerald 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 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 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. |
Galokalthoneg GalokalthonegInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +5 Str / +1 Dex / +4 Wil Reduces incoming crit damage: 15.00% Physical save: +6 (+3 eff.) 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Entropy (0/1) Rod of Entropy (0/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 101% of the healing done. This effect scales with your Magic stat. Activation costs 64 power out of 19/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 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. |
Chamizilafast [power 2] (12/22 cooldown) Chamizilafast [power 2] (12/22 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 6 arcane Changes resistances: +6% temporal It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Heal for 36. * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
evasive iron torque of psionic shield [power 23] (12/22 cooldown) evasive iron torque of psionic shield [power 23] (12/22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 23 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Blackjustice the ash wand of conjuration [power 150] (12/13 cooldown) Blackjustice the ash wand of conjuration [power 150] (12/13 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +3% darkness Maximum wards: +3 acid / +3 cold / +2 mind / +2 lightning Changes resistances penetration: +15% mind Talent granted: +1 Ward Mental save: +6 (+2 eff.) Maximum hate: +2.00 Mindpower: +5 (+2 eff.) It can be used to fire a magical bolt dealing 150 fire damage Activation puts all charms on cooldown for 13 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. * Gain a 14% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Flameidol the ash wand of shielding [power 182] (12/17 cooldown) Flameidol the ash wand of shielding [power 182] (12/17 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +6% fire Changes damage: +12% fire / +3% cold It can be used to create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Increase all damage by 12% for 2 turns. * Gain a 18% chance to evade weapon attacks for 2 turns. * Increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz 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. |
8 ametrine 8 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. |
6 zircon 6 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 Sheild head the Dwarf Stone Warden level 9
26th Voratun 122nd year of Ascendancy at 10:47 see stats
By Sheild head the Dwarf Stone Warden level 21
42nd Profit 122nd year of Ascendancy at 00:59 see stats
By Sheild head the Dwarf Stone Warden level 10
8th Profit 122nd year of Ascendancy at 13:10 see stats
By Sheild head the Dwarf Stone Warden level 20
38th Profit 122nd year of Ascendancy at 07:51 see stats
By Sheild head the Dwarf Stone Warden level 24
30th Wealth 122nd year of Ascendancy at 07:39 see stats
By Sheild head the Dwarf Stone Warden level 5
18th Voratun 122nd year of Ascendancy at 22:30 see stats
By Sheild head the Dwarf Stone Warden level 12
11st Profit 122nd year of Ascendancy at 17:19 see stats
By Sheild head the Dwarf Stone Warden level 9
6th Profit 122nd year of Ascendancy at 13:03 see stats
By Sheild head the Dwarf Stone Warden level 9
4th Profit 122nd year of Ascendancy at 12:46 see stats
By Sheild head the Dwarf Stone Warden level 23
9th Wealth 122nd year of Ascendancy at 00:36 see stats
By Sheild head the Dwarf Stone Warden level 16
20th Profit 122nd year of Ascendancy at 09:35 see stats
Log
Sheild head is knocked back!
Sheild head counter attacks Polirin the sandworm destroyer with his shield shards!
Sheild head performs a melee critical strike against Polirin the sandworm destroyer!
Sheild head performs a melee critical strike against Polirin the sandworm destroyer!
Polirin the sandworm destroyer hits Sheild head for 114 physical, (8 flat reduction), 0 nature (114 total damage).
Polirin the sandworm destroyer hits Crystaline Half (Sheild head) for 107 physical, 8 nature (115 total damage).
Polirin the sandworm destroyer hits Beteriana the poison ooze for 90 physical, 9 nature (98 total damage).
Melee retaliation hits Sheild head for (14 flat reduction), 13 acid, (5 flat reduction), 0 arcane, (14 flat reduction), 13 acid, (5 flat reduction), 0 arcane (26 total damage).
Melee retaliation hits Polirin the sandworm destroyer for (1 antimagic), 0 light, 0 mind (0 total damage).
Sheild head hits Polirin the sandworm destroyer for (5 antimagic), 0 nature, (3 antimagic), 0 temporal, 0 arcane, (6 antimagic), 0 arcane, (4 antimagic), 0 nature, (2 antimagic), 0 cold, (3 antimagic), 0 temporal, 0 arcane, (6 antimagic), 0 arcane (0 total damage).
Melee retaliation hits Polirin the sandworm destroyer for (1 antimagic), 0 light, (2 antimagic), 0 arcane, 1 mind (1 total damage).
Stone Half (Sheild head) uses Taunt.
Crystaline Half (Sheild head) uses Rain of Spikes.
Turtle starts to bleed.
Giant spider starts to bleed.
Ritch flamespitter starts to bleed.
Bleeding from Crystaline Half (Sheild head) hits Giant spider for 7 physical damage.
Spydric Poison from Beteriana the poison ooze hits Giant spider for 34 nature damage.
Ritch flamespitter spits flames!
Bleeding from Crystaline Half (Sheild head) hits Ritch flamespitter for 7 physical damage.
Ritch flamespitter hits Stone Half (Sheild head) for 86 fire damage.
Bleeding from Crystaline Half (Sheild head) hits Turtle for 2 physical damage.
Sheild head is no longer poisoned.
Talent Dwarven Unity is ready to use.
Talent Earth's Eyes is ready to use.
Talent Eldritch Fury is ready to use.
Talent Rockswallow is ready to use.
Poison from Giant spider hits Sheild head for 71 nature damage.
Sheild head the level 24 dwarf stone warden was splurged to death by a giant spider on level 1 of Sandworm lair.