
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Multi-Class Challenge 1.4.8Allows 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. Passive Cooldowns 1.3.0Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Golem Speed Lock 1.3.0Adds an option to the Sher'Tul fortress butler to spend some fortress energy enhancing your golem to match your movement speed. Frequently Asked Questions: Merchant on the Map 1.1.0Use Item Shortcuts 1.4.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. NPC Forgiveness 2.4 1.3.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Arcanum Class Pack 1.4.8Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Items Vault 1.4.8Donators/Buyers bonus! Improved Auto-explore and Rest 1.4.9Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Demon Seed Details 1.4.6
This addon is for all you Demonologists out there. Further modifies demon seed names in your inventory to include details about each seed's mods and stats. No more manually tagging hundreds of seeds! I don't do this LUA/addon stuff too often so please forgive any bugs. Currently, switching invenotry tabs for example will remove the details from the seed names. To fix it just close your inventory and open it again. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. Infinite500 v2.5ga: Revised high level play for ToME 1.4.8Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Immunity Adjusts Saves 1.4.9Tired of trying to play a rogue but finding your poisons and bleeds are completely ignored by most enemies in the game? Tired of investing countless talent points into fear-based talents, only to enter a dungeon full of fully immune undead? Tired of investing into taking advantage of stuns only to find the most dangerous foes can't be stunned? Tire no more! This addon converts most status immunities to instead multiply save values rather than giving a flat chance to ignore the effect. This means you'll be able to apply statuses to just about anyone, but immunities are still powerful as long as you also have the related saving throw stat. -Changes immunity of most status effects to instead multiply your saves against effects of that type rather than giving a flat chance to ignore the effect. -!Some talents grant a direct chance to ignore specific effects without using immunity stats, this addon will not change how those talents function. 100% Immunity is 2x saves This addon was specifically designed to ignore realism in favor of making the game more enjoyable for people who want to try specific builds without being shut down by specific enemy types, while still making immunity a valuable stat to hold both as the player or an enemy. Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Enhanced Wield Replace 1.3.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Enhanced Object Compare 1.4.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 26 / 70% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 51 (base 18) |
| Dexterity | 45 (base 25) |
| Constitution | 48 (base 38) |
| Magic | 48 (base 28) |
| Willpower | 61 (base 47) |
| Cunning | 67 (base 28) |
Resources
| Mana | 505/505 |
| Psi | 131/131 |
| Hate | 24/100 |
| Life | 897/897 |
| Positive | 0/85 |
| Stamina | 350/350 |
| Paradox | 300 |
| Healing Factor | 1.9210023233355 |
| Regeneration | 48.425259219211 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +12.7836465099% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 106 |
| Accuracy | 57 |
| Crit Chance | 28% |
| APR | 21 |
| Speed | 0.95 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 62.42 (86.030927835052%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 19.023130715438 |
| Physical Save | 47 |
| Spell Save | 31 |
| Mental Save | 51 |
Defense: Resistances
| All | + 10%( 70%) |
Defense: Immunities
| Pinning Resistance | 21% |
| Disarm Resistance | 76% |
| Bleed Resistance | 11% |
| Confusion Resistance | 11% |
| Fear Resistance | 11% |
| Stun Resistance | 75% |
| Instadeath Resistance | 100% |
| Blind Resistance | 11% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 318 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 852% for 10 turns and instantly restoring 43 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 334 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 9 turns. While Heroism is active, you will only die when reaching -546 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Armor forging | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 4/5 |
| Psionic / Absorption | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Forgeknight combat maneuvers | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Weapon forging | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Advanced martial enchantments | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Spell / Inanimation | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Forge powers | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Forgeknight combat expertise | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Martial enchantments | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Energy | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Forger's endurance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Weapon of Wrath |
| talent | Augmentation |
| talent | Weapon of Light |
| talent | Second Life |
| talent | Energy Decomposition |
| talent | Beyond the Flesh |
| talent | Kinetic Shield |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Magic by +2. | done |
