










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 35 / 87% |
| Size | big |
| Lifes / Deaths | Killed by Ivura the naga tide huntress at level 35 on the 17th Pyre 123rd year of Ascendancy at 01:33 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 116 (base 60) |
| Dexterity | 31 (base 11) |
| Constitution | 64 (base 60) |
| Magic | 10 (base 10) |
| Willpower | 30 (base 26) |
| Cunning | 15 (base 10) |
Resources
| Life | -53/1122 |
| Stamina | 143/262 |
| Equilibrium | 20 |
| Healing Factor | 1.6993965053824 |
| Regeneration | 33.932779552897 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +8.8817841970013E-14% |
| Spell | 0% |
| Global | +109.8% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 5 |
| See Stealth | 28.097534654637 |
| See Invisible | 31.097534654637 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 221 |
| Accuracy | 65 |
| Crit Chance | 46% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 3 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Light | +12% |
| Temporal | +9% |
| Physical | +5% |
| Arcane | +6% |
| Mind | +9% |
| All | +0% |
Offense: Damage Penetration
| Cold | +10% |
| Physical | +25% |
| Fire | +13% |
| All | +0% |
Defense: Base
| Armour (hardiness) | 54.723073231957 (96.438666929426%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 47 |
| Mental Save | 40 |
Defense: Resistances
| Blight | 30%( 70%) |
| Arcane | 22%( 70%) |
| Cold | 42%( 70%) |
| All | 18%( 70%) |
| Physical | 20%( 70%) |
| Darkness | 25%( 70%) |
| Light | 28%( 70%) |
| Temporal | 37%( 70%) |
| Lightning | 45%( 70%) |
| Mind | 20%( 70%) |
| Fire | 23%( 70%) |
| Nature | 30%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 26% |
| Pinning Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 28% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 617% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 762% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 273 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 540 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 4/5 |
| Technique / Combat techniques | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 4/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife& And now for a grave | done |
You failed to protect the injured seer from death by Polyleyarin the wolf. Escort: injured seer (level 2 of Old Forest) | failed |
Escort: lost defiler (level 2 of Ruins of Kor'Pul) | done |
You failed to protect the lost warrior from death by Ivura the naga tide huntress. Escort: lost warrior (level 1 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Velylramira the midge swarm. Escort: lost warrior (level 3 of Trollmire) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Shade. Of trolls and damp caves | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;s center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress&LIGHT_GREEN | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed giant spider spinneret. The Brotherhood of Alchemists* You&WHITESLATE039;Needed: one faerlhing fang. I&039;m sure you&039; Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * &039; * You&WHITELIGHT_GREEN039;ve found the needed pouch of bone giant dust. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Till the Blood Runs Clear | 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 | Shinethorn the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 8 light / 6 cold Changes resistances: +9% lightning / +8% temporal / +12% light / +6% cold Changes damage: +6% light Light radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | watchleader&039;s lamp of the zealotInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +10 (+4 eff.) Blindness immunity: +28% Confusion immunity: +16% Light radius: +7 See stealth: +10 See invisible: +13 It can be used to activate talent Track, placing all other charms into a 34 cooldown : Effective talent level: 3.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 13 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Xanotha (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +3 Fatigue: +5% Changes stats: +4 Str Critical mult.: +15.00% Maximum stamina: +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | steel torque of clear mind &039; [power 2] (17/22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +6% nature / +15% temporal Reduces incoming crit damage: 15.00% Mental save: +12 (+4 eff.) Stun/Freeze immunity: +20% Life regen: +4.00 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. Torques are made by powerful psionics to store psionic powers. |
| On fingers | marksman&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +5 Dex Life regen: +10.00 Maximum life: +61.00 Healing mod.: +14% Rings make your fingers look great! |
| On fingers | copper ring &039;Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +30 (+8 eff.) Physical power: +15 (+3 eff.) Changes resistances: +24% lightning / +2% physical / +15% blight Changes damage: +12% lightning Rings make your fingers look great! |
| Around waist | Dazzlebloom the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +30 (+6 eff.) Armour: +8 Defense: +20 (+7 eff.) Changes resistances penetration: +10% physical / +10% cold Changes damage: +6% light Critical mult.: +20.00% Life regen: +2.30 Healing mod.: +21% A belt that goes around your waist. |
