Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Dark Priest 1.4.2Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Dream Hammer Tweak 1.3.1Makes Dream Hammer replace melee attacks, stops the game from punishing you for putting points in the 4th talent, and makes the cooldown reduction more reliable. For your pure melee needs. Fallen Race 1.1.5The Higher were not the Conclave's first attempt at infusing humans with magic, but rather the result of long years of failed creations. The descendants of those who managed to survive these experiments are today called the Fallen. Although they command intense magical power, their bodies are weak and sickly. Stone Disciple 1.2.5Adds Stone Disciple - Stone Warden copypasta usable by any race. Keep in mind that: Pepper Pack 1.4.8Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Wraith Race 1.2.5Adds a new race for the undead: Wraiths. Wraiths are incorporeal creatures born of evil and darkness. Features custom racial talents. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Exponential Leveling 1.3.3Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Eternal Darkness 1.4.4Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Mana Surgery 1.2.3This addon attempts to reimagine Spell/Arcane tree to make it "click" together a bit better. Technicolor Golem Coats 1.4.0Alters second alchemy talents to function with all infusions, not just their own. Compatible with Arcanum and Nullpack alchemy trees. Steel Drakes 1.4.0Adds the Steel Drake category for wyrmics, and eventually also adds Steel Drakes. Necromancy Compatibility 1.3.1Sneaks in after Necromancy+, Eternal Darkness and Deathknight are done and makes all their stuff coexist. Probably makes Necromancers OP. Witherer Class 1.3.1The Witherer is a Corruptor that focusses on slowly killing their enemies. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Hexkin race 1.2.5Adds the Hexkin race. !!!This addon is still a work in progress!!! What's new: Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Nur Kit 1.4.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Odyssey of The Summoner 1.4.8This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Wretched Talent Tree 1.3.0Adds the Wretched talent tree for Defilers, allowing them to deal acid damage. Second talent is mildly bugged, third talent is mildly UP due to lack of code knowledge, fourth talent is more UP and likes using the second talent. Multi-Class Challenge 1.4.2Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Alternate Talent Requirements 1.3.1Changes some talent categories to base their stat requirements on your highest stat from a given subset. These talents require the greater of Strength or Dexterity: These talents require the greater of Strength or Magic: These talents require the greater of Strength or Willpower: Playable Naloren Race 1.4.2Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Sun-Mage 1.2.4Adds a new Celestial subclass proficient in the Celestial Talent Trees Sunlight, Radiance, Light and Chants and the Spell Talent Trees Phantasm, Fire, Wildfire and Divination Viper Class 1.4.0Adds the Viper class, an archer wilder who possesses great speed and access to nature damage. Deathknight 1.4.4Adds the Deathknight class. See forum thread for details. Revised Short Staves 1.4.6Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Tempus Fugit 1.3.1Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level Ignore Race/Class Locks 1.0.6Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Arcanum Class Pack 1.4.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Hedgeknight Class 1.3.1"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.", Embers of Rage 1.4.4Official 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:
Monk 1.1.5Monk for versions b42 and above. Anguished 1.4.8Adds the Anguished Class with 7 new talent trees and a new elf race; the Soulless. More info on the forums. Also, the file size is really large because Zerru gave me icons that were 512x512. And I'm too lazy to scale them down. Firmamancer Class 1.3.1Adds the Firmamancer class, a celestial character who wields the weather; including sunlight, rainfall, storms and gales. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Blighted Class 1.3.0Adds the Blighted class, an afflicted character who excels at dealing mind and blight damage to a single target. Items Vault 1.4.8Donators/Buyers bonus! Assassin 1.4.5Reworks the Rogue class. Gladiator 1.4.6Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Ashes of Urh'Rok 1.4.0Official 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:
Embers With All Races 1.4.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Adventurer Plus Addon 1.4.0Simple addon that adds a buffed adventurer class - now with Cursed Aura. Not that it needs it, haha. Edit: I was informed that since the class sets 'default' celestial energies to 20, it gets messed up if you have positive regen for one of them. This is most likely to occur with Liches. Therefore, if you're using them, use the newer version, which removes the default celestial stuff. Inferno Pettiness 1.3.0Petty changes to stuff that bugs me. Subrace Pack 1.3.1Adds in some random subraces. Power levels may vary. Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Savefile Notes 1.3.0Allows you to add notes to a savefile that will be displayed in the Load Game dialog. Savefile notes can be set via the "Change Savefile Note" action on the main game menu, and also optionally via automatic prompt when you save and exit a game. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Verdant Class Pack 1.4.5Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Mantis |
| Class | Ritch |
| Level / Exp | 12 / 27% |
| Size | medium |
| Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 1 on the 77th Pyre 122nd year of Ascendancy at 03:36 / 19Killed by Forest Troll Hedge-Wizard at level 1 on the 77th Pyre 122nd year of Ascendancy at 06:39 Killed by Forest Troll Hedge-Wizard at level 1 on the 77th Pyre 122nd year of Ascendancy at 08:41 Killed by rogue at level 2 on the 2nd Mirth 122nd year of Ascendancy at 00:14 Killed by Norgos, the Guardian at level 2 on the 2nd Mirth 122nd year of Ascendancy at 15:47 Killed by Norgos, the Guardian at level 2 on the 2nd Mirth 122nd year of Ascendancy at 18:04 Killed by The Withering Thing at level 6 on the 5th Flare 122nd year of Ascendancy at 05:21 Killed by Rhaloren Inquisitor at level 7 on the 19th Dusk 122nd year of Ascendancy at 07:57 Killed by Mayarana the storm drake hatchling at level 10 on the 40th Dusk 122nd year of Ascendancy at 19:36 Killed by Mayarana the storm drake hatchling at level 10 on the 40th Dusk 122nd year of Ascendancy at 20:58 Killed by Elidhemira the giant venus flytrap at level 10 on the 41st Dusk 122nd year of Ascendancy at 01:20 Killed by Elidhemira the giant venus flytrap at level 10 on the 41st Dusk 122nd year of Ascendancy at 02:25 Killed by Voredanor the black bear at level 10 on the 41st Dusk 122nd year of Ascendancy at 05:14 Killed by Voredanor the black bear at level 10 on the 41st Dusk 122nd year of Ascendancy at 06:44 Killed by Xanoleyanne the cutpurse at level 11 on the 41st Dusk 122nd year of Ascendancy at 14:07 Killed by Xanoleyanne the cutpurse at level 11 on the 41st Dusk 122nd year of Ascendancy at 15:08 Killed by Islibeth the giant black ant at level 11 on the 41st Dusk 122nd year of Ascendancy at 17:45 Killed by Islibeth the giant black ant at level 11 on the 41st Dusk 122nd year of Ascendancy at 18:01 Killed by Gloryrada the dire wolf at level 11 on the 41st Dusk 122nd year of Ascendancy at 19:17 |
Primary Stats
| Strength | 39 (base 37) |
| Dexterity | 42 (base 37) |
| Constitution | 36 (base 37) |
| Magic | 10 (base 10) |
| Willpower | 37 (base 37) |
| Cunning | 25 (base 21) |
Resources
| Life | 916/916 |
| Equilibrium | 35 |
| Stamina | 186/186 |
| Psi_feedback | 0/20 |
| Healing Factor | 1.5005953366091 |
| Regeneration | 7.4743769640511 |
Speed
| Mental | +24.772552705846% |
| Attack | +24.772552705846% |
| Movement | +6.93% |
| Spell | 0% |
| Global | +101.925% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 1.3711528679869 |
| See Stealth | 7 |
| See Invisible | 8 |
Offense: Barehand
| Damage | 24 |
| Accuracy | 34 |
| Crit Chance | 14% |
| APR | 0 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 8% |
| Speed | 0.80145831620318 |
Defense: Base
| Armour (hardiness) | 25.93510657112 (38.29326250612%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 31 |
| Mental Save | 37 |
Defense: Resistances
| All | + 2%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
Inscriptions (0/0)
Class Talents
| Wild-heart / Stinger | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Steel drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Wind drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-child / Fervency | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-child / Extravagancy | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sea drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Blood drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-heart / Firestarter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Ego / Mantis | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-child / Cutting Edge | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Natural Combat | 1.40 |
| 0/10 |
| 1/10 |
| 1/10 |
| 0/10 |
| 0/10 |
| 1/10 |
| 0/10 |
| 0/10 |
| 0/10 |
| 0/10 |
| 0/10 |
| 0/10 |
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Bloodletting Beast | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-child / Cold Blood | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Hunter | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Effects
| talent | Pernicious Needle |
| talent | Open Veins |
| talent | Icy Skin |
| talent | Strong-Arm |
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. | active |
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 |
In an attempt to solve the mystery of your being, The Summoner has commanded you to explore some nearby places. Jogging memories (part 1)- You have, indeed, confirmed the presence of trolls. Though, you already knew that. - There was the Shade of an old sorcerer within. Keyword: 'Was'. - You have visited Derth. As he said, they were accommodating, despite yourself being an incandescently-glowing monster. | done |
