











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Free Respec But only stats and talents 1.7.4Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats and talents freely at any time. based on Free Respec by youhei, which is based on Full Respecialization by Time to Die. Weight: 100 Superload: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Dual-Classes Reworked by AscendingPhoenix 1.7.4Allows the player to pick two classes, but the difficulty scales upward. (Original by StarKeep, modded by Raenarill). In order to activate this addon, look at your Game Options for a new tab. Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. Embers of Rage 1.7.4Official Expansion!Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Drem |
| Class | Writhing One |
| Level / Exp | 28 / 26% |
| Size | huge |
| Lifes / Deaths | Killed by Ce'Nyriatta the stone troll at level 9 on the 23rd Voratun 122nd year of Ascendancy at 17:16 0 / 7Killed by Famiie the thalore at level 11 on the 24th Profit 122nd year of Ascendancy at 08:36 Killed by Urkis, the High Tempest at level 25 on the 5th Stralite 123rd year of Ascendancy at 11:26 Killed by Betherakira the elven warrior at level 27 on the 8th Stralite 123rd year of Ascendancy at 09:24 Killed by Polyrevea the ghoul at level 28 on the 39th Stralite 123rd year of Ascendancy at 09:28 Killed by Polyrevea the ghoul at level 28 on the 39th Stralite 123rd year of Ascendancy at 10:57 Killed by Beliramina the sandworm at level 28 on the 39th Stralite 123rd year of Ascendancy at 14:58 |
Primary Stats
| Strength | 27 (base 13) |
| Dexterity | 22 (base 10) |
| Constitution | 36 (base 13) |
| Magic | 82 (base 60) |
| Willpower | 13 (base 10) |
| Cunning | 73 (base 50) |
Resources
| Life | -14/979 |
| Mana | 257/257 |
| Insanity | 66/100 |
| Healing Factor | 1.3379202340232 |
| Regeneration | 127.11580143454 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -38.90613238968% |
| Spell | 0% |
| Global | +83.333333333333% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 12 |
| See Stealth | 60.954687854192 |
| See Invisible | 59.954687854192 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 138 |
| Accuracy | 57 |
| Crit Chance | 34% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 64 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +53% |
| Blight | +48% |
| Arcane | +50% |
| Cold | +71% |
| All | +44% |
| Lightning | +69% |
| Light | +65% |
| Physical | +52% |
| Mind | +59% |
| Darkness | +72% |
| Fire | +52% |
| Nature | +53% |
Offense: Damage Penetration
| Darkness | +88% |
| Temporal | +13% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 24.834395980992 (35.65183292883%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 32 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Physical | + 70%( 70%) |
| Cold | + 70%( 70%) |
| All | + 84%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Disarm Resistance | 32% |
| Confusion Resistance | 32% |
| Instadeath Resistance | 100% |
| Stun Resistance | 40% |
| Poison Resistance | 23% |
| Blind Resistance | 26% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 509 damage for 4 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 64 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 449 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Defensive Posture |
| talent | Chaos Orbs |
| talent | Constrict |
| detrimental effect | The target has recently taken distortion damage, is vulnerable to distortion effects, and has its physical resistance decreased by 17%. Distortion |
| detrimental effect | Reduces global action speed by 20%. Slow |
| detrimental effect | The target is being ravaged by distortion, taking 67.63 physical damage and is losing one physical effect turn. Ravage |
| detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 89.76 life per turn. Regeneration |
| beneficial effect | Can walk through walls and quake every turn, 26% more damage and 26% more resistances. Overgrowth |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | Empowered by the sight of black blood, granting 10% all resistances. Spikeskin |
| beneficial effect | Linked to their horror ally gaining 22% all damage resistance. Shared Insanity |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| beneficial effect | 3 pustules increasing resistance by 9%. Putrescent Pustule |
| detrimental effect | Target is being assailed by an automated saw blade that cuts its flesh for 84.29 physical damage each turn and silences it. When the effect expires, the saw will explode for 209.11 fire damage and fly back to its source, pulling the target with it (up to 9 tiles). Explosive Saw |
| beneficial effect | 6 stacks, +18% to all damage dealt. Chaos Orbs |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife'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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Mayawe the white wolf. Escort: lost defiler (level 2 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | 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 Shax 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. * You have unlocked the hall of reflections. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 125. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed length of troll intestine. * You've found the needed hummerhorn wing. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed naga tongue. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed minotaur nose. * You've found the needed pouch of bone giant dust. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 within8 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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