You failed to protect the lost warrior from death by Isumina the stone troll. Escort: lost warrior (level 3 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed ice ant stinger. * You've found the needed xorn fragment. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | reforged dwarven-steel battleaxe 'Ivyssra' (57.6-86.4 power, 7 apr) reforged dwarven-steel battleaxe 'Ivyssra' (57.6-86.4 power, 7 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 Base power: 57.6 - 86.4 Uses stat: 80% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +24 Armour Penetration: +7 Physical crit. chance: +8.5% Attack speed: 105% When this weapon hits: Healing Light (15% chance level 3). Damage (Melee): +12 temporal / +27 nature / +27 arcane When wielded/worn: Accuracy: +13 (+4 eff.) Defense: +12 (+6 eff.) Damage when hit (Melee): 4 arcane / 7 temporal Changes stats: +2 Cun Changes resistances: +10% temporal Changes damage: +15% temporal / +6% arcane / +15% cold Talent granted: +5 Pulverizing Auger Disarm immunity: +32% Spellpower: +2 (+1 eff.) Massive two-handed battleaxes. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (118 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | reforged Quasit's Skull (3 def, 19 armour) reforged Quasit's Skull (3 def, 19 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Enchantment: Heavy Armour 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +19 Armour Hardiness: +5% Defense: +3 (+1 eff.) Fatigue: +1% Changes stats: +3 Con Changes resistances: +5% nature / +5% arcane Talent mastery: +0.10 Technique / Battle tactics Physical save: +12 (+4 eff.) Mental save: +21 (+7 eff.) Blindness immunity: +11% Confusion immunity: +11% Stun/Freeze immunity: +30% Fear immunity: +11% Stamina each turn: +0.97 Maximum stamina: +47.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | pair of rough leather boots 'Bregehir' (0 def, 1 armour) pair of rough leather boots 'Bregehir' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +2 Mag / +3 Con Changes resistances penetration: +15% arcane Changes damage: +6% blight Critical mult.: +5.00% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Tool | The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
| On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Effects on melee hit: * Slows global speed by 40% Changes stats: +6 Cun / +6 Dex Changes resistances: +28% acid / +26% fire / +3% light Changes damage: +14% acid / +13% fire / +6% nature Light radius: +3 Cannot be unequipped or rerolled until level 27. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | Hettivor HettivorInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +2 (+1 eff.) Damage when hit (Melee): 8 acid / 8 physical Changes stats: +1 Con Changes resistances: +12% lightning Changes resistances penetration: +15% acid Stun/Freeze immunity: +24% Healing mod.: +10% Amulets can have magical properties. |
| In main hand | reforged Golden Three-Edged Sword 'The Truth' (73-116.8 power, 14 apr) reforged Golden Three-Edged Sword 'The Truth' (73-116.8 power, 14 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Enchantment: Weapon 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 73.0 - 116.8 Uses stat: 86% Wil Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +25 Armour Penetration: +14 Physical crit. chance: +11.0% Attack speed: 105% When this weapon hits: Lightning (15% chance level 5). Damage (Melee): +27 lightning / +76 light / +49 darkness When wielded/worn: Changes damage: +15% darkness / +15% cold Talent granted: +5 Blindside Massive two-handed swords. |
| On hands | dwarven-steel gauntlets 'Blackwitch' (0 def, 6 armour) dwarven-steel gauntlets 'Blackwitch' (0 def, 6 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Damage (Melee): 11 nature Changes stats: +3 Con Changes resistances: +7% nature Changes damage: +6% nature / +9% arcane / +6% darkness Physical save: +15 (+5 eff.) Spell save: +5 (+3 eff.) Mental save: +13 (+4 eff.) Disarm immunity: +32% Maximum life: +61.00 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 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 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| Cloak | Velyrann the linen cloak (1 def, 4 armour) Velyrann the linen cloak (1 def, 4 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Changes stats: +3 Cun / +3 Wil Changes resistances: +9% cold Changes damage: +3% mind Mental save: +10 (+3 eff.) Pinning immunity: +10% Stun/Freeze immunity: +10% Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | masterforged dwarven-steel plate armour (6.5 def, 21.5 armour) masterforged dwarven-steel plate armour (6.5 def, 21.5 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +22 Defense: +6 (+3 eff.) Fatigue: +24% Changes stats: +7 Cun / +5 Wil Changes resistances: +5% lightning / +5% physical Talent cooldown: Cripple (-3 turns) Talents granted: +3 Repulsion Field +1 Power Catalyst: Magic Physical save: +22 (+8 eff.) Mental save: +13 (+4 eff.) Cut immunity: +11% Pinning immunity: +11% Stun/Freeze immunity: +11% Life regen: +2.93 Maximum life: +149.00 A suit of armour made of metal plates. |
Inventory
Primal Infusion (affinity 15%; cure magical, physical, mental) Primal Infusion (affinity 15%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 15% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
wild infusion of the titan (resist 17%; cure mental, physical) wild infusion of the titan (resist 17%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 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 or physical effect and reduce all damage taken by 17% for 6 turns. Also removes cross-tier effects of the affected types for free. 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 ability. Press to compare to your current inscriptions |
enchantment rune of the warrior (+22 for 9 turns) enchantment rune of the warrior (+22 for 9 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 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 spell Description: Activate the rune to enchant your weapons and armour for 9 turns. This enchantment increases your accuracy and armour by 22 and adds 26 arcane damage to all your hits. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
copper amulet 'Earanik' copper amulet 'Earanik'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Changes resistances: +10% mind Confusion immunity: +23% Only die when reaching: -80.00 life Amulets can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
mule's copper ring of the mountain (+11%) mule's copper ring of the mountain (+11%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +11% physical Changes damage: +11% physical Maximum encumbrance: +23 Rings can have magical properties. |