It seems The Summoner is safe. More importantly, he has new tasks in mind for you: Jogging memories (part 2)The Old Forest is just south of the town of Derth. The Maze is to the west of Derth. The Sandworms' Lair is to the far west of Derth, near the sea. The Daikara is far to the east of Derth, past the Thaloren forest. * You must explore the Old Forest and quell the Treant's restlessness. * You must explore the Maze and challenge the Minotaur within. * You must explore the Sandworm Lair and commune with the Queen. * You must explore the Daikara and meet the Dragon at the summit. | active |
They say in the cycle of reincarnation, karma chooses your new form based on the choices you made in a previous life. Reflections: Born KillerWith that said, you have become a Ritch. What could this possibly mean...? | 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 AlchemistsStire of Derth needs your help making an elixir of precision, which can be used to permanently increase your physical critical strike chance by 4%. He has given you some notes on the ingredients: * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed sandworm tooth. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | active |
You are in the body of a wilder's summon! To he who callsThe Summoner is safe from his enemies. The Summoner is going to relocate to a safer place. Find his new place and you can discuss with him what has happened to you... | done |
Equipment
| Tool | iron pickaxe of endurance (dig speed 37 turns) iron pickaxe of endurance (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| Around neck | padded copper amulet of magic (+2) padded copper amulet of magic (+2)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +10% sound Silence immunity: +20% Melody when hit: +0.90 Amulets can have magical properties. |
| Light source | survivor's brass lantern of clarity survivor's brass lantern of clarityInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+2 eff.) Mental save: +6 (+3 eff.) Light radius: +2 See stealth: +6 See invisible: +6 Healing mod.: +11% 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. |
| On head | linen wizard hat of the mountain (+11%) (1 def, 0 armour) linen wizard hat of the mountain (+11%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +11% physical Changes damage: +11% physical A pointy cloth hat, very wizardly... |
| Cloak | enveloping linen cloak of Eldoral (7 def, 0 armour) enveloping linen cloak of Eldoral (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Changes stats: +1 Cun / +2 Dex Physical save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Inventory
This item will automatically be transmogrified when you leave the level. teleportation rune of the sneak (range 57)teleportation rune of the sneak (range 57) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 57 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. BelathraBelathra Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +14% lightning / +6% temporal / +5% arcane Stun/Freeze immunity: +22% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. copper ring of flowing tunes (+0.13/turn)copper ring of flowing tunes (+0.13/turn) Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Silence immunity: +12% Disarm immunity: +23% Melody each turn: +0.13 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. rogue's copper ringrogue's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. titan's steel ring of tenacitytitan's steel ring of tenacity Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+1 eff.) Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +22% Maximum life: +25.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. steel battleaxe 'Zeruchik' (20.5-30.75 power, 2 apr)steel battleaxe 'Zeruchik' (20.5-30.75 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.5 - 30.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 darkness / +4 mind Damage against: +13% Living When wielded/worn: Changes resistances penetration: +5% mind Critical mult.: +15.00% Spell save: +3 (+2 eff.) Maximum hate: +4.00 Heals friendly targets nearby when you use a nature summon: +10 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Gorathel the Duathelkin (10.5-13.65 power, 6 apr)Gorathel the Duathelkin (10.5-13.65 power, 6 apr) Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +6 mind This is a bardic weapon. When wielded/worn: Changes resistances: +5% arcane / +3% temporal Blindness immunity: +10% Disarm immunity: +20% Stun/Freeze immunity: +5% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. acidic iron dagger of projection (10-13 power, 5 apr)acidic iron dagger of projection (10-13 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +5 acid / +6 mind This is a bardic weapon. It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. iron dagger (9-11.7 power, 5 apr)iron dagger (9-11.7 power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% This is a bardic weapon. Sharp, short and deadly. |