| On feet | [vs. Chalyfast the Kindletrail (0 def, 4 armour) (On feet)]Chalyfast the Kindletrail (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 (-) Fatigue: +3% (-) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 0(-20) item temporal energize Changes resistances: +17%(-) temporal / +13%(-) darkness / +6%(-) fire Changes resistances penetration: +15%(-) darkness / +13%(-) temporal Changes damage: +3%(-) mind Critical mult.: +10.00% (-) Defense after a teleport: +20 (-) Resist all after a teleport: +21% (-) New effects duration reduction after a teleport: +22% (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | [vs. Deepsvengeance (Light source)]Deepsvengeance Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 6(-) nature Changes resistances: +3%(-) nature / +6%(-) darkness Changes resistances penetration: +10%(-) darkness / +5%(-) nature Changes damage: +9%(-) darkness Maximum life: +40.00 (-) Light radius: +3 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. Jetreign the dwarven-steel helm (0 def, 4 armour) (On head)]Jetreign the dwarven-steel helm (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 (-) Fatigue: +4% (-) Effects on melee hit: * 10% chance to reduce damage dealt by 17% Damage (Melee): 0(-10) item darkness numbing Changes stats: +5(-) Dex Changes resistances: +24%(-) darkness / +6%(-) cold Changes resistances penetration: +25%(-) darkness Changes damage: +12%(-) cold Infravision radius: +5 (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | [vs. Gloomwrecker (dig speed 16 turns) (Tool)]Gloomwrecker (dig speed 16 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 17% Damage (Melee): 0(-20) item darkness numbing Damage when hit (Melee): 8(-) darkness Changes stats: +2(-) Str Changes resistances: +6%(-) light Changes resistances penetration: +25%(-) darkness Changes damage: +9%(-) light Maximum life: +24.00 (-) Maximum stamina: +17.00 (-) Light radius: +1 (-) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | [vs. gladiator's stralite ring of life (On fingers, 1 of 6)]gladiator's stralite ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) (-) Changes stats: +6(-) Str / +8(-) Con Life regen: +5.00 (-) Maximum life: +74.00 (-) Healing mod.: +14% (-) Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. gladiator's stralite ring of life (On fingers, 1 of 6)]stralite ring 'Ravenmark' Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+4 eff.) Physical power: +9 (+2 eff.) (-) Damage when hit (Melee): 6 darkness Changes stats: +0(-6) Str / +6 Dex / +0(-8) Con Changes resistances penetration: +5% darkness Changes damage: +6% arcane Blindness immunity: +26% Life regen: +0.00 (-5.00) Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +0.00 (-74.00) Spellpower: +18 (+4 eff.) Mindpower: +5 (+3 eff.) Infravision radius: +5 See stealth: +17 See invisible: +16 Healing mod.: +0% (-14%) Rings make your fingers look great! Tap to cycle through comparison choices |
| Around waist | [vs. Amagar the rough leather belt (Around waist, 1 of 2)]Amagar the rough leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) (-) Physical power: +10 (+2 eff.) (-) Defense: +20 (+9 eff.) (-) Changes stats: +1(-) Con Maximum life: +30.00 (-) Maximum stamina: +10.00 (-) A belt that goes around your waist. Tap to cycle through comparison choices |
| In main hand | [vs. Prismpyre (25-30 power, 5 apr, lightning element) (In main hand, 1 of 3)]Prismpyre (25-30 power, 5 apr, lightning element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 (-) Crit. chance: +4.5% (-) Attack speed: 100% (-) When wielded/worn: Accuracy: +10 (+3 eff.) (-) Physical crit. chance: +9.0% (-) Physical power: +9 (+2 eff.) (-) Armour: +5 (-) Defense: +4 (+1 eff.) (-) Changes stats: +1(-) Mag / +2(-) Wil / +8(-) Cun / +5(-) Con Maximum wards: +2(-) lightning Changes damage: +6%(-) light / +25%(-) lightning Talents granted: +1.00(-) Command Staff +2.00(-) Ward Critical mult.: +41.00% (-) N.Energy each turn: +0.20 (-) Vim when firing critical spell: +4.00 (-) Spellpower on spell critical (stacks up to 3 times): +2 (-) Maximum vim: +36.00 (-) Maximum neg.energy: +23.00 (-) Spellpower: +19 (+5 eff.) (-) Spell crit. chance: +8% (-) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
| On hands | [vs. Glorulle the Phoenixwyrd (0 def, 2 armour) (On hands)]Glorulle the Phoenixwyrd (0 def, 2 armour) Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+1 eff.) (-) Armour: +2 (-) Damage (Melee): 7(-) cold Damage when hit (Melee): 6(-) fire Changes stats: +3(-) Str / +2(-) Con Changes resistances: +6%(-) cold Changes damage: +6%(-) cold Physical save: +12 (+6 eff.) (-) Spell save: +11 (+6 eff.) (-) Mental save: +5 (+2 eff.) (-) Disarm immunity: +32% (-) Stun/Freeze immunity: +20% (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 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. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | [vs. verdant woollen robe of alchemy (0 def, 0 armour) (Main armor, 1 of 2)]verdant woollen robe of alchemy (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4(-) Con Changes resistances: +12%(-) acid / +12%(-) physical / +12%(-) cold / +12%(-) fire / +9%(-) all Changes damage: +9%(-) acid / +8%(-) physical / +9%(-) cold / +9%(-) nature / +8%(-) fire Talents cooldown: Refit Golem (-3(-) turns) Poison immunity: +23% (-) Disease immunity: +27% (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. Tap to cycle through comparison choices |
| Cloak | [vs. Salyra the cashmere cloak (2 def, 0 armour) (Cloak)]Salyra the cashmere cloak (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) (-) Changes stats: +4(-) Mag / +2(-) Wil / +2(-) Con Changes resistances: +15%(-) darkness Changes resistances penetration: +8%(-) darkness Changes damage: +9%(-) darkness / +12%(-) mind Stealth bonus: +7 (-) Infravision radius: +2 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. copper amulet of the eclipse (Around neck)]copper amulet of the eclipse Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5(-) light / 6(-) darkness Effects when hit in melee: * 5% chance to blind * 6% chance to reduce damage dealt by 17% Damage when hit (Melee): 0(-6) item darkness numbing / 0(-5) item light blind Changes damage: +6%(-) light / +6%(-) darkness Amulets make your neck look great! |
Inventory
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (202.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 123.43 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. Rune: Shatter Afflictions [shatter afflictions rune of the duelist (absorb 64; cd 20)] (on body)]shatter afflictions rune of the warrior (absorb 47; cd 13) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13(-7) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 47(-17) damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your -Dexterity, +Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. copper amulet of the eclipse (Around neck)]clarifying copper amulet of constitution (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 0(-5) light / 0(-6) darkness Damage when hit (Melee): 0(-6) item darkness numbing / 0(-5) item light blind Changes stats: +3 Con Changes resistances: +11% mind Changes damage: +0%(-6%) light / +0%(-6%) darkness Confusion immunity: +20% Amulets make your neck look great! |