arcing steel battleaxe of phasing (19-28.5 power, 14 apr) arcing steel battleaxe of phasing (19-28.5 power, 14 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 19.0 - 28.5 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +17% Damage (Melee): +13 lightning Massive two-handed battleaxes. |
masterforged dwarven-steel battleaxe (51.1-76.65 power, 7 apr) masterforged dwarven-steel battleaxe (51.1-76.65 power, 7 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 51.1 - 76.7 Uses stat: 80% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +7 Physical crit. chance: +8.5% Attack speed: 105% When this weapon hits: Manathrust (15% chance level 4). On weapon hit: * 40% chance to disease Damage (Melee): +13 temporal / +28 light / +28 fire / +10 nature When wielded/worn: Effects on melee hit: * 10% chance to disease Changes damage: +15% lightning / +15% darkness Talent granted: +3 Pulverizing Auger Critical mult.: +5.00% Massive two-handed battleaxes. |
masterforged iron battleaxe (25.6-38.4 power, 6 apr) masterforged iron battleaxe (25.6-38.4 power, 6 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 25.6 - 38.4 Uses stat: 80% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +6 Physical crit. chance: +6.5% Attack speed: 105% When this weapon hits: Manathrust (15% chance level 4). On weapon hit: * 40% chance to cause random gloom Damage (Melee): +27 nature / +12 cold Burst (radius 2) on crit: +8 mind When wielded/worn: Changes resistances: +3% fire Changes resistances penetration: +5% mind Changes damage: +15% lightning / +6% fire Talent granted: +4 Flameshock Massive two-handed battleaxes. |
masterforged steel battleaxe (35.1-52.65 power, 7 apr) masterforged steel battleaxe (35.1-52.65 power, 7 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 35.1 - 52.7 Uses stat: 80% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +7 Physical crit. chance: +7.0% Attack speed: 105% On weapon hit: * 20% chance to blind Damage (Melee): +27 cold / +7 temporal / +12 nature Burst (radius 2) on crit: +4 light When wielded/worn: Changes resistances: +6% mind Changes damage: +15% light Talent granted: +2 Ruin Massive two-handed battleaxes. |
masterforged steel battleaxe (34.1-51.15 power, 7 apr) masterforged steel battleaxe (34.1-51.15 power, 7 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 34.1 - 51.2 Uses stat: 80% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +7 Physical crit. chance: +8.0% Attack speed: 105% When this weapon hits: Poison Breath (10% chance level 3). Damage (Melee): +16 mind / +27 fire Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +4 fire When wielded/worn: Changes resistances: +3% mind Changes damage: +15% nature Talent granted: +4 Blindside Maximum encumbrance: +10 Only die when reaching: -60.00 life Massive two-handed battleaxes. |
masterforged steel battleaxe (33.6-50.4 power, 7 apr) masterforged steel battleaxe (33.6-50.4 power, 7 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 33.6 - 50.4 Uses stat: 79% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +7 Physical crit. chance: +7.0% Attack speed: 105% When this weapon hits: Realign (15% chance level 3). Damage (Melee): +27 cold / +10 temporal / +10 darkness / +9 nature Damage against: +10% Living When wielded/worn: Changes damage: +15% lightning Massive two-handed battleaxes. |
reforged Drake's Bane (69.6-104.4 power, 26 apr) reforged Drake's Bane (69.6-104.4 power, 26 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 69.6 - 104.4 Uses stat: 80% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +26 Armour Penetration: +26 Physical crit. chance: +8.5% Attack speed: 105% When this weapon hits: Curse of Defenselessness (15% chance level 3). Damage (Melee): +28 lightning / +28 arcane Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Changes damage: +15% acid / +15% physical Talent granted: +2 Flameshock Physical save: +9 (+3 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% Massive two-handed battleaxes. |
reforged Mercy (43.7-56.81 power, 14 apr) reforged Mercy (43.7-56.81 power, 14 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 43.7 - 56.8 Uses stats: 31% Wil, 37% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Accuracy: +13 Armour Penetration: +14 Physical crit. chance: +17.0% Attack speed: 105% When this weapon hits: Chain Lightning (10% chance level 1). Damage (Melee): +15 lightning / +15 physical When wielded/worn: Changes stats: +6 Str / +6 Dex Changes damage: +9% nature / +9% temporal Critical mult.: +20.00% Sharp, short and deadly. |
reforged Silent Blade (30.7-39.91 power, 15 apr) reforged Silent Blade (30.7-39.91 power, 15 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 30.7 - 39.9 Uses stats: 25% Wil, 37% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Accuracy: +13 Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 105% When this weapon hits: Lightning (15% chance level 3). When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence / +15 nature When wielded/worn: Accuracy: +10 (+3 eff.) Changes damage: +9% physical Sharp, short and deadly. |
reforged Swordbreaker (32.2-41.86 power, 25 apr) reforged Swordbreaker (32.2-41.86 power, 25 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master Enchantment: Weapon 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 32.2 - 41.9 Uses stat: 90% Cun Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.5% APR / acc Accuracy: +26 Armour Penetration: +25 Physical crit. chance: +17.0% Attack speed: 105% When this weapon hits: Silence (10% chance level 1). Damage (Melee): +15 nature / +15 arcane When wielded/worn: Armour Hardiness: +20% Defense: +15 (+7 eff.) Changes stats: +8 Cun / +8 Dex Changes damage: +9% physical / +9% temporal Talents granted: +1 Bone Grab +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Sharp, short and deadly. |