iron dagger (9.5-12.35 power, 5 apr) [durability 68/100] iron dagger (9.5-12.35 power, 5 apr) [durability 68/100]Requires: - Talent Engraft 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% This is a bardic weapon. Durability: 68/100 Sharp, short and deadly. |
iron dagger (10.5-13.65 power, 5 apr) iron dagger (10.5-13.65 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% This is a bardic weapon. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. iron dagger of erosion (9.5-12.35 power, 5 apr)iron dagger of erosion (9.5-12.35 power, 5 apr) Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +4 nature / +6 temporal This is a bardic weapon. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. thought-forged iron dagger of phasing (9.5-12.35 power, 10 apr)thought-forged iron dagger of phasing (9.5-12.35 power, 10 apr) Requires: - Dexterity 11 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 10% chance to cause random gloom Damage Shield penetration (this weapon only): +8% Damage (Melee): +5 mind This is a bardic weapon. When wielded/worn: Changes stats: +1 Cun / +1 Wil Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Beruharadir (16.5-24.75 power, 1 apr)Beruharadir (16.5-24.75 power, 1 apr) Requires: - Strength 11 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 16.5 - 24.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom Damage (Melee): +13 mind When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +8 Cun / +3 Wil Changes damage: +6% mind Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. hateful iron greatmaul of projection (18-27 power, 1 apr)hateful iron greatmaul of projection (18-27 power, 1 apr) Requires: - Strength 11 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 18.0 - 27.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Damage (Melee): +9 darkness / +9 mind Damage against: +9% Living It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. hateful steel greatmaul (25.5-38.25 power, 2 apr)hateful steel greatmaul (25.5-38.25 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 25.5 - 38.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +9% Living Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. sonic steel greatmaul of persecution (27.5-41.25 power, 9 apr)sonic steel greatmaul of persecution (27.5-41.25 power, 9 apr) Requires: - Strength 16 Infused by arcane disrupting forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.5 - 41.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +12 sound Damage against: +7% Unnatural When wielded/worn: Changes stats: +3 Wil Changes resistances: +10% sound Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. acidic steel greatsword (26.5-42.4 power, 2 apr)acidic steel greatsword (26.5-42.4 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.5 - 42.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Zodas the Seweroath (14.5-20.3 power, 2 apr)Zodas the Seweroath (14.5-20.3 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical power: +7 (+2 eff.) Damage when hit (Melee): 12 nature Changes stats: +2 Str / +2 Con Changes resistances penetration: +6% physical Disarm immunity: +11% Life regen: +0.40 Mental crit. chance: +2% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. chilling steel longsword (14-19.6 power, 3 apr)chilling steel longsword (14-19.6 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +7 cold Sharp, long, and deadly. |
Newly picked up elemental iron longsword of projection (10.5-14.7 power, 2 apr)elemental iron longsword of projection (10.5-14.7 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +5 mind When wielded/worn: Changes resistances penetration: +7% acid / +8% fire / +8% lightning / +8% cold It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Sharp, long, and deadly. |
iron longsword (12-16.8 power, 2 apr) iron longsword (12-16.8 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
iron longsword (11.5-16.1 power, 2 apr) [durability 71/100] iron longsword (11.5-16.1 power, 2 apr) [durability 71/100]Requires: - Talent Engraft 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Durability: 71/100 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. steel longsword 'Ragimathad' (19-26.6 power, 3 apr)steel longsword 'Ragimathad' (19-26.6 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +9% acid / +3% lightning / +6% darkness / +3% nature Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Gloombrand the iron mace (12.5-17.5 power, 2 apr)Gloombrand the iron mace (12.5-17.5 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +7 (+4 eff.) Damage when hit (Melee): 4 darkness Changes resistances: +12% acid Changes resistances penetration: +10% darkness Changes damage: +15% acid / +3% darkness Disarm immunity: +24% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. balanced iron mace of daylight (11.5-16.1 power, 2 apr)balanced iron mace of daylight (11.5-16.1 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Damage (Melee): +5 light Damage against: +5% Undead When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +5 (+3 eff.) Disarm immunity: +20% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Saludamira the mossy mindstar (2-2.2 power, 12 apr, mind damage)Saludamira the mossy mindstar (2-2.2 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +3.0% Changes stats: +2 Con Changes resistances penetration: +10% blight Life regen: +0.70 Mana when firing critical spell: +2.00 Only die when reaching: -20.00 life Maximum life: +15.00 Spell crit. chance: +1% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. hunting mossy mindstar (2.5-2.75 power, 12 apr, mind damage)hunting mossy mindstar (2.5-2.75 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% Damage against: +6% Animal When wielded/worn: Damage (Melee): 6 nature Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Infravision radius: +2 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. balanced steel rapier of phasing (15.5-21.7 power, 10 apr)balanced steel rapier of phasing (15.5-21.7 power, 10 apr) Requires: - Cunning 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / rapier ; tier 2 Base power: 15.5 - 21.7 Uses stats: 40% Dex, 60% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +2.0% Attack speed: 100% Damage Shield penetration (this weapon only): +18% This is a bardic weapon. When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +7 (+4 eff.) Disarm immunity: +20% Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
This item will automatically be transmogrified when you leave the level. flaming steel rapier of daylight (13-18.2 power, 4 apr)flaming steel rapier of daylight (13-18.2 power, 4 apr) Requires: - Cunning 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / rapier ; tier 2 Base power: 13.0 - 18.2 Uses stats: 40% Dex, 60% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +4 Physical crit. chance: +2.0% Attack speed: 100% Damage (Melee): +7 light Burst (radius 1) on hit: +7 fire Damage against: +9% Undead This is a bardic weapon. Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
This item will automatically be transmogrified when you leave the level. Uladunadur the Lightbraid (10-12 power, 2 apr, acid element)Uladunadur the Lightbraid (10-12 power, 2 apr, acid element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to blind Damage (Melee): +8 draining blight Burst (radius 2) on crit: +4 light When wielded/worn: Changes resistances: +9% temporal Changes resistances penetration: +10% light Changes damage: +10% acid / +9% light Talent granted: +1 Command Staff Spellpower: +3 (+2 eff.) Spell crit. chance: +1% Life leech chance: +7% Life leech: +7% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel ash magestaff of illumination (15-18 power, 3 apr, fire element)cruel ash magestaff of illumination (15-18 power, 3 apr, fire element) Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Defense: +5 (+3 eff.) Effects on melee hit: * 7% chance to blind Changes damage: +15% fire Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Light radius: +3 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. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 44.17 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elm starstaff of might (10-12 power, 2 apr, temporal element)elm starstaff of might (10-12 power, 2 apr, temporal element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% temporal Talent granted: +1 Command Staff Spellpower: +3 (+2 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elm vilestaff of might (10-12 power, 2 apr, fire element)elm vilestaff of might (10-12 power, 2 apr, fire element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Spellpower: +3 (+2 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent elm starstaff of illumination (13-15.6 power, 2 apr, darkness element)potent elm starstaff of illumination (13-15.6 power, 2 apr, darkness element) Requires: - Magic 11 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 13.0 - 15.6 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +5 (+3 eff.) Effects on melee hit: * 6% chance to blind Changes damage: +13% darkness Talent granted: +1 Command Staff Spellpower: +5 (+3 eff.) Spell crit. chance: +1% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 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 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 59.48 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering elm starstaff (10-12 power, 2 apr, temporal element)shimmering elm starstaff (10-12 power, 2 apr, temporal element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% temporal Talent granted: +1 Command Staff Mana each turn: +0.11 Maximum mana: +30.00 Spellpower: +3 (+2 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Plagueclamor (21-33.6 power, 8 apr)Plagueclamor (21-33.6 power, 8 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 21.0 - 33.6 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +2.0% Attack speed: 91% Damage (Melee): +9 mind When wielded/worn: Changes resistances: +6% nature Grants telepathy: Humanoid/Orc Mental save: +3 (+2 eff.) Mindpower: +6 (+2 eff.) It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. A massive two-handed trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. blue-steel trident of the mystic (19.5-31.2 power, 8 apr)blue-steel trident of the mystic (19.5-31.2 power, 8 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 19.5 - 31.