[vs. copper amulet of the eclipse (Around neck)]This item will automatically be transmogrified when you leave the level. savior's gold amulet of the eclipse Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 8(3) light / 10(4) darkness Effects when hit in melee: * 5% chance to blind * 7% chance to reduce damage dealt by 17% Damage when hit (Melee): 0(-6) item darkness numbing / 0(-5) item light blind Changes damage: +8%(+2%) light / +10%(+4%) darkness Physical save: +10 (+5 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) Amulets make your neck look great! |
[vs. gladiator's stralite ring of life (On fingers, 1 of 6)]copper ring 'Boltveil' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-9 (-2 eff.)) Changes stats: +0(-6) Str / +2 Wil / +1 Cun / +3(-5) Con Changes resistances penetration: +15% lightning Critical mult.: +5.00% Physical save: +6 (+3 eff.) Mental save: +15 (+7 eff.) Life regen: +0.00 (-5.00) Maximum life: +0.00 (-74.00) Healing mod.: +0% (-14%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. gladiator's stralite ring of life (On fingers, 1 of 6)]titan's copper ring of tenacity Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-9 (-2 eff.)) Changes stats: +0(-6) Str / +2(-6) Con Physical save: +4 (+2 eff.) Disarm immunity: +24% Pinning immunity: +20% Knockback immunity: +20% Life regen: +0.00 (-5.00) Maximum life: +22.00 (-52.00) Healing mod.: +0% (-14%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Prismpyre (25-30 power, 5 apr, lightning element) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. balanced dwarven-steel battleaxe of evisceration (32-48 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.0 - 48.0(+7.0 - +18.0) Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-3) Crit. chance: +6.5% (+2.0%) Attack speed: 100% (-) On weapon crit: + Wound the target dealing 315 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +9 (+3 eff.) (-1 (+0 eff.)) Physical crit. chance: +12.0% (+3.0%) Physical power: +12 (+3 eff.) (+3 (+1 eff.)) Armour: +0 (-5) Defense: +10 (+3 eff.) (+6 (+2 eff.)) Changes stats: +0(-1) Mag / +0(-2) Wil / +0(-8) Cun / +0(-5) Con Maximum wards: +0(-2) lightning Changes damage: +0%(-6%) light / +0%(-25%) lightning Talents granted: +0(+-1) Command Staff +0(+-2) Ward Critical mult.: +0.00% (-41.00%) Disarm immunity: +34% N.Energy each turn: +0.00 (-0.20) Vim when firing critical spell: +0.00 (-4.00) Spellpower on spell critical (stacks up to 3 times): +0 (-2) Maximum vim: +0.00 (-36.00) Maximum neg.energy: +0.00 (-23.00) Spellpower: +0 (+0 eff.) (-19 (-5 eff.)) Spell crit. chance: +0% (-8%) Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. Prismpyre (25-30 power, 5 apr, lightning element) (In main hand, 1 of 3)]Silent Blade (25-32 power, 10 apr) Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5(+0.0 - +2.5) Uses stats: 55% Dex, 50% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.5% APR (max 50%) Armour Penetration: +10 (+5) Crit. chance: +8.0% (+3.5%) Attack speed: 100% (-) When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+3 eff.) (-) Physical crit. chance: +0.0% (-9.0%) Physical power: +0 (+0 eff.) (-9 (-2 eff.)) Armour: +0 (-5) Defense: +0 (+0 eff.) (-4 (-1 eff.)) Changes stats: +0(-1) Mag / +0(-2) Wil / +0(-8) Cun / +0(-5) Con Maximum wards: +0(-2) lightning Changes damage: +0%(-6%) light / +0%(-25%) lightning Talents granted: +0(+-1) Command Staff +0(+-2) Ward Critical mult.: +0.00% (-41.00%) N.Energy each turn: +0.00 (-0.20) Vim when firing critical spell: +0.00 (-4.00) Spellpower on spell critical (stacks up to 3 times): +0 (-2) Maximum vim: +0.00 (-36.00) Maximum neg.energy: +0.00 (-23.00) Spellpower: +0 (+0 eff.) (-19 (-5 eff.)) Spell crit. chance: +0% (-8%) A thin, dark dagger that seems to meld seamlessly into the shadows. This item has been sent to the Item's Vault. Tap to cycle through comparison choices |
[vs. Prismpyre (25-30 power, 5 apr, lightning element) (In main hand, 1 of 3)]Spellblaze Shard (20-26 power, 10 apr) Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0(-5.0 - -4.0) Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR (max 50%) Armour Penetration: +10 (+5) Crit. chance: +12.0% (+7.5%) Attack speed: 100% (-) Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Damage (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-3 eff.)) Physical crit. chance: +0.0% (-9.0%) Physical power: +0 (+0 eff.) (-9 (-2 eff.)) Armour: +0 (-5) Defense: +0 (+0 eff.) (-4 (-1 eff.)) Changes stats: +5(+4) Mag / +0(-2) Wil / +0(-8) Cun / +0(-5) Con Changes resistances: +10% blight / +10% fire Maximum wards: +0(-2) lightning Changes damage: +0%(-6%) light / +0%(-25%) lightning Talents granted: +0(+-1) Command Staff +0(+-2) Ward Critical mult.: +0.00% (-41.00%) N.Energy each turn: +0.00 (-0.20) Vim when firing critical spell: +0.00 (-4.00) Spellpower on spell critical (stacks up to 3 times): +0 (-2) Maximum vim: +0.00 (-36.00) Maximum neg.energy: +0.00 (-23.00) Spellpower: +0 (+0 eff.) (-19 (-5 eff.)) Spell crit. chance: +0% (-8%) This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. This item has been sent to the Item's Vault. Tap to cycle through comparison choices |
[vs. Prismpyre (25-30 power, 5 apr, lightning element) (In main hand, 1 of 3)]Star (10-13 power, 0 apr) Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 10.0 - 13.0(-15.0 - -17.0) Uses stats: 20% Str, 50% Mag, 20% Dex Damage type: Light Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-5) Crit. chance: +0.0% (-4.5%) Attack speed: 125% (+25%) On weapon hit: + Deal 70 Light damage. When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-3 eff.)) Physical crit. chance: +0.0% (-9.0%) Physical power: +0 (+0 eff.) (-9 (-2 eff.)) Armour: +0 (-5) Defense: +0 (+0 eff.) (-4 (-1 eff.)) Changes stats: +0(-1) Mag / +0(-2) Wil / +0(-8) Cun / +0(-5) Con Maximum wards: +0(-2) lightning Changes damage: +0%(-6%) light / +0%(-25%) lightning Talents granted: +0(+-1) Command Staff +0(+-2) Ward Critical mult.: +0.00% (-41.00%) N.Energy each turn: +0.00 (-0.20) Vim when firing critical spell: +0.00 (-4.00) Spellpower on spell critical (stacks up to 3 times): +0 (-2) Maximum vim: +0.00 (-36.00) Maximum neg.energy: +0.00 (-23.00) Spellpower: +0 (+0 eff.) (-19 (-5 eff.)) Spell crit. chance: +0% (-8%) Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. Tap to cycle through comparison choices |