| In main hand | Gowyn the Blindstake (172% power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 172% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 27 arcane resource burn On weapon crit: * Wound the target dealing 315 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +4 darkness Damage (radius 1) on hit: +12 darkness Damage (radius 2) on crit: +4 darkness / +42 fire When wielded/worn: Physical crit. chance: +14.0% Physical power: +14 (+2 eff.) Changes resistances: +9% darkness Changes resistances penetration: +13% fire Spell save: +6 (+2 eff.) Global speed: +10% Massive two-handed swords. |
| On hands | Glimmerwish the hardened leather gloves (10 def, 9 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +9 Defense: +10 (+4 eff.) Damage (Melee): 10 physical Damage when hit (Melee): 4 light Changes resistances: +9% nature / +6% fire Changes resistances penetration: +15% physical Changes damage: +5% physical Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Breneroddayon (0 def, 13 armour)Requires: - Massive armour training - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Changes stats: +2 Str / +4 Wil / +5 Cun / +4 Con Changes resistances: +23% cold Changes damage: +9% temporal Reduces incoming crit damage: 10.00% Mental save: +17 (+6 eff.) Maximum life: +34.00 A suit of armour made of metal plates. |
| Cloak | Baleromirak the Sulfurobeisance (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +3 (+0 eff.) Defense: +2 (+1 eff.) Fatigue: -4% Effects on melee hit: * 20% chance to slow global speed by 41% Changes resistances: +3% mind Changes damage: +9% mind Stamina each turn: +3.00 Only die when reaching: -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | gold amulet &039;Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +11 (+4 eff.) Changes stats: +11 Lck / +10 Dex Changes resistances: +5% arcane Changes damage: +6% arcane Light radius: +3 Infravision radius: +3 Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
Inventory
healing infusion of the warrior (heal 285; 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 285 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 319; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 319 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the duelist (die at -490; dur 5; cd 29)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: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -490 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 980 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
heroism infusion of the titan (die at -421; dur 7; cd 31)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: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -421 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 842 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 500%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 500% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 460%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 460% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 484; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 484 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 454; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 454 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 19%; mental; dur 4; 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 cure yourself of one random mental effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the wizard (res 17%; mental; dur 4; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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. |
Betivena the ShimmerruneInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 10 lightning Changes stats: +3 Dex Changes resistances: +18% lightning / +21% fire Changes resistances penetration: +10% fire Amulets make your neck look great! |
Blindraven the copper amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 8% Changes stats: +2 Wil Changes resistances: +12% temporal Changes resistances penetration: +15% temporal Changes damage: +3% acid Mental save: +6 (+2 eff.) Confusion immunity: +13% Mindpower: +6 (+3 eff.) Light radius: +2 Amulets make your neck look great! |
Daneth&Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General& |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature&LAST6FFF8300FF006FFF837FFFD46FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFFANTIQUE_WHITE |
Flashquench the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 8% Damage when hit (Melee): 6 acid Changes resistances: +12% lightning / +19% fire / +20% cold Changes damage: +9% acid / +24% light Amulets make your neck look great! |
LavabloodInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% lightning / +8% physical / +18% light / +12% cold Changes damage: +6% mind / +3% fire Stamina each turn: +0.30 Amulets make your neck look great! |
Morningsweeper the gold amuletInfused by nature Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +15% nature / +19% blight Changes resistances penetration: +25% light Changes damage: +24% light Talent mastery: +0.22 Technique / Bloodthirst Poison immunity: +25% Disease immunity: +32% Amulets make your neck look great! |
Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+12 eff.) Confusion immunity: -100% Mindpower: +8 (+4 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
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... |
insulating copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +10% fire / +11% cold Amulets make your neck look great! |
restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Life regen: +1.00 Amulets make your neck look great! |
savior&Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +13 Critical mult.: +13.00% Physical save: +16 (+5 eff.) Spell save: +16 (+6 eff.) Mental save: +14 (+5 eff.) Amulets make your neck look great! |
serendipitous steel amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +6 (+2 eff.) Changes stats: +7 Lck Blindness immunity: +20% Infravision radius: +4 Sight radius: +2 See invisible: +7 Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
stralite amulet &039;Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to reduce armor by 8% Damage when hit (Melee): 4 acid Changes stats: +4 Dex / +7 Cun / +9 Con Changes resistances: +3% acid / +22% temporal Changes resistances penetration: +5% blight / +5% acid Physical save: +13 (+4 eff.) Pinning immunity: +34% Knockback immunity: +29% Life regen: +8.00 Stamina each turn: +1.20 Maximum life: +51.00 Movement speed: +10% Amulets make your neck look great! |
Aerimira the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 10 arcane Changes stats: +2 Mag / +5 Con Changes resistances: +5% arcane Physical save: +10 (+3 eff.) Mana when firing critical spell: +2.00 Maximum mana: +40.00 Spellpower: +30 (+7 eff.) Spell crit. chance: +2% Rings make your fingers look great! |
ArcwyrdInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +11% physical Changes resistances penetration: +20% lightning Changes damage: +18% lightning / +11% physical Spell save: +6 (+2 eff.) Mana when firing critical spell: +2.00 Spellpower: +20 (+5 eff.) Rings make your fingers look great! |
BlastvalorInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 41% Damage when hit (Melee): 4 lightning Changes damage: +18% lightning / +3% nature / +15% mind Mental save: +6 (+2 eff.) Confusion immunity: +25% Rings make your fingers look great! |
Dairileg the InfernowolfCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +2 Defense: +23 (+8 eff.) Changes stats: +4 Cun / +1 Dex Changes resistances: +5% physical Changes resistances penetration: +5% mind / +25% fire Rings make your fingers look great! |
Filthnigh the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 41% Damage when hit (Melee): 4 arcane / 2 lightning Changes stats: +4 Cun Changes resistances: +12% lightning / +3% nature / +5% arcane Changes damage: +18% nature Rings make your fingers look great! |
Flametorrent the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Damage when hit (Melee): 8 fire Changes resistances: +5% arcane / +21% fire Changes resistances penetration: +25% fire Changes damage: +5% all Spellpower: +7 (+2 eff.) Mindpower: +7 (+3 eff.) Rings make your fingers look great! |
GorigInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +3 Con Changes resistances: +4% physical / +6% fire Changes resistances penetration: +10% mind Physical save: +6 (+2 eff.) Cut immunity: +20% Rings make your fingers look great! |
Malinik the LavaoathCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 6 arcane Changes resistances: +5% arcane / +15% mind Changes resistances penetration: +25% arcane / +20% fire Disarm immunity: +26% Pinning immunity: +32% Knockback immunity: +29% Maximum life: +28.00 Rings make your fingers look great! |
Runonarirain the TorchbenderInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +6% blight / +9% cold / +6% nature Changes damage: +3% fire Poison immunity: +10% Disease immunity: +10% Infravision radius: +3 See invisible: +3 Rings make your fingers look great! |
Satyrrot the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 nature Changes resistances: +28% fire Changes resistances penetration: +25% light / +15% nature Changes damage: +14% fire / +30% nature / +9% light Rings make your fingers look great! |
StokeveinInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +22% cold / +3% mind Changes resistances penetration: +25% fire Changes damage: +11% cold Life regen: +4.00 Healing mod.: +15% Rings make your fingers look great! |
ViperbrazeInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 4 nature Changes resistances: +3% lightning / +15% temporal / +6% mind Mental save: +10 (+3 eff.) Confusion immunity: +31% Rings make your fingers look great! |
copper ring &039;Noriabeth&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +5% arcane Spell save: +6 (+2 eff.) Mental save: +18 (+6 eff.) Stun/Freeze immunity: +20% Mental crit. chance: +2% Healing mod.: +5% Rings make your fingers look great! |
copper ring &039;Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +24% cold Changes resistances penetration: +10% cold Changes damage: +15% fire / +12% cold Psi when hit: +0.28 Hate when firing a critical mind attack: +5.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +3% Rings make your fingers look great! |
copper ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Life regen: +6.00 Maximum life: +45.00 Healing mod.: +11% Rings make your fingers look great! |
gold ring &039;Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Damage when hit (Melee): 6 light Changes stats: +4 Dex / +6 Cun / +6 Con Changes resistances: +28% nature / +3% acid Changes resistances penetration: +15% acid Changes damage: +14% nature / +6% acid Physical save: +12 (+4 eff.) Light radius: +2 Rings make your fingers look great! |
rogue&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +24.00 Rings make your fingers look great! |