forged iron greatmaul (30.6-45.9 power, 6 apr) forged iron greatmaul (30.6-45.9 power, 6 apr)Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.6 - 45.9 Uses stat: 79% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +25 Armour Penetration: +6 Physical crit. chance: +2.5% Attack speed: 105% When this weapon hits: Distortion Wave (15% chance level 4). Damage (Melee): +19 insidious poison / +27 lightning When wielded/worn: Changes damage: +15% cold Talent granted: +1 Slime Spit Massive two-handed mauls. |
masterforged dwarven-steel greatmaul (61.1-91.65 power, 7 apr) masterforged dwarven-steel greatmaul (61.1-91.65 power, 7 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 61.1 - 91.7 Uses stat: 80% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +7 Physical crit. chance: +3.5% Attack speed: 105% When this weapon hits: Battle Call (15% chance level 3). On weapon hit: * 20% chance to blind Damage Shield penetration (this weapon only): +20% Damage (Melee): +28 physical / +4 light / +14 mind / +28 nature When wielded/worn: Changes damage: +15% arcane / +15% physical Talent granted: +5 Flameshock Life regen: +0.40 Healing mod.: +20% Massive two-handed mauls. |
masterforged steel greatmaul (42.1-63.15 power, 7 apr) masterforged steel greatmaul (42.1-63.15 power, 7 apr)Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 42.1 - 63.2 Uses stat: 80% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +7 Physical crit. chance: +3.0% Attack speed: 105% When this weapon hits: Curse of Defenselessness (15% chance level 3). Damage (Melee): +14 mind / +27 nature Burst (radius 2) on crit: +4 light When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +3% fire Changes resistances penetration: +10% fire Changes damage: +15% lightning / +9% fire Talent granted: +4 Bone Grab Light radius: +1 Massive two-handed mauls. |
reforged Voronne (43.6-65.4 power, 7 apr) reforged Voronne (43.6-65.4 power, 7 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 43.6 - 65.4 Uses stat: 79% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +7 Physical crit. chance: +3.0% Attack speed: 105% When this weapon hits: Mind Blast (15% chance level 4). On weapon hit: * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown On weapon crit: * splashes the target with acid Damage (Melee): +37 lightning / +10 acid When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +3 Con Changes damage: +15% fire Talent granted: +3 Deadly Strikes Spellpower on spell critical (stacks up to 3 times): +4 Massive two-handed mauls. |
forged iron greatsword (26.6-42.56 power, 6 apr) forged iron greatsword (26.6-42.56 power, 6 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 26.6 - 42.6 Uses stat: 79% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +25 Armour Penetration: +6 Physical crit. chance: +4.5% Attack speed: 105% When this weapon hits: Flameshock (10% chance level 4). On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +9 lightning / +27 nature When wielded/worn: Changes damage: +15% physical Talent granted: +2 Blindside Massive two-handed swords. |
masterforged dwarven-steel greatsword (54.6-87.36 power, 7 apr) masterforged dwarven-steel greatsword (54.6-87.36 power, 7 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 54.6 - 87.4 Uses stat: 80% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +13 Armour Penetration: +7 Physical crit. chance: +5.5% Attack speed: 105% When this weapon hits: Tidal Wave (10% chance level 3). Damage (Melee): +16 mind / +28 fire / +8 light / +28 arcane When wielded/worn: Damage when hit (Melee): 8 light Changes resistances: +15% darkness Changes damage: +15% light / +15% temporal Talent granted: +4 Acidic Spray Massive two-handed swords. |
masterforged steel greatsword (43.6-69.76 power, 7 apr) masterforged steel greatsword (43.6-69.76 power, 7 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 43.6 - 69.8 Uses stat: 79% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +13 Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 105% When this weapon hits: Mind Blast (15% chance level 4). On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +37 lightning When wielded/worn: Changes damage: +15% physical Talent granted: +4 Flameshock Massive two-handed swords. |
masterforged steel greatsword (37.1-59.36 power, 7 apr) masterforged steel greatsword (37.1-59.36 power, 7 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 37.1 - 59.4 Uses stat: 79% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +13 Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 105% When this weapon hits: Blinding Spores (15% chance level 3). On weapon hit: * 17% chance to cause random gloom Damage (Melee): +27 lightning / +13 mind When wielded/worn: Changes stats: +2 Cun / +2 Wil Changes damage: +15% physical Talent granted: +5 Pulverizing Auger Massive two-handed swords. |
masterforged steel greatsword (35.6-56.96 power, 7 apr) masterforged steel greatsword (35.6-56.96 power, 7 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 35.6 - 57.0 Uses stat: 79% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +14 Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 105% When this weapon hits: Silence (10% chance level 3). On weapon hit: * 20% chance to cause random gloom Damage (Melee): +9 mind / +27 cold When wielded/worn: Changes stats: +5 Cun / +2 Wil Changes damage: +15% lightning Talent granted: +2 Blindside Massive two-handed swords. |
masterforged steel greatsword (40-64 power, 7 apr) masterforged steel greatsword (40-64 power, 7 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 40.0 - 64.0 Uses stat: 81% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +14 Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 105% When this weapon hits: Lightning Breath (10% chance level 3). On weapon hit: * Slows global speed by 20% Damage (Melee): +27 cold / +10 darkness Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +4 darkness Damage against: +13% Living When wielded/worn: Damage when hit (Melee): 12 nature Changes resistances: +6% darkness Changes damage: +15% nature Talent granted: +2 Flameshock Massive two-handed swords. |