[vs. Prismpyre (25-30 power, 5 apr, lightning element) (In main hand, 1 of 3)]Umbral Razor (25-32 power, 10 apr) Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5(+0.0 - +2.5) Uses stats: 50% Str, 65% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 (+5) Crit. chance: +9.0% (+4.5%) Attack speed: 100% (-) On weapon hit: + 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-3 eff.)) Physical crit. chance: +0.0% (-9.0%) Physical power: +0 (+0 eff.) (-9 (-2 eff.)) Armour: +0 (-5) Defense: +0 (+0 eff.) (-4 (-1 eff.)) Changes stats: +4(+3) Mag / +0(-2) Wil / +4(-4) Cun / +0(-5) Con Changes resistances: +10% darkness Maximum wards: +0(-2) lightning Changes resistances penetration: +10% darkness Changes damage: +0%(-25%) lightning / +5% darkness / +0%(-6%) light Talents granted: +0(+-1) Command Staff +0(+-2) Ward Critical mult.: +0.00% (-41.00%) Stealth bonus: +10 N.Energy each turn: +0.00 (-0.20) Vim when firing critical spell: +0.00 (-4.00) Spellpower on spell critical (stacks up to 3 times): +0 (-2) Maximum vim: +0.00 (-36.00) Maximum neg.energy: +0.00 (-23.00) Spellpower: +0 (+0 eff.) (-19 (-5 eff.)) Spell crit. chance: +0% (-8%) It can be used to activate talent Invoke Darkness (costing 17 power out of 20/20) : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 98.60 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. Tap to cycle through comparison choices |
[vs. Prismpyre (25-30 power, 5 apr, lightning element) (In main hand, 1 of 2)]Spectral Blade (26-42 power, 25 apr) Requires: - Magic 18 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6(+1.0 - +11.6) Uses stats: 60% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 (+20) Crit. chance: +3.0% (-1.5%) Attack speed: 111% (+11%) Damage (Melee): +15 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-3 eff.)) Physical crit. chance: +0.0% (-9.0%) Physical power: +0 (+0 eff.) (-9 (-2 eff.)) Armour: +0 (-5) Defense: +0 (+0 eff.) (-4 (-1 eff.)) Changes stats: +0(-1) Mag / +0(-2) Wil / +0(-8) Cun / +0(-5) Con Maximum wards: +0(-2) lightning Changes damage: +0%(-6%) light / +0%(-25%) lightning Talents granted: +0(+-1) Command Staff +0(+-2) Ward Critical mult.: +0.00% (-41.00%) Mana each turn: +0.50 N.Energy each turn: +0.00 (-0.20) Vim when firing critical spell: +0.00 (-4.00) Spellpower on spell critical (stacks up to 3 times): +0 (-2) Maximum vim: +0.00 (-36.00) Maximum neg.energy: +0.00 (-23.00) Spellpower: +5 (+1 eff.) (-14 (-4 eff.)) Spell crit. chance: +0% (-8%) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. Tap to cycle through comparison choices |
[vs. Prismpyre (25-30 power, 5 apr, lightning element) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. truestriking steel greatsword (27-43 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 27.0 - 43.2(+2.0 - +13.2) Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-3) Crit. chance: +3.0% (-1.5%) Attack speed: 100% (-) When wielded/worn: Accuracy: +12 (+4 eff.) (+2 (+1 eff.)) Armour penetration: +12 Physical crit. chance: +0.0% (-9.0%) Physical power: +0 (+0 eff.) (-9 (-2 eff.)) Armour: +0 (-5) Defense: +0 (+0 eff.) (-4 (-1 eff.)) Changes stats: +0(-1) Mag / +0(-2) Wil / +0(-8) Cun / +0(-5) Con Maximum wards: +0(-2) lightning Changes resistances penetration: +7% physical Changes damage: +0%(-6%) light / +0%(-25%) lightning Talents granted: +0(+-1) Command Staff +0(+-2) Ward Critical mult.: +0.00% (-41.00%) N.Energy each turn: +0.00 (-0.20) Vim when firing critical spell: +0.00 (-4.00) Spellpower on spell critical (stacks up to 3 times): +0 (-2) Maximum vim: +0.00 (-36.00) Maximum neg.energy: +0.00 (-23.00) Spellpower: +0 (+0 eff.) (-19 (-5 eff.)) Spell crit. chance: +0% (-8%) Massive two-handed swords. Tap to cycle through comparison choices |
[vs. Prismpyre (25-30 power, 5 apr, lightning element) (In main hand, 1 of 3)]Sword of Potential Futures (28-39 power, 10 apr) Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. In the past there was a dagger with it. Base power: 28.0 - 39.2(+3.0 - +9.2) Uses stats: 70% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 (+5) Crit. chance: +8.0% (+3.5%) Attack speed: 111% (+11%) Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-3 eff.)) Physical crit. chance: +0.0% (-9.0%) Physical power: +0 (+0 eff.) (-9 (-2 eff.)) Armour: +0 (-5) Defense: +0 (+0 eff.) (-4 (-1 eff.)) Changes stats: +0(-1) Mag / +0(-2) Wil / +0(-8) Cun / +0(-5) Con Maximum wards: +0(-2) lightning Changes damage: +0%(-25%) lightning / +5% temporal / +0%(-6%) light Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Talents granted: +0(+-1) Command Staff +0(+-2) Ward Critical mult.: +0.00% (-41.00%) N.Energy each turn: +0.00 (-0.20) Vim when firing critical spell: +0.00 (-4.00) Spellpower on spell critical (stacks up to 3 times): +0 (-2) Maximum vim: +0.00 (-36.00) Maximum neg.energy: +0.00 (-23.00) Spellpower: +5 (+1 eff.) (-14 (-4 eff.)) Spell crit. chance: +5% (-3%) Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. Tap to cycle through comparison choices |
[vs. Prismpyre (25-30 power, 5 apr, lightning element) (In main hand, 1 of 3)]This item will automatically be transmogrified when you leave the level. truestriking dwarven-steel longsword (20-28 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 20.0 - 28.0(-5.0 - -2.0) Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 (-1) Crit. chance: +3.5% (-1.0%) Attack speed: 100% (-) When wielded/worn: Accuracy: +14 (+5 eff.) (+4 (+2 eff.)) Armour penetration: +5 Physical crit. chance: +0.0% (-9.0%) Physical power: +0 (+0 eff.) (-9 (-2 eff.)) Armour: +0 (-5) Defense: +0 (+0 eff.) (-4 (-1 eff.)) Changes stats: +0(-1) Mag / +0(-2) Wil / +0(-8) Cun / +0(-5) Con Maximum wards: +0(-2) lightning Changes resistances penetration: +5% physical Changes damage: +0%(-6%) light / +0%(-25%) lightning Talents granted: +0(+-1) Command Staff +0(+-2) Ward Critical mult.: +0.00% (-41.00%) N.Energy each turn: +0.00 (-0.20) Vim when firing critical spell: +0.00 (-4.00) Spellpower on spell critical (stacks up to 3 times): +0 (-2) Maximum vim: +0.00 (-36.00) Maximum neg.energy: +0.00 (-23.00) Spellpower: +0 (+0 eff.) (-19 (-5 eff.)) Spell crit. chance: +0% (-8%) Sharp, long, and deadly. Tap to cycle through comparison choices |