solipsist&Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Wil Disarm immunity: +26% Pinning immunity: +30% Knockback immunity: +29% Maximum life: +20.00 Mindpower: +8 (+4 eff.) Rings make your fingers look great! |
solipsist&Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 16 Damage (Melee): 5 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 16 Damage (Ranged): 8 physical Changes stats: +8 Cun / +5 Wil Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Mindpower: +7 (+3 eff.) It can be used to activate talent Bleeding Edge, 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: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
titan&Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Con Changes resistances: +26% cold Changes damage: +13% cold Physical save: +10 (+3 eff.) Rings make your fingers look great! |
warrior&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +12% physical Changes damage: +12% physical Rings make your fingers look great! |
Drake&Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 156% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Reduced damage from: +25% Dragon Physical save: +9 (+3 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm& |
Stormfront (136% power, 15 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 137% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +15 lightning / +15 cold When wielded/worn: Changes damage: +12% lightning / +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Genocide (152% power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 152% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor&039;Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Ivynor the steel greatsword (129% power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 129% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +9 nature Damage (radius 1) on hit: +20 blight When wielded/worn: Physical crit. chance: +10.0% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Con / +10 Wil Maximum life: +42.00 Massive two-handed swords. |
Khelylechak the Nimbushunt (146% power, 2 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 146% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Damage (radius 1) on hit: +8 lightning When wielded/worn: Accuracy: +31 (+8 eff.) Armour penetration: +10 Defense: +12 (+4 eff.) Changes resistances: +3% darkness / +6% temporal Changes resistances penetration: +10% lightning / +10% physical Spell save: +9 (+3 eff.) Disarm immunity: +34% Massive two-handed swords. |
balanced steel greatsword of dampening (128% power, 2 apr)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 128% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +9 (+3 eff.) Changes resistances: +10% acid / +12% lightning / +12% fire / +10% cold / +5% all Spell save: +10 (+4 eff.) Disarm immunity: +34% Massive two-handed swords. |
warbringer&Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 149% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Physical power: +7 (+1 eff.) Changes stats: +6 Str / +5 Con Changes resistances penetration: +12% physical Changes damage: +10% physical Disarm immunity: +25% Massive two-handed swords. |
Cyratta the NoonwreckInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Str / +1 Con Changes resistances: +6% lightning / +6% temporal / +6% light Changes resistances penetration: +10% cold Light radius: +2 See invisible: +6 A belt that goes around your waist. |
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. |
hardened leather belt &039;Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +2 Str / +4 Dex / +8 Con Changes resistances: +6% light Reduces incoming crit damage: 15.00% Spell save: +9 (+3 eff.) Size category: +1 A belt that goes around your waist. |
rough leather belt &039;Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +2 Str Changes resistances: +7% fire / +6% cold Changes resistances penetration: +5% light Maximum life: +40.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
Satyrblood (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Changes stats: +3 Str / +3 Mag Changes resistances: +3% nature / +9% cold Changes resistances penetration: +5% nature Physical save: +5 (+2 eff.) Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak &039; (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +1 Str / +2 Dex / +1 Mag / +4 Con Maximum life: +33.00 Infravision radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak &039; (12 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) Changes resistances: +3% mind / +3% darkness / +6% light Physical save: +6 (+2 eff.) Maximum life: +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emoratha the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +3 Fatigue: +2% Changes stats: +1 Str / +1 Dex Changes resistances: +6% lightning / +6% temporal Critical mult.: +5.00% Physical save: +6 (+2 eff.) Only die when reaching: -60.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Fulymarand the Gleamblack (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 / +6% cold Spell save: +12 (+4 eff.) Stamina each turn: +2.00 Light radius: +1 A pair of boots made of leather. |
Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+2 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Yvywyn the pair of rough leather boots (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Cun / +3 Wil Changes resistances: +1% physical / +12% fire Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +10% Pinning immunity: +20% Stun/Freeze immunity: +10% A pair of boots made of leather. |