masterforged steel greatsword (40.6-64.96 power, 7 apr) masterforged steel greatsword (40.6-64.96 power, 7 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 40.6 - 65.0 Uses stat: 79% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +13 Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 105% When this weapon hits: Chain Lightning (10% chance level 3). On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +10 lightning / +27 fire / +7 light Damage against: +7% Undead When wielded/worn: Changes damage: +15% cold Talent granted: +2 Pulverizing Auger Massive two-handed swords. |
reforged Champion's Will (98.1-156.96 power, 27 apr) reforged Champion's Will (98.1-156.96 power, 27 apr)Requires: - Strength 39 Powered by arcane forces Crafted by a master Enchantment: Weapon 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 98.1 - 157.0 Uses stats: 73% Wil, 26% Con Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +38 Armour Penetration: +27 Physical crit. chance: +14.0% Attack speed: 105% Damage (Melee): +28 mind / +28 nature / +28 arcane When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Changes damage: +15% blight / +15% physical Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Massive two-handed swords. |
reforged Colaryem (67.1-107.36 power, 17 apr) reforged Colaryem (67.1-107.36 power, 17 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Enchantment: Weapon 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 67.1 - 107.4 Uses stat: 85% Wil Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +25 Armour Penetration: +17 Physical crit. chance: +13.0% Attack speed: 105% When this weapon hits: Greater Weapon Focus (10% chance level 3). Damage (Melee): +27 nature / +27 light When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning / +15% nature / +15% arcane Talent granted: +4 Ruin Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Massive two-handed swords. |
reforged Latafayn (93.6-149.76 power, 10 apr) reforged Latafayn (93.6-149.76 power, 10 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 93.6 - 149.8 Uses stat: 83% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +26 Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 105% When this weapon hits: Disarm (15% chance level 3). Lifesteal (this weapon only): +8% Damage (Melee): +28 lightning / +28 darkness Damage conversion: 50% fire burn When wielded/worn: Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes damage: +15% acid / +15% fire / +10% darkness / +15% nature Talent granted: +4 Acidic Spray Massive two-handed swords. |
steel greatsword of amnesia (23.5-37.6 power, 2 apr) steel greatsword of amnesia (23.5-37.6 power, 2 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Massive two-handed swords. |
masterforged dwarven-steel longsword (35-49 power, 9 apr) masterforged dwarven-steel longsword (35-49 power, 9 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 35.0 - 49.0 Uses stat: 68% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +13 Armour Penetration: +9 Physical crit. chance: +5.5% Attack speed: 105% Damage (Melee): +20 lightning / +20 arcane Burst (radius 1) on hit: +16 darkness When wielded/worn: Changes resistances penetration: +15% darkness / +5% arcane Changes damage: +11% cold / +6% arcane / +11% mind Talent granted: +2 Slime Spit Sharp, long, and deadly. |
reforged Bethille (51-71.4 power, 10 apr) reforged Bethille (51-71.4 power, 10 apr)Requires: - Strength 27 Powered by arcane forces Crafted by a master Enchantment: Weapon 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 51.0 - 71.4 Uses stat: 69% Wil Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +22 Armour Penetration: +10 Physical crit. chance: +6.5% Attack speed: 105% When this weapon hits: Disperse Magic (10% chance level 2). Damage (Melee): +19 cold / +9 darkness / +19 light Damage against: +9% Living When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +11 Changes stats: +3 Dex / +1 Con Changes resistances penetration: +10% physical Changes damage: +9% physical / +11% darkness / +11% cold Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Talent granted: +2 Slime Spit Life regen: +0.20 Sharp, long, and deadly. |
chilling iron mace of phasing (11-15.4 power, 8 apr) chilling iron mace of phasing (11-15.4 power, 8 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 11.0 - 15.4 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +0.5% Attack speed: 100% Damage Shield penetration (this weapon only): +13% Damage (Melee): +8 cold Blunt and deadly. |
iron mace of massacre (18.5-25.9 power, 2 apr) iron mace of massacre (18.5-25.9 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 18.5 - 25.9 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
slime-covered steel mace of projection (15-21 power, 3 apr) slime-covered steel mace of projection (15-21 power, 3 apr)Requires: - Strength 16 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 15.0 - 21.0 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * Slows global speed by 6% Damage (Melee): +7 mind 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. Blunt and deadly. |
reforged Rimeblade (17.2-22.36 power, 11 apr) reforged Rimeblade (17.2-22.36 power, 11 apr)Requires: - Magic 14 - Dexterity 14 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / ritual blade ; tier 2 Base power: 17.2 - 22.4 Uses stats: 31% Cun, 51% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Accuracy: +13 Armour Penetration: +11 Physical crit. chance: +6.0% Attack speed: 105% When this weapon hits: Earthen Missiles (15% chance level 3). Damage (Melee): +15 cold Damage conversion: 50% cold When wielded/worn: Changes resistances penetration: +10% physical / +10% cold Changes damage: +15% physical / +24% cold Talent granted: +1 Pulverizing Auger Spell crit. chance: +6% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. earthen yew vilestaff (20-24 power, 4 apr, blight element)earthen yew vilestaff (20-24 power, 4 apr, blight element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +5 Armour Hardiness: +4% Changes damage: +20% blight Talent granted: +1 Command Staff Physical save: +4 (+2 eff.) Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Blood-Letter (33-46.2 power, 4.5 apr) Blood-Letter (33-46.2 power, 4.5 apr)Requires: - Dexterity 15 - Strength 31 Powered by arcane forces Infused by nature Crafted by a master Enchantment: Weapon 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stat: 60% Wil Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +4 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Daimadetir (11-15.4 power, 3 apr) Daimadetir (11-15.4 power, 3 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.0 - 15.4 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Accuracy: +4 (+1 eff.) Fatigue: -4% Damage when hit (Melee): 4 physical Changes resistances penetration: +5% acid Changes damage: +9% acid Stamina each turn: +1.00 Only die when reaching: -20.00 life One-handed war axes. |