[vs. Prismpyre (25-30 power, 5 apr, lightning element) (In main hand, 1 of 3)]This item will automatically be transmogrified when you leave the level. wyrm's thorny mindstar (10-10 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5(-15.5 - -19.5) Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 (+19) Crit. chance: +3.5% (-1.0%) Attack speed: 100% (-) When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-3 eff.)) Physical crit. chance: +0.0% (-9.0%) Physical power: +0 (+0 eff.) (-9 (-2 eff.)) Armour: +0 (-5) Defense: +0 (+0 eff.) (-4 (-1 eff.)) Damage (Melee): 4 lightning / 4 physical / 4 fire / 4 cold / 4 acid Changes stats: +0(-1) Mag / +0(-2) Wil / +0(-8) Cun / +0(-5) Con Changes resistances: +4% lightning / +4% physical / +3% fire / +4% acid / +5% cold Maximum wards: +0(-2) lightning Changes damage: +0%(-6%) light / +0%(-25%) lightning Talents granted: +0(+-1) Command Staff +1 Attune Mindstar +0(+-2) Ward Critical mult.: +0.00% (-41.00%) N.Energy each turn: +0.00 (-0.20) Vim when firing critical spell: +0.00 (-4.00) Spellpower on spell critical (stacks up to 3 times): +0 (-2) Maximum vim: +0.00 (-36.00) Maximum neg.energy: +0.00 (-23.00) Spellpower: +0 (+0 eff.) (-19 (-5 eff.)) Spell crit. chance: +0% (-8%) Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. Prismpyre (25-30 power, 5 apr, lightning element) (In main hand, 1 of 2)]Battlestaff (30-36 power, 10 apr, physical element) Requires: - Strength 32 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 30.0 - 36.0(+5.0 - +6.0) Uses stats: 100% Mag, 50% Str Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +10 (+5) Crit. chance: +5.0% (+0.5%) Attack speed: 100% (-) When wielded/worn: Accuracy: +10 (+3 eff.) (-) Physical crit. chance: +0.0% (-9.0%) Physical power: +0 (+0 eff.) (-9 (-2 eff.)) Armour: +0 (-5) Defense: +10 (+3 eff.) (+6 (+2 eff.)) Changes stats: +0(-1) Mag / +0(-2) Wil / +0(-8) Cun / +0(-5) Con Maximum wards: +0(-2) lightning Changes damage: +0%(-6%) light / +0%(-25%) lightning Talent masteries: +0.10 Spell / Staff combat Talents granted: +0(+-1) Command Staff +0(+-2) Ward Critical mult.: +0.00% (-41.00%) N.Energy each turn: +0.00 (-0.20) Vim when firing critical spell: +0.00 (-4.00) Spellpower on spell critical (stacks up to 3 times): +0 (-2) Maximum vim: +0.00 (-36.00) Maximum neg.energy: +0.00 (-23.00) Spellpower: +0 (+0 eff.) (-19 (-5 eff.)) Spell crit. chance: +0% (-8%) Strong but light wood, shod with steel and perfectly balanced. This item has been sent to the Item's Vault. Tap to cycle through comparison choices |
[vs. Prismpyre (25-30 power, 5 apr, lightning element) (In main hand, 1 of 3)]Floebile the elm vilestaff (10-12 power, 2 apr, darkness element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0(-15.0 - -18.0) Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +2 (-3) Crit. chance: +2.5% (-2.0%) Attack speed: 100% (-) When wielded/worn: Accuracy: +6 (+2 eff.) (-4 (-1 eff.)) Physical crit. chance: +6.0% (-3.0%) Physical power: +6 (+2 eff.) (-3 (+0 eff.)) Armour: +0 (-5) Defense: +0 (+0 eff.) (-4 (-1 eff.)) Changes stats: +0(-1) Mag / +0(-2) Wil / +1(-7) Cun / +0(-5) Con Changes resistances: +9% fire Maximum wards: +0(-2) lightning Changes resistances penetration: +5% mind Changes damage: +0%(-25%) lightning / +3% cold / +10% darkness / +0%(-6%) light Talents granted: +1.00(-) Command Staff +0(+-2) Ward Critical mult.: +0.00% (-41.00%) N.Energy each turn: +0.00 (-0.20) Vim when firing critical spell: +0.00 (-4.00) Spellpower on spell critical (stacks up to 3 times): +0 (-2) Maximum vim: +0.00 (-36.00) Maximum neg.energy: +0.00 (-23.00) Spellpower: +9 (+2 eff.) (-10 (-3 eff.)) Spell crit. chance: +3% (-5%) Mindpower: +10 (+5 eff.) Mental crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Prismpyre (25-30 power, 5 apr, lightning element) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. Floelady the yew magestaff (20-24 power, 4 apr, cold element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0(-5.0 - -6.0) Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (-1) Crit. chance: +3.5% (-1.0%) Attack speed: 100% (-) When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-3 eff.)) Physical crit. chance: +0.0% (-9.0%) Physical power: +0 (+0 eff.) (-9 (-2 eff.)) Armour: +0 (-5) Defense: +0 (+0 eff.) (-4 (-1 eff.)) Changes stats: +0(-1) Mag / +0(-2) Wil / +0(-8) Cun / +0(-5) Con Changes resistances: +9% lightning Maximum wards: +0(-2) lightning Changes resistances penetration: +10% lightning Changes damage: +0%(-25%) lightning / +35% cold / +3%(-3%) light Talents granted: +1.00(-) Command Staff +0(+-2) Ward Critical mult.: +13.00% (-28.00%) N.Energy each turn: +0.00 (-0.20) Vim when firing critical spell: +0.00 (-4.00) Spellpower on spell critical (stacks up to 3 times): +0 (-2) Maximum vim: +0.00 (-36.00) Maximum neg.energy: +0.00 (-23.00) Spellpower: +9 (+2 eff.) (-10 (-3 eff.)) Spell crit. chance: +12% (+4%) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Prismpyre (25-30 power, 5 apr, lightning element) (In main hand, 1 of 3)]This item will automatically be transmogrified when you leave the level. ash vilestaff 'Rimehue' (15-18 power, 3 apr, blight element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0(-10.0 - -12.0) Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 (-2) Crit. chance: +3.0% (-1.5%) Attack speed: 100% (-) When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-3 eff.)) Physical crit. chance: +0.0% (-9.0%) Physical power: +0 (+0 eff.) (-9 (-2 eff.)) Armour: +6 (+1) Defense: +0 (+0 eff.) (-4 (-1 eff.)) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 30 Damage when hit (Melee): 4 blight Changes stats: +1 Str / +0(-1) Mag / +0(-2) Wil / +0(-8) Cun / +1(-4) Con Changes resistances: +1% physical Maximum wards: +0(-2) lightning Changes damage: +15% blight / +15% cold / +0%(-6%) light / +0%(-25%) lightning Talents granted: +1.00(-) Command Staff +0(+-2) Ward Critical mult.: +0.00% (-41.00%) Stamina each turn: +2.00 N.Energy each turn: +0.00 (-0.20) Vim when firing critical spell: +0.00 (-4.00) Spellpower on spell critical (stacks up to 3 times): +0 (-2) Only die when reaching: -20.00 life Maximum vim: +0.00 (-36.00) Maximum neg.energy: +0.00 (-23.00) Spellpower: +6 (+1 eff.) (-13 (-4 eff.)) Spell crit. chance: +2% (-6%) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Prismpyre (25-30 power, 5 apr, lightning element) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. infernal yew vilestaff of might (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(-5.0 - -6.0) Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (-1) Crit. chance: +3.5% (-1.0%) Attack speed: 100% (-) When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-3 eff.)) Physical crit. chance: +0.0% (-9.0%) Physical power: +0 (+0 eff.) (-9 (-2 eff.)) Armour: +0 (-5) Defense: +0 (+0 eff.) (-4 (-1 eff.)) Damage (Melee): 19 fire Changes stats: +0(-1) Mag / +0(-2) Wil / +0(-8) Cun / +0(-5) Con Maximum wards: +0(-2) lightning Changes damage: +20% blight / +0%(-6%) light / +0%(-25%) lightning Talents granted: +1.00(-) Command Staff +0(+-2) Ward Critical mult.: +24.00% (-17.00%) N.Energy each turn: +0.00 (-0.20) Vim when firing critical spell: +0.00 (-4.00) Spellpower on spell critical (stacks up to 3 times): +0 (-2) Maximum vim: +0.00 (-36.00) Maximum neg.energy: +0.00 (-23.00) Spellpower: +16 (+4 eff.) (-3 (-1 eff.)) Spell crit. chance: +10% (+2%) See invisible: +7 Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Prismpyre (25-30 power, 5 apr, lightning element) (In main hand, 1 of 3)]magewarrior's short yew vilestaff of illumination (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0(-5.0 - -6.0) Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 (-1) Crit. chance: +3.5% (-1.0%) Attack speed: 100% (-) When wielded/worn: Accuracy: +7 (+2 eff.) (-3 (-1 eff.)) Physical crit. chance: +6.0% (-3.0%) Physical power: +6 (+2 eff.) (-3 (+0 eff.)) Armour: +0 (-5) Defense: +5 (+2 eff.) (+1 (+1 eff.)) Changes stats: +0(-1) Mag / +0(-2) Wil / +0(-8) Cun / +0(-5) Con Maximum wards: +0(-2) lightning Changes damage: +0%(-25%) lightning / +20% darkness / +0%(-6%) light Talents granted: +1.00(-) Command Staff +0(+-2) Ward Critical mult.: +0.00% (-41.00%) N.Energy each turn: +0.00 (-0.20) Vim when firing critical spell: +0.00 (-4.00) Spellpower on spell critical (stacks up to 3 times): +0 (-2) Maximum vim: +0.00 (-36.00) Maximum neg.energy: +0.00 (-23.00) Spellpower: +16 (+4 eff.) (-3 (-1 eff.)) Spell crit. chance: +6% (-2%) Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 5 cooldown : Effective talent level: 1.0 Power cost: 5 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 63.19 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Prismpyre (25-30 power, 5 apr, lightning element) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. shimmering ash magestaff of might (15-18 power, 3 apr, arcane element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(-10.0 - -12.0) Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-2) Crit. chance: +3.0% (-1.5%) Attack speed: 100% (-) When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-3 eff.)) Physical crit. chance: +0.0% (-9.0%) Physical power: +0 (+0 eff.) (-9 (-2 eff.)) Armour: +0 (-5) Defense: +0 (+0 eff.) (-4 (-1 eff.)) Changes stats: +0(-1) Mag / +0(-2) Wil / +0(-8) Cun / +0(-5) Con Maximum wards: +0(-2) lightning Changes damage: +0%(-25%) lightning / +15% arcane / +0%(-6%) light Talents granted: +1.00(-) Command Staff +0(+-2) Ward Critical mult.: +0.00% (-41.00%) Mana each turn: +0.17 N.Energy each turn: +0.00 (-0.20) Vim when firing critical spell: +0.00 (-4.00) Spellpower on spell critical (stacks up to 3 times): +0 (-2) Maximum mana: +30.00 Maximum vim: +0.00 (-36.00) Maximum neg.energy: +0.00 (-23.00) Spellpower: +6 (+1 eff.) (-13 (-4 eff.)) Spell crit. chance: +10% (+2%) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Prismpyre (25-30 power, 5 apr, lightning element) (In main hand, 1 of 3)]This item will automatically be transmogrified when you leave the level. dwarven-steel steamgun of piercing Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0(-25.0 - -30.0) Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 (+4) Crit. chance: +0.0% (-4.5%) Attack speed: 100% (-) Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +10 (+3 eff.) (-) Armour penetration: +8 Physical crit. chance: +0.0% (-9.0%) Physical power: +0 (+0 eff.) (-9 (-2 eff.)) Armour: +0 (-5) Defense: +0 (+0 eff.) (-4 (-1 eff.)) Changes stats: +0(-1) Mag / +0(-2) Wil / +0(-8) Cun / +0(-5) Con Maximum wards: +0(-2) lightning Changes resistances penetration: +7% all Changes damage: +0%(-6%) light / +0%(-25%) lightning Talents granted: +0(+-1) Command Staff +0(+-2) Ward Critical mult.: +0.00% (-41.00%) N.Energy each turn: +0.00 (-0.20) Vim when firing critical spell: +0.00 (-4.00) Spellpower on spell critical (stacks up to 3 times): +0 (-2) Maximum vim: +0.00 (-36.00) Maximum neg.energy: +0.00 (-23.00) Spellpower: +0 (+0 eff.) (-19 (-5 eff.)) Spell crit. chance: +0% (-8%) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
[vs. Prismpyre (25-30 power, 5 apr, lightning element) (In main hand, 1 of 3)]This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe of crippling (19-27 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6(-6.0 - -3.4) Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 (-1) Crit. chance: +4.5% (-) Attack speed: 100% (-) On weapon crit: + Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-3 eff.)) Physical crit. chance: +7.0% (-2.0%) Physical power: +0 (+0 eff.) (-9 (-2 eff.)) Armour: +0 (-5) Defense: +0 (+0 eff.) (-4 (-1 eff.)) Changes stats: +0(-1) Mag / +0(-2) Wil / +0(-8) Cun / +0(-5) Con Maximum wards: +0(-2) lightning Changes damage: +0%(-6%) light / +0%(-25%) lightning Talents granted: +0(+-1) Command Staff +0(+-2) Ward Critical mult.: +0.00% (-41.00%) N.Energy each turn: +0.00 (-0.20) Vim when firing critical spell: +0.00 (-4.00) Spellpower on spell critical (stacks up to 3 times): +0 (-2) Maximum vim: +0.00 (-36.00) Maximum neg.energy: +0.00 (-23.00) Spellpower: +0 (+0 eff.) (-19 (-5 eff.)) Spell crit. chance: +0% (-8%) One-handed war axes. Tap to cycle through comparison choices |
[vs. Amagar the rough leather belt (Around waist, 1 of 2)]noble's rough leather belt of unlife Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-3 eff.)) Physical power: +0 (+0 eff.) (-10 (-2 eff.)) Defense: +0 (+0 eff.) (-20 (-9 eff.)) Changes stats: +4 Wil / +3 Cun / +0(-1) Con Changes resistances: +6% blight Damage against: +16% Summoned Reduced damage from: +15% Summoned Maximum life: +0.00 (-30.00) Maximum stamina: +0.00 (-10.00) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. Tap to cycle through comparison choices |