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +2.0% Attack speed: 91% When wielded/worn: Changes stats: +3 Mag / +3 Wil Spellpower: +9 (+5 eff.) A massive two-handed trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. Ivamina (15-21 power, 3 apr)Ivamina (15-21 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +23 insidious poison When wielded/worn: Armour penetration: +1 Fatigue: -8% Changes resistances: +3% temporal Reduces incoming crit damage: 10.00% Life regen: +0.20 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. acidic iron waraxe of massacre (17.5-24.5 power, 2 apr)acidic iron waraxe of massacre (17.5-24.5 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +5 acid One-handed war axes. |
This item will automatically be transmogrified when you leave the level. hateful steel waraxe of projection (12.5-17.5 power, 3 apr)hateful steel waraxe of projection (12.5-17.5 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +6 mind / +10 darkness Damage against: +7% Living It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. One-handed war axes. |
This item will automatically be transmogrified when you leave the level. insidious iron waraxe of erosion (12.5-17.5 power, 2 apr)insidious iron waraxe of erosion (12.5-17.5 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +14 insidious poison / +6 temporal / +5 nature One-handed war axes. |
This item will automatically be transmogrified when you leave the level. iron waraxe of daylight (12-16.8 power, 2 apr)iron waraxe of daylight (12-16.8 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +6 light Damage against: +8% Undead One-handed war axes. |
This item will automatically be transmogrified when you leave the level. manaburning steel waraxe (10.5-14.7 power, 3 apr)manaburning steel waraxe (10.5-14.7 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 13 arcane resource burn One-handed war axes. |
This item will automatically be transmogrified when you leave the level. steel waraxe 'Loambraze' (11.5-16.1 power, 3 apr)steel waraxe 'Loambraze' (11.5-16.1 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% Damage (Melee): +8 temporal / +7 nature When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Con Changes resistances: +1% physical Only die when reaching: -60.00 life One-handed war axes. |
This item will automatically be transmogrified when you leave the level. balanced rough leather whip (11-13.2 power, 0 apr)balanced rough leather whip (11-13.2 power, 0 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: weapon / whip ; tier 1 Base power: 11.0 - 13.2 Uses stat: 80% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +5.0% Attack speed: 125% When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +5 (+3 eff.) Disarm immunity: +20% Long and lethal. |
This item will automatically be transmogrified when you leave the level. hateful cured leather whip of massacre (20-24 power, 1 apr)hateful cured leather whip of massacre (20-24 power, 1 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / whip ; tier 2 Base power: 20.0 - 24.0 Uses stat: 80% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +1 Physical crit. chance: +6.0% Attack speed: 125% Damage (Melee): +5 darkness Damage against: +5% Living Long and lethal. |
This item will automatically be transmogrified when you leave the level. rough leather belt 'Cinderriver'rough leather belt 'Cinderriver' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Damage when hit (Melee): 8 lightning / 8 fire Changes resistances: +12% lightning Changes resistances penetration: +10% fire Changes damage: +9% fire Critical mult.: +6.00% A belt that goes around your waist. |
padded linen cloak of Iron Throne (1 def, 0 armour) padded linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +2 Con Changes resistances: +10% sound Physical save: +5 (+2 eff.) Mental save: +5 (+3 eff.) 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. woollen robe of frost (+16%) (0 def, 0 armour)woollen robe of frost (+16%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +16% cold Changes damage: +11% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Eden's Guile (2 def, 1 armour)Eden's Guile (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 32% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
This item will automatically be transmogrified when you leave the level. miner's pair of rough leather boots of tirelessness (0 def, 5 armour)miner's pair of rough leather boots of tirelessness (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Stamina each turn: +0.40 Maximum stamina: +13.00 Infravision radius: +1 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. traveler's pair of iron boots of uncanny dodging (3 def, 3 armour)traveler's pair of iron boots of uncanny dodging (3 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+2 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: -2% Maximum encumbrance: +20 Physical save: +6 (+2 eff.) 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. grounding iron helm (0 def, 3 armour)grounding iron helm (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% lightning / +6% temporal 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. grounding rough leather cap of strength (+3) (0 def, 1 armour)grounding rough leather cap of strength (+3) (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str Changes resistances: +5% lightning / +6% temporal A cap made of leather. |