pair of dwarven-steel boots &039; (0 def, 18 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +18 Fatigue: +3% Changes stats: +5 Con Changes resistances: +10% lightning / +8% temporal Changes resistances penetration: +10% light Changes damage: +12% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
pair of rough leather boots &039; (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 blight Changes stats: +5 Wil Changes resistances: +6% fire / +6% cold Changes damage: +6% arcane Vim when firing critical spell: +2.00 A pair of boots made of leather. |
Beridur the Lightvagrant (30 def, 5 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +5 Defense: +30 (+10 eff.) Damage when hit (Melee): 4 light Changes damage: +15% mind Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +25% Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Chargelash (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): 11 blight / 14 light Changes stats: +3 Con Changes resistances: +14% blight / +9% light Changes damage: +12% blight / +8% light Physical save: +20 (+7 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +34% Learn an unarmed attack talent or enable &039; to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 26 cooldown : Effective talent level: 2.6 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Lustrewinnow (30 def, 16 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +16 Defense: +30 (+10 eff.) Fatigue: +3% Changes stats: +2 Dex / +5 Con Changes damage: +9% light Life regen: +6.00 Stamina each turn: +1.00 Maximum stamina: +54.00 Learn an unarmed attack talent or enable &039; to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
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.) Learn an unarmed attack talent or enable &039; to see combat stats. These gloves are coated with a thick, green liquid. |
Spellhunt Remnants (4 def, 5 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Defense: +4 (+2 eff.) Changes stats: +8 Cun / +8 Wil Changes resistances penetration: +20% nature Changes damage: +20% nature Spell save: +10 (+4 eff.) Maximum life: +80.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +12% Learn an unarmed attack talent or enable &039; to see combat stats. Can&LASTYELLOWLASTANTIQUE_WHITE |
Tempestflash the hardened leather gloves (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 8 lightning Changes stats: +8 Str Changes resistances: +5% lightning / +9% fire Changes damage: +18% lightning Light radius: +3 Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Vorurinne the voratun gauntlets (0 def, 9 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +14 Armour: +9 Fatigue: +5% Damage (Melee): 8 acid Changes stats: +3 Str / +10 Dex / +9 Cun Changes resistances: +7% acid / +1% physical / +3% nature Changes damage: +5% acid Talent cooldown: Double Strike (-1 turn) Physical save: +9 (+3 eff.) Cut immunity: +20% Knockback immunity: +20% Healing mod.: +5% Learn an unarmed attack talent or enable &039; to see combat stats. It can be used to activate talent Steady Shot, 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: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
corrosive hardened leather gloves of dexterity (+3) (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+3 eff.) Armour: +2 Damage (Melee): 7 acid Changes stats: +3 Dex Changes resistances: +6% acid Changes damage: +3% acid Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets of the nighthunter (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Fatigue: +3% Changes stats: +2 Cun Changes resistances: +8% darkness Infravision radius: +2 Learn an unarmed attack talent or enable &039; to see combat stats. It can be used to activate talent Track, placing all other charms into a 13 cooldown : Effective talent level: 2.0 Power cost: 13 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
heroic hardened leather gloves (0 def, 6 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Mental save: +5 (+2 eff.) Maximum life: +40.00 Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic voratun gauntlets of war-making (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +11.0% Armour: +7 Fatigue: +5% Critical mult.: +8.00% Mental save: +8 (+3 eff.) Maximum life: +59.00 Spell crit. chance: +11% Mental crit. chance: +15% Learn an unarmed attack talent or enable &039; to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets &039; (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: +5 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Str Changes resistances: +6% mind / +3% cold Maximum life: +20.00 Learn an unarmed attack talent or enable &039; to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets &039; (30 def, 1 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Defense: +30 (+10 eff.) Fatigue: +1% Effects on melee hit: * 20% chance to reduce all saves and defense by 16 Changes resistances: +3% darkness Changes damage: +3% cold Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +23% Stun/Freeze immunity: +10% Learn an unarmed attack talent or enable &039; to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Glowidol (5 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +3 Defense: +5 (+2 eff.) Fatigue: +5% Changes stats: +1 Str / +3 Dex / +4 Con Changes resistances penetration: +5% physical Changes damage: +9% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Hazelace (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 (+0 eff.) Armour: +1 Fatigue: +1% Damage when hit (Melee): 6 cold Changes stats: +2 Str / +2 Con Changes resistances: +9% blight Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cap made of leather. |