Eilinydassra the steel waraxe (14.5-20.3 power, 3 apr) Eilinydassra the steel waraxe (14.5-20.3 power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.5 - 20.3 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +24 insidious poison When wielded/worn: Physical power: +6 (+2 eff.) Only die when reaching: -80.00 life Maximum life: +40.00 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. insidious dwarven-steel waraxe of massacre (29.5-41.3 power, 4 apr)insidious dwarven-steel waraxe of massacre (29.5-41.3 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 29.5 - 41.3 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +11 insidious poison One-handed war axes. |
masterforged dwarven-steel waraxe (31.5-44.1 power, 9 apr) masterforged dwarven-steel waraxe (31.5-44.1 power, 9 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 31.5 - 44.1 Uses stat: 68% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +9 Physical crit. chance: +6.5% Attack speed: 105% When this weapon hits: Realign (15% chance level 2). On weapon hit: * 22% chance to cause random gloom Damage (Melee): +13 mind / +19 nature / +19 light When wielded/worn: Changes stats: +1 Dex / +4 Wil / +4 Cun / +2 Con Changes damage: +11% light / +11% acid Talent granted: +1 Blindside Critical mult.: +6.00% Maximum stamina: +5.00 One-handed war axes. |
masterforged iron waraxe (18-25.2 power, 7 apr) masterforged iron waraxe (18-25.2 power, 7 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 18.0 - 25.2 Uses stat: 68% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +7 Physical crit. chance: +5.5% Attack speed: 105% When this weapon hits: Tidal Wave (10% chance level 2). Damage (Melee): +19 lightning / +7 darkness / +4 mind Damage against: +7% Living When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +21% fire Changes resistances penetration: +10% fire Changes damage: +11% cold Talent granted: +1 Bone Grab One-handed war axes. |
masterforged iron waraxe (20.5-28.7 power, 7 apr) masterforged iron waraxe (20.5-28.7 power, 7 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 20.5 - 28.7 Uses stat: 69% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +7 Physical crit. chance: +5.5% Attack speed: 105% When this weapon hits: Realign (15% chance level 2). On weapon crit: * wounds the target reducing their healing Damage Shield penetration (this weapon only): +20% Damage (Melee): +19 fire When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Fatigue: -8% Changes resistances: +12% acid Changes damage: +11% lightning Talent granted: +1 Bone Grab One-handed war axes. |
reforged Skullcleaver (26.5-37.1 power, 9 apr) reforged Skullcleaver (26.5-37.1 power, 9 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 26.5 - 37.1 Uses stats: 64% Wil, 11% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +22 Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 105% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage (Melee): +5 acid / +19 fire Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight / +11% fire Talent granted: +2 Acidic Spray One-handed war axes. |
Adyssra the Flareclash Adyssra the FlareclashCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +4 Cun / +6 Lck Changes resistances: +3% fire Changes resistances penetration: +5% nature / +25% fire Trap disarming bonus: +6 Stealth bonus: +6 Infravision radius: +4 A belt that goes around your waist. |
Emalaith EmalaithInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Wil / +5 Cun Critical mult.: +10.00% Physical save: +13 (+5 eff.) Spell save: +13 (+7 eff.) Mental save: +13 (+4 eff.) A belt that goes around your waist. |
grounding rough leather belt of the giants grounding rough leather belt of the giantsInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +6% lightning / +7% temporal Spell save: +5 (+3 eff.) Size category: +1 A belt that goes around your waist. |
Anifang the Gloomnoon (0 def, 3 armour) Anifang the Gloomnoon (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Wil Changes damage: +3% darkness Hate when firing a critical mind attack: +1.00 Maximum psi: +50.00 Mindpower: +4 (+1 eff.) Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Frostfire Gauntlets (0 def, 3 armour) Frostfire Gauntlets (0 def, 3 armour)Requires: - Magic 16 - Talent Armour Training Powered by arcane forces Enchantment: Heavy Armour 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Changes resistances: +10% fire / +10% cold Changes damage: +10% fire / +10% cold Spellpower on spell critical (stacks up to 3 times): +5 It can be used to activate talent Cold Flames (costing 20 power out of 30/30) : Effective talent level: 2.0 Power cost: 20 out of 30/30. Range: 5 Travel Speed: instantaneous Is: a spell Description: Cold Flames slowly spread from 7 spots in a radius of 3 around the targeted location. The flames deal 36.65 cold damage, and have a chance of freezing. Damage improves with your Spellpower. On the left gauntlet is a large sapphire, on the right is a large ruby. Cunningly designed magic has allowed two opposing elements to work in unison. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 171.13 and knocking it back 5 tiles. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