[vs. Salyra the cashmere cloak (2 def, 0 armour) (Cloak)]This item will automatically be transmogrified when you leave the level. shadow cashmere cloak (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) (-) Changes stats: +0(-4) Mag / +0(-2) Wil / +0(-2) Con Changes resistances: +13%(-2%) darkness Changes resistances penetration: +11%(+3%) darkness Changes damage: +10%(+1%) darkness / +0%(-12%) mind Stealth bonus: +11 (+4) Infravision radius: +0 (-2) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. verdant woollen robe of alchemy (0 def, 0 armour) (Main armor, 1 of 2)]This item will automatically be transmogrified when you leave the level. Tarregorak the Prismlace (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +0(-4) Con Changes resistances: +16%(+4%) acid / +0%(-12%) physical / +9% light / +12%(-) cold / +0%(-12%) fire / +9%(-) all Changes damage: +35%(+26%) acid / +0%(-8%) physical / +12% light / +0%(-9%) cold / +0%(-9%) nature / +0%(-8%) fire Talent cooldown: Refit Golem ((+0(+3) turn) Poison immunity: +0% (-23%) Disease immunity: +0% (-27%) A cloth vestment. It offers no intrinsic protection but can be enchanted. Tap to cycle through comparison choices |
[vs. verdant woollen robe of alchemy (0 def, 0 armour) (Main armor, 1 of 2)]dreamer's elven-silk robe of power (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +0(-4) Con Changes resistances: +0%(-12%) acid / +0%(-12%) physical / +12% darkness / +0%(-12%) cold / +0%(-12%) fire / +10% mind / +15%(+6%) all Changes damage: +0%(-9%) acid / +0%(-8%) physical / +0%(-8%) fire / +0%(-9%) cold / +0%(-9%) nature / +7% all Talent cooldown: Refit Golem ((+0(+3) turn) Physical save: +12 (+6 eff.) Spell save: +11 (+5 eff.) Mental save: +22 (+9 eff.) Poison immunity: +0% (-23%) Disease immunity: +0% (-27%) Spellpower: +11 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. Tap to cycle through comparison choices |
[vs. verdant woollen robe of alchemy (0 def, 0 armour) (Main armor, 1 of 2)]This item will automatically be transmogrified when you leave the level. spellwoven silk robe of frost (+13%) (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +0(-4) Con Changes resistances: +0%(-12%) acid / +0%(-12%) physical / +28%(+16%) cold / +0%(-12%) fire / +13%(+4%) all Changes damage: +0%(-9%) acid / +0%(-8%) physical / +19%(+10%) cold / +0%(-9%) nature / +0%(-8%) fire Talent cooldown: Refit Golem ((+0(+3) turn) Spell save: +19 (+9 eff.) Poison immunity: +0% (-23%) Disease immunity: +0% (-27%) Spellpower: +4 (+1 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. Tap to cycle through comparison choices |
[vs. Chalyfast the Kindletrail (0 def, 4 armour) (On feet)]This item will automatically be transmogrified when you leave the level. Amudil the Sootrot (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 (-) Fatigue: +3% (-) Effects on melee hit: * 20% chance to reduce damage dealt by 17% Damage (Melee): 0(-20) item temporal energize Changes stats: +6 Str / +4 Wil / +2 Cun / +8 Con Changes resistances: +6% acid / +0%(-17%) temporal / +0%(-13%) darkness / +0%(-6%) fire Changes resistances penetration: +10%(-5%) darkness / +0%(-13%) temporal Changes damage: +18% acid / +7% physical / +12% darkness / +0%(-3%) mind Critical mult.: +0.00% (-10.00%) Infravision radius: +3 Defense after a teleport: +0 (-20) Resist all after a teleport: +0% (-21%) New effects duration reduction after a teleport: +0% (-22%) Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Chalyfast the Kindletrail (0 def, 4 armour) (On feet)]Aralle the pair of rough leather boots (5 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-1) Defense: +5 (+2 eff.) Fatigue: +0% (-3%) Effects on melee hit: * 20% chance to reduce all saves and defense by 21 Damage (Melee): 0(-20) item temporal energize Changes stats: +3 Str / +5 Con Changes resistances: +0%(-17%) temporal / +0%(-13%) darkness / +0%(-6%) fire Changes resistances penetration: +0%(-15%) darkness / +0%(-13%) temporal Changes damage: +0%(-3%) mind Critical mult.: +0.00% (-10.00%) Infravision radius: +1 Defense after a teleport: +0 (-20) Resist all after a teleport: +0% (-21%) New effects duration reduction after a teleport: +0% (-22%) A pair of boots made of leather. |
[vs. Chalyfast the Kindletrail (0 def, 4 armour) (On feet)]This item will automatically be transmogrified when you leave the level. Duathelbliss (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 (-) Fatigue: +3% (-) Effects on melee hit: * 20% chance to reduce damage dealt by 17% Damage (Melee): 0(-20) item temporal energize Damage when hit (Melee): 4 fire Changes resistances: +0%(-17%) temporal / +0%(-13%) darkness / +0%(-6%) fire Changes resistances penetration: +0%(-15%) darkness / +0%(-13%) temporal Changes damage: +0%(-3%) mind / +9% fire / +6% light / +15% darkness Critical mult.: +0.00% (-10.00%) Stamina each turn: +0.70 Maximum stamina: +23.00 Light radius: +3 Defense after a teleport: +0 (-20) Resist all after a teleport: +0% (-21%) New effects duration reduction after a teleport: +0% (-22%) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Chalyfast the Kindletrail (0 def, 4 armour) (On feet)]This item will automatically be transmogrified when you leave the level. invigorating pair of hardened leather boots of tirelessness (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-1) Fatigue: -6% (-9%) Damage (Melee): 0(-20) item temporal energize Changes resistances: +0%(-17%) temporal / +0%(-13%) darkness / +0%(-6%) fire Changes resistances penetration: +0%(-15%) darkness / +0%(-13%) temporal Changes damage: +0%(-3%) mind Critical mult.: +0.00% (-10.00%) Stamina each turn: +1.00 Maximum life: +36.00 Maximum stamina: +13.00 Movement speed: +10% Defense after a teleport: +0 (-20) Resist all after a teleport: +0% (-21%) New effects duration reduction after a teleport: +0% (-22%) A pair of boots made of leather. |