Jetsage the dwarven-steel helm (30 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +30 (+10 eff.) Fatigue: +4% Changes resistances: +13% cold / +6% darkness / +5% physical Changes damage: +6% darkness Allows you to breathe in: water Stamina each turn: +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.Nighttreason (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to reduce damage dealt by 14% Changes stats: +7 Str / +7 Dex Changes resistances: +12% darkness / +9% mind / +12% light Changes resistances penetration: +20% mind Changes damage: +6% darkness Light radius: +3 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&ANTIQUE_WHITE |
Taintstreaker the iron helm (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% Changes stats: +4 Str / +3 Dex Changes resistances: +6% acid / +6% fire / +6% lightning / +6% cold Changes resistances penetration: +10% nature / +15% cold Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing iron helm of the depths (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% blight / +7% cold / +6% nature Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm &039; (0 def, 3 armour)Requires: - Heavy armour training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +20 (+5 eff.) Physical power: +10 (+2 eff.) Armour: +3 Fatigue: +5% Changes stats: +1 Cun Changes resistances: +7% nature / +6% blight Stamina each turn: +2.00 Psi when hit: +0.12 Only die when reaching: -20.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Thalore-Wood Cuirass (4 def, 12 armour)Requires: - Massive armour training - Strength 26 Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+2 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
5 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. |
537 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. |
5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 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. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Gunerim (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Defense: +10 (+4 eff.) Changes stats: +3 Str Changes resistances: +11% nature Changes damage: +6% nature Stamina each turn: +2.00 Only die when reaching: -20.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Stormwill (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 6 lightning Changes stats: +2 Str Changes resistances: +27% lightning / +15% mind Changes resistances penetration: +10% blight / +13% physical Changes damage: +9% lightning / +3% blight When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of the Iron Throne (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Maximum life: +23.00 Maximum stamina: +18.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof&Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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 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. |
Salivea the FrostnoonInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 cold Changes stats: +3 Wil Changes resistances: +3% light / +6% nature Changes damage: +9% mind Critical mult.: +5.00% Maximum hate: +2.00 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. |
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.(84 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
VenomfameInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +6 Wil Changes damage: +5% mind / +9% nature Critical mult.: +15.00% Mindpower: +5 (+2 eff.) Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
alchemist&039;Lisota&Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +5 Physical power: +20 (+4 eff.) Defense: +10 (+4 eff.) Changes resistances penetration: +15% physical Physical save: +24 (+8 eff.) Spell save: +13 (+5 eff.) Mental save: +16 (+5 eff.) Teleport immunity: +20% Stamina each turn: +3.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 17 power out of 25/25) : Effective talent level: 3.0 Power cost: 17 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox&Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling&039;s hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn&039;s clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/2)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 334/400. 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
Aerulaith the Murkmalice [power 91] (17/22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 14% Damage when hit (Melee): 8 darkness Changes resistances: +12% mind Changes resistances penetration: +10% darkness / +20% lightning Changes damage: +24% darkness It can be used to setup a psionic shield, reducing all damage taken by 91 for 5 turns Activation puts all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers. |