stabilizing linen wizard hat of light (+15%) (1 def, 0 armour) stabilizing linen wizard hat of light (+15%) (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Wil Changes resistances: +15% light Changes damage: +10% light Physical save: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Rose's Revenge (5 def, 10 armour)Rose's Revenge (5 def, 10 armour) Requires: - Strength 28 - Talent Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +10 Defense: +5 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 15 nature / 15 physical Changes damage: +15% mind / +15% physical Maximum hate: +15.00 Mindpower: +10 (+4 eff.) It can be used to hardens the skin for 6 turns increasing armour by 20 and armour hardiness by 20%, costing 40 power out of 60/60. Painful to wear and painful to attackers, this armour is covered with sharp thorns. The pain helps you focus at least. |
This item will automatically be transmogrified when you leave the level. spiked cured leather armour (2 def, 4 armour)spiked cured leather armour (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 10 physical A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. impenetrable iron plate armour of stability (3 def, 14 armour)impenetrable iron plate armour of stability (3 def, 14 armour) Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +14 Defense: +3 (+2 eff.) Fatigue: +20% Changes resistances: +5% physical Physical save: +11 (+4 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. acidic iron shield of cold resistance (+16%) (4 def, 2 armour, 8.5-10.2 power, 23 block)acidic iron shield of cold resistance (+16%) (4 def, 2 armour, 8.5-10.2 power, 23 block) Requires: - Strength 11 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +23 On weapon hit: * 11% chance to corrode armour When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Damage (Melee): 5 acid Damage when hit (Melee): 13 acid Changes resistances: +16% cold Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. iron shield of mind resistance (+11%) (4 def, 2 armour, 8.5-10.2 power, 18.5 block)iron shield of mind resistance (+11%) (4 def, 2 armour, 8.5-10.2 power, 18.5 block) Requires: - Strength 11 - Talent Armour Training (level 2) Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +18 When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Changes resistances: +11% mind Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. psion's sandstone wardstone of acid wardingpsion's sandstone wardstone of acid warding Requires: - Magic 10 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / wardstone ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +11% acid Reduce damage by fixed amount: +1 all Maximum wards: +2 acid Changes damage: +10% acid Talent granted: +2 Ward Mental save: +11 (+5 eff.) Slows Projectiles: +10% Handheld warding devices |
This item will automatically be transmogrified when you leave the level. quiver of elm arrows (17/17, 14.5-20.3 power, 5 apr)quiver of elm arrows (17/17, 14.5-20.3 power, 5 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.5 - 20.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 17 Arrows are used with bows to pierce your foes to death. |
9 agate 9 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 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. |
2 topaz 2 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 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 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. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. ash flute 'Gloruthra' (9.5-11.4 power, 3 apr, physical damage)ash flute 'Gloruthra' (9.5-11.4 power, 3 apr, physical damage) Requires: - Cunning 16 - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: instrument / flute ; tier 2 Base power: 9.5 - 11.4 Uses stats: 60% Cun, 30% Dex Damage type: Physical Armour Penetration: +3 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +13 insidious poison Burst (radius 2) on crit: +8 acid This instrument will act as a bashing device. When wielded/worn: Changes stats: +1 Mag Changes resistances: +6% sound Mental save: +4 (+2 eff.) Mindpower: +4 (+2 eff.) See invisible: +3 Blunt, short and deadly. Doubles as a woodwind instrument. |