psychic's iron gauntlets of strength (+3) (0 def, 1 armour) psychic's iron gauntlets of strength (+3) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Damage (Melee): 6 mind Changes stats: +3 Str Changes resistances: +5% mind Changes damage: +4% mind Metal gloves protecting the hands up to the middle of the lower arm. |
forged iron helm (2 def, 9 armour) forged iron helm (2 def, 9 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Fatigue: +5% Changes stats: +3 Con Changes resistances: +5% lightning / +5% temporal / +5% fire Talent mastery: +0.10 Technique / Weapon forging Talent granted: +1 Disperse Magic Mental save: +19 (+6 eff.) Blindness immunity: +11% Confusion immunity: +11% Fear immunity: +11% Stamina each turn: +0.97 Maximum stamina: +42.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged dwarven-steel helm (3 def, 11 armour) masterforged dwarven-steel helm (3 def, 11 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +11 Defense: +3 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +4% Changes resistances: +19% nature / +5% light Talent mastery: +0.10 Chronomancy / Chronomancy Talent granted: +4 Skullcracker Spell save: +6 (+3 eff.) Mental save: +23 (+8 eff.) Blindness immunity: +11% Silence immunity: +25% Confusion immunity: +11% Fear immunity: +11% Stamina each turn: +0.98 Maximum life: +82.00 Maximum stamina: +50.00 Healing mod.: +16% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged dwarven-steel helm (3 def, 11 armour) masterforged dwarven-steel helm (3 def, 11 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +11 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +6 Dex Changes resistances: +6% physical / +14% darkness / +5% fire Talent granted: +3 Mental Shielding Reduces incoming crit damage: 10.00% Mental save: +23 (+8 eff.) Blindness immunity: +11% Confusion immunity: +11% Fear immunity: +11% Stamina each turn: +1.18 Maximum stamina: +50.00 Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged iron helm (2 def, 9 armour) masterforged iron helm (2 def, 9 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to blind Changes resistances: +5% cold / +6% nature / +9% light Changes resistances penetration: +5% light Changes damage: +9% mind Talent mastery: +0.10 Technique / Weapon forging Talent granted: +2 Skullcracker Spell save: +4 (+2 eff.) Mental save: +21 (+7 eff.) Blindness immunity: +11% Confusion immunity: +11% Fear immunity: +11% Stamina each turn: +0.97 Maximum life: +44.00 Maximum stamina: +47.00 Healing mod.: +12% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged iron helm (3 def, 9.5 armour) masterforged iron helm (3 def, 9.5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +10 Defense: +3 (+1 eff.) Fatigue: +5% Changes resistances: +6% fire / +5% nature / +5% cold Talent mastery: +0.10 Chronomancy / Chronomancy Talent granted: +3 Healing Light Allows you to breathe in: water Mental save: +21 (+7 eff.) Blindness immunity: +11% Confusion immunity: +11% Fear immunity: +11% Stamina each turn: +0.97 Maximum stamina: +47.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged iron helm (2 def, 9 armour) masterforged iron helm (2 def, 9 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Fatigue: +5% Changes resistances: +11% cold / +11% light / +11% darkness Talent granted: +2 Mental Shielding Allows you to breathe in: water Mental save: +21 (+7 eff.) Blindness immunity: +11% Confusion immunity: +11% Fear immunity: +11% Stamina each turn: +0.97 Maximum stamina: +47.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged iron helm (2 def, 9 armour) masterforged iron helm (2 def, 9 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Fatigue: +1% Effects on melee hit: * 15% chance to corrode armour Changes stats: +1 Str / +3 Wil Changes resistances: +7% blight / +5% fire Changes resistances penetration: +10% acid Talent mastery: +0.10 Technique / Forgeknight combat maneuvers Talent granted: +3 Illuminate Mental save: +29 (+9 eff.) Blindness immunity: +11% Confusion immunity: +11% Fear immunity: +11% Stamina each turn: +0.98 Maximum stamina: +48.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
reforged Aletta's Diadem (2 def, 10.5 armour) reforged Aletta's Diadem (2 def, 10.5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Enchantment: Heavy Armour 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Fatigue: +0% Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes resistances: +5% darkness / +5% cold Changes damage: +10% mind Talent mastery: +0.10 Technique / Bloodthirst Talent granted: +1 Disperse Magic Mental save: +21 (+7 eff.) Blindness immunity: +11% Confusion immunity: +11% Fear immunity: +11% Stamina each turn: +0.97 Maximum stamina: +47.00 Mindpower: +12 (+4 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 102.93 mind damage and cripples the target's higher mental functions, reducing cunning by 11 and confusing (29% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
reforged Helm of the Dwarven Emperors (3 def, 13 armour) reforged Helm of the Dwarven Emperors (3 def, 13 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Enchantment: Heavy Armour 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Fatigue: +0% Changes stats: +3 Wil / +4 Mag Changes resistances: +5% lightning / +5% arcane Changes damage: +8% light Talent mastery: +0.10 Technique / Forgeknight combat expertise Talent granted: +3 Swallow Mental save: +22 (+7 eff.) Blindness immunity: +41% Confusion immunity: +41% Fear immunity: +11% Stamina each turn: +0.98 Maximum stamina: +49.00 Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 29.87 light damage within radius 3. The damage done will increase with your Spellpower. 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. spiked cured leather armour of acid resistance (2 def, 4 armour)spiked cured leather armour of acid resistance (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): 12 physical Changes resistances: +15% acid A suit of armour made of leather. |
124 alchemist agate 124 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. |