[vs. Chalyfast the Kindletrail (0 def, 4 armour) (On feet)]This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots of speed (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 (-) Fatigue: +3% (-) Damage (Melee): 0(-20) item temporal energize Changes resistances: +0%(-17%) temporal / +0%(-13%) darkness / +0%(-6%) fire Changes resistances penetration: +0%(-15%) darkness / +0%(-13%) temporal Changes damage: +0%(-3%) mind Critical mult.: +0.00% (-10.00%) Movement speed: +25% Defense after a teleport: +0 (-20) Resist all after a teleport: +0% (-21%) New effects duration reduction after a teleport: +0% (-22%) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Glorulle the Phoenixwyrd (0 def, 2 armour) (On hands)]This item will automatically be transmogrified when you leave the level. Velegarimina the hardened leather gloves (0 def, 4 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +11 (+2 eff.) (+3 (+1 eff.)) Armour: +4 (+2) Damage (Melee): 0(-7) cold Damage when hit (Melee): 0(-6) fire Changes stats: +5(+2) Str / +0(-2) Con Changes resistances: +12% acid / +0%(-6%) cold / +3% darkness Changes resistances penetration: +5% temporal Changes damage: +0%(-6%) cold Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Spell save: +0 (+0 eff.) (-11 (-6 eff.)) Mental save: +3 (+1 eff.) (-2 (-1 eff.)) Poison immunity: +20% Disarm immunity: +20% (-12%) Stun/Freeze immunity: +0% (-20%) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Glorulle the Phoenixwyrd (0 def, 2 armour) (On hands)]This item will automatically be transmogrified when you leave the level. hardened leather gloves of strength (+2) (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) (-3 (+0 eff.)) Armour: +2 (-) Damage (Melee): 0(-7) cold Damage when hit (Melee): 0(-6) fire Changes stats: +2(-1) Str / +0(-2) Con Changes resistances: +0%(-6%) cold Changes damage: +0%(-6%) cold Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Spell save: +0 (+0 eff.) (-11 (-6 eff.)) Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Disarm immunity: +0% (-32%) Stun/Freeze immunity: +0% (-20%) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Jetreign the dwarven-steel helm (0 def, 4 armour) (On head)]This item will automatically be transmogrified when you leave the level. Eilinerarin (2 def, 0 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +0 (-4) Defense: +2 (+1 eff.) Fatigue: +0% (-4%) Damage (Melee): 0(-10) item darkness numbing Changes stats: +0(-5) Dex Changes resistances: +8% blight / +0%(-6%) cold / +10% nature / +0%(-24%) darkness Changes resistances penetration: +25% mind / +0%(-25%) darkness Changes damage: +0%(-12%) cold Disease immunity: +20% Disarm immunity: +20% Stun/Freeze immunity: +20% Mindpower: +10 (+5 eff.) Mental crit. chance: +7% Infravision radius: +0 (-5) A pointy cloth hat, very wizardly... |
[vs. Jetreign the dwarven-steel helm (0 def, 4 armour) (On head)]Steel Helm of Garkul (0 def, 6 armour) Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 (+2) Fatigue: +8% (+4%) Damage (Melee): 0(-10) item darkness numbing Changes stats: +5 Str / +0(-5) Dex / +4 Wil / +5 Con Changes resistances: +0%(-24%) darkness / +0%(-6%) cold Changes resistances penetration: +0%(-25%) darkness Changes damage: +0%(-12%) cold / +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) Infravision radius: +0 (-5) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
[vs. Jetreign the dwarven-steel helm (0 def, 4 armour) (On head)]This item will automatically be transmogrified when you leave the level. cashmere wizard hat of the Brotherhood (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +0 (-4) Defense: +2 (+1 eff.) Fatigue: +0% (-4%) Damage (Melee): 0(-10) item darkness numbing Changes stats: +0(-5) Dex / +3 Mag / +6 Con Changes resistances: +0%(-24%) darkness / +0%(-6%) cold Changes resistances penetration: +0%(-25%) darkness Changes damage: +8% arcane / +0%(-12%) cold Infravision radius: +0 (-5) Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 9 cooldown : Effective talent level: 5.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
[vs. Jetreign the dwarven-steel helm (0 def, 4 armour) (On head)]This item will automatically be transmogrified when you leave the level. hardened leather cap 'Furnaceworm' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 (-1) Fatigue: +3% (-1%) Damage (Melee): 0(-10) item darkness numbing Damage when hit (Melee): 8 fire Changes stats: +5 Str / +0(-5) Dex / +5 Mag / +6 Wil Changes resistances: +0%(-24%) darkness / +0%(-6%) cold Changes resistances penetration: +10% arcane / +0%(-25%) darkness Changes damage: +0%(-12%) cold Spellpower: +20 (+5 eff.) Infravision radius: +0 (-5) It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 66.7 Physical damage. If the attack hits, the target is confused (31% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
[vs. verdant woollen robe of alchemy (0 def, 0 armour) (Main armor, 1 of 2)]This item will automatically be transmogrified when you leave the level. hardened leather armour 'Plaguestone' (9 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 8 nature Changes stats: +0(-4) Con Changes resistances: +9% lightning / +0%(-12%) physical / +0%(-12%) acid / +0%(-12%) fire / +0%(-12%) cold / +0%(-9%) all Changes resistances penetration: +15% lightning / +10% fire / +15% nature Changes damage: +0%(-9%) acid / +0%(-8%) physical / +6%(-2%) fire / +18%(+9%) nature / +0%(-9%) cold Talent cooldown: Refit Golem ((+0(+3) turn) Poison immunity: +0% (-23%) Disease immunity: +0% (-27%) Life regen: +6.00 Maximum life: +29.00 Healing mod.: +15% A suit of armour made of leather. Tap to cycle through comparison choices |
[vs. verdant woollen robe of alchemy (0 def, 0 armour) (Main armor, 1 of 2)]This item will automatically be transmogrified when you leave the level. troll-hide rough leather armour (3 def, 2 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +0(-4) Con Changes resistances: +0%(-12%) acid / +0%(-12%) physical / +0%(-12%) cold / +0%(-12%) fire / +0%(-9%) all Changes damage: +0%(-9%) acid / +0%(-8%) physical / +0%(-9%) cold / +0%(-9%) nature / +0%(-8%) fire Talent cooldown: Refit Golem ((+0(+3) turn) Poison immunity: +0% (-23%) Disease immunity: +0% (-27%) Life regen: +4.00 Maximum life: +30.00 Healing mod.: +10% A suit of armour made of leather. Tap to cycle through comparison choices |
[vs. verdant woollen robe of alchemy (0 def, 0 armour) (Main armor, 1 of 2)]This item will automatically be transmogrified when you leave the level. enlightening dwarven-steel plate armour (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes stats: +4 Wil / +4 Cun / +0(-4) Con Changes resistances: +0%(-12%) acid / +0%(-12%) physical / +0%(-12%) cold / +0%(-12%) fire / +0%(-9%) all Changes damage: +0%(-9%) acid / +0%(-8%) physical / +0%(-9%) cold / +0%(-9%) nature / +0%(-8%) fire Talent cooldown: Refit Golem ((+0(+3) turn) Mental save: +15 (+7 eff.) Poison immunity: +0% (-23%) Disease immunity: +0% (-27%) A