This item will automatically be transmogrified when you leave the level. flaming elm flute of vileness (7.5-9 power, 2 apr, sound damage)flaming elm flute of vileness (7.5-9 power, 2 apr, sound damage) Requires: - Dexterity 9 - Cunning 11 Powered by arcane forces 1.00 Encumbrance. Type: instrument / flute ; tier 1 Base power: 7.5 - 9.0 Uses stats: 30% Dex, 60% Cun Damage type: Sound Armour Penetration: +2 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 5% chance to disease Damage (Melee): +6 blight Burst (radius 1) on hit: +4 fire This instrument will act as a bashing device. When wielded/worn: Changes resistances: +4% sound Mental save: +3 (+2 eff.) Mindpower: +3 (+1 eff.) Blunt, short and deadly. Doubles as a woodwind instrument. |
7 spinel 7 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. |
This item will automatically be transmogrified when you leave the level. Mardidunavor the ash lyre (19.5-25.35 power, 8 apr, physical damage)Mardidunavor the ash lyre (19.5-25.35 power, 8 apr, physical damage) Requires: - Cunning 16 Infused by psionic forces 2.00 Encumbrance. Type: instrument / harp ; tier 2 Base power: 19.5 - 25.4 Uses stats: 75% Cun, 15% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +7 sound This instrument will act as a bashing device. When wielded/worn: Changes stats: +2 Wil / +2 Mag Changes resistances: +7% sound Talent granted: +2 Pluck Strings Mental save: +3 (+2 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A small string instrument, packs quite a punch. |
This item will automatically be transmogrified when you leave the level. Scaldwrest (10.5-13.65 power, 2 apr, physical damage)Scaldwrest (10.5-13.65 power, 2 apr, physical damage) Requires: - Cunning 16 Infused by psionic forces 2.00 Encumbrance. Type: instrument / harp ; tier 2 Base power: 10.5 - 13.7 Uses stats: 75% Cun, 15% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +8 mind / +12 fire This instrument will act as a bashing device. When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +1 Cun Changes damage: +6% fire Grants telepathy: Humanoid/Orc Talent granted: +2 Pluck Strings Mental save: +3 (+2 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. A small string instrument, packs quite a punch. |
This item will automatically be transmogrified when you leave the level. insidious elm lyre (9-11.7 power, 2 apr, sound damage)insidious elm lyre (9-11.7 power, 2 apr, sound damage) Requires: - Cunning 11 Infused by nature 2.00 Encumbrance. Type: instrument / harp ; tier 1 Base power: 9.0 - 11.7 Uses stats: 15% Dex, 75% Cun Damage type: Sound Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 insidious poison This instrument will act as a bashing device. When wielded/worn: Talent granted: +1 Pluck Strings Mental save: +2 (+1 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A small string instrument, packs quite a punch. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
This item will automatically be transmogrified when you leave the level. steel singing sword of projection (22.5-31.5 power, 2 apr)steel singing sword of projection (22.5-31.5 power, 2 apr) Requires: - Cunning 11 - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: instrument / singsword ; tier 2 It must be held with both hands. Base power: 22.5 - 31.5 Uses stats: 25% Cun, 90% Str Damage type: Physical Mastery: Weapons Mastery Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +9 sound / +8 mind This is a bardic weapon. When wielded/worn: Mindpower: +3 (+1 eff.) It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. A two-handed sword that converts voice into sound. |
This item will automatically be transmogrified when you leave the level. psionic iron torque of thermal psionic shield [power 27] (20 cooldown)psionic iron torque of thermal psionic shield [power 27] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 27 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 2 psi. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. Kindleraze the elm wand of clairvoyance [power 8] (5 cooldown)Kindleraze the elm wand of clairvoyance [power 8] (5 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances penetration: +10% nature Changes damage: +6% light It can be used to reveal the area around you, dispelling darkness (radius 8, power 33 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 ametrine 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. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 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
Log
Rested for 0 turns (stop reason: all resources and life at maximum).
Rhyssa deactivates Icy Skin.
Rhyssa activates Icy Skin.
Rhyssa deactivates Strong-Arm.
Rhyssa activates Strong-Arm.
Rhyssa deactivates Open Veins.
Rhyssa activates Open Veins.
Rhyssa deactivates Pernicious Needle.
Rhyssa activates Pernicious Needle.
Rhyssa deactivates Icy Skin.
Rhyssa activates Icy Skin.
Rhyssa deactivates Strong-Arm.
Rhyssa activates Strong-Arm.
Rhyssa deactivates Open Veins.
Rhyssa activates Open Veins.
Rhyssa deactivates Pernicious Needle.
Rhyssa activates Pernicious Needle.
Resting starts...
Talent Sight of Red is ready to use.
Rested for 4 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Corrosive Breath is ready to use.
Talent Ice Breath is ready to use.
Rested for 8 turns (stop reason: all resources and life at maximum).
Rhyssa deactivates Pernicious Needle.
Rhyssa deactivates Strong-Arm.
Rhyssa deactivates Open Veins.
Rhyssa deactivates Icy Skin.