3 onyx 3 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 When used as a pommel gem: +3 critical hit chance. Gems can be sold for money or used in arcane rituals. |
9 aquamarine 9 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 When used as a pommel gem: +20% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning When used as a pommel gem: +30% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
6 opal 6 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 When used as a pommel gem: +2 critical hit chance. Gems can be sold for money or used in arcane rituals. |
9 topaz 9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning When used as a pommel gem: +10% weapon speed. Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 emerald 2 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 When used as a pommel gem: +30 Poison damage on hit. Gems can be sold for money or used in arcane rituals. |
2 spinel 2 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 When used as a pommel gem: +10% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+5 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 301 cold damage (based on your Magic), costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
This item will automatically be transmogrified when you leave the level. ethereal alchemist's lampethereal alchemist's lamp Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Mag Spellpower: +7 (+3 eff.) Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One 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 (+1 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 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 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 10 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 80% 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. |
Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 126.24 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) When used as a pommel gem: Talent on hit: 10% chance to cast Manathrust level 2. It can be used to combine with a weapon (makes a non enchanted into an artifact) , costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet 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 When used as a pommel gem: +6% life leech. Gems can be sold for money or used in arcane rituals. |
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. ash totem of cure ailments [power 2] (10 cooldown)ash totem of cure ailments [power 2] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 2 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
11 amethyst 11 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 When used as a pommel gem: Damage burst on hit (radius 1): +10 arcane. Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes resistances: +30% darkness Changes damage: +30% light Light radius: +3 When carried: Light radius: +1 When used as a pommel gem: Talent on hit: 10% chance to cast Illuminate level 5. It can be used to map surroundings, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
3 ametrine 3 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 When used as a pommel gem: Talent on hit: 10% chance to cast Illuminate level 1. Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By MegaHammer the Cornac Adventurer level 11
3rd Dusk 122nd year of Ascendancy at 15:48 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By MegaHammer the Cornac Adventurer level 22
40th Dusk 122nd year of Ascendancy at 20:08 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By MegaHammer the Cornac Adventurer level 11
11st Dusk 122nd year of Ascendancy at 05:06 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By MegaHammer the Cornac Adventurer level 26
45th Dusk 122nd year of Ascendancy at 23:32 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By MegaHammer the Cornac Adventurer level 10
3rd Flare 122nd year of Ascendancy at 17:47 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By MegaHammer the Cornac Adventurer level 20
39th Dusk 122nd year of Ascendancy at 03:10 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By MegaHammer the Cornac Adventurer level 11
7th Flare 122nd year of Ascendancy at 16:29 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By MegaHammer the Cornac Adventurer level 25
43rd Dusk 122nd year of Ascendancy at 21:02 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By MegaHammer the Cornac Adventurer level 5
78th Pyre 122nd year of Ascendancy at 00:59 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By MegaHammer the Cornac Adventurer level 20
39th Dusk 122nd year of Ascendancy at 15:20 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By MegaHammer the Cornac Adventurer level 24
42nd Dusk 122nd year of Ascendancy at 14:24 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By MegaHammer the Cornac Adventurer level 15
15th Dusk 122nd year of Ascendancy at 07:09 see stats
Log
Hotkey page 1 is now displayed.
The skull embossed in the ring twists around momentarily. ...Did it just laugh?
Resting starts...
MegaHammer starts to surge mana.
MegaHammer stops surging mana.
Talent Rune: Manasurge is ready to use.
Rested for 23 turns (stop reason: all resources and life at maximum).
The skull embossed in the ring twists around momentarily. ...Did it just laugh?
The skull embossed in the ring twists around momentarily. ...Did it just laugh?
The skull embossed in the ring twists around momentarily. ...Did it just laugh?
The skull embossed in the ring twists around momentarily. ...Did it just laugh?
The skull embossed in the ring twists around momentarily. ...Did it just laugh?
MegaHammer drops on the floor: Mummified Egg-sac of Ungolë.
Your Mummified Egg-sac of Ungolë is magically sorted by the storage room.
MegaHammer uses Telekinetic Smash.
MegaHammer deactivates Second Life.
MegaHammer deactivates Weapon of Light.
MegaHammer deactivates Kinetic Shield.
MegaHammer deactivates Weapon of Wrath.
MegaHammer deactivates Energy Decomposition.
MegaHammer deactivates Beyond the Flesh.
MegaHammer deactivates Augmentation.