Delogotar [power 165] (17/22 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +3% acid / +5% arcane / +6% mind Mental save: +3 (+1 eff.) Maximum life: +100.00 Healing mod.: +10% It can be used to summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 374 Base Damage: 186 Armor: 7 All Resist: 12 Activation puts all charms on cooldown for 22 turns. When used: * Increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Galewolf the elm totem of stinging [power 116] (17/13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 2 lightning / 6 light Changes resistances: +15% lightning Changes damage: +6% fire It can be used to sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Manizor the ash totem of healing [power 194] (17/13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Changes resistances: +1% physical Changes damage: +3% blight Blindness immunity: +10% Pinning immunity: +20% Knockback immunity: +20% It can be used to heal yourself and all friendly characters within 10 spaces for 194 Activation puts all charms on cooldown for 13 turns. When used: * Heal for 56. Natural totems are made by powerful wilders to store nature power. |
ash totem of stinging &039; [power 218] (17/13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +3 Dex / +5 Mag / +2 Wil Changes resistances: +6% mind Changes damage: +12% cold Reduces incoming crit damage: 15.00% Light radius: +3 It can be used to sting an enemy dealing 218 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
8 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 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. |
5 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. |
7 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 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
A View From The Gallery (Insane (Roguelike) difficulty)
16th Haze 122nd year of Ascendancy at 20:01 see stats
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By cornan the Cornac Berserker level 26
34th Haze 122nd year of Ascendancy at 19:29 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By cornan the Cornac Berserker level 24
24th Haze 122nd year of Ascendancy at 02:27 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By cornan the Cornac Berserker level 33
59th Regrowth 123rd year of Ascendancy at 08:05 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By cornan the Cornac Berserker level 23
17th Haze 122nd year of Ascendancy at 15:03 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By cornan the Cornac Berserker level 34
70th Regrowth 123rd year of Ascendancy at 09:46 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By cornan the Cornac Berserker level 21
14th Haze 122nd year of Ascendancy at 02:12 see stats
Home sweet home (Insane (Roguelike) difficulty)
79th Regrowth 123rd year of Ascendancy at 02:22 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By cornan the Cornac Berserker level 10
3rd Mirth 122nd year of Ascendancy at 08:12 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By cornan the Cornac Berserker level 20
63rd Dusk 122nd year of Ascendancy at 18:52 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By cornan the Cornac Berserker level 30
9th Decay 122nd year of Ascendancy at 12:39 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By cornan the Cornac Berserker level 27
46th Haze 122nd year of Ascendancy at 00:51 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By cornan the Cornac Berserker level 27
45th Haze 122nd year of Ascendancy at 13:15 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By cornan the Cornac Berserker level 21
7th Haze 122nd year of Ascendancy at 21:02 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By cornan the Cornac Berserker level 8
79th Pyre 122nd year of Ascendancy at 02:58 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By cornan the Cornac Berserker level 31
49th Regrowth 123rd year of Ascendancy at 04:45 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By cornan the Cornac Berserker level 10
6th Mirth 122nd year of Ascendancy at 00:44 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By cornan the Cornac Berserker level 24
24th Haze 122nd year of Ascendancy at 13:14 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By cornan the Cornac Berserker level 17
53rd Dusk 122nd year of Ascendancy at 09:06 see stats
Log
Ivura the naga tide huntress uses Twist the Knife.
Cornan&
Cornan&
Cornan&
Cornan no longer revels in blood quite so much.
Cornan&
Cornan stops regenerating health quickly.
Cornan&
Cornan is no longer attuned.
Cornan&
Ivura the naga tide huntress hits cornan for 186 physical damage.
Melee retaliation hits Ivura the naga tide huntress for 10 light, 4 cold (13 total damage).
cornan hits Ivura the naga tide huntress for 219 physical, 0 arcane, 3 darkness, 7 physical, 8 darkness (237 total damage).
Xeth the barrow wight uses Swift Shot.
Cornan attunes to the damage.
Cornan is recovering from the damage!
Cornan is no longer weakened.
Rotting Disease from Ivura the naga tide huntress hits cornan for 10 blight damage.
Decrepitude Disease from Ivura the naga tide huntress hits cornan for 16 blight damage.
Haunted from Aletta Soultorn hits cornan for 56 mind, 38 darkness (94 total damage).
Xeth the barrow wight uses Kneecapper.
Cornan resists being knocked down.
Cornan has temporarily forgotten Relentless Fury for 3 turns!
Cornan starts to bleed.
Ivura the naga tide huntress uses Death Dance.
Ivura the naga tide huntress hits cornan for 261 physical damage.
Xeth the barrow wight&fbd578LASTWHITELASTLASTYELLOWLAST1133F3LAST16 total damage).
cornan the level 35 cornac berserker was skewered to death by Ivura the naga tide huntress on level 1 of Dreadfell.
cornan













































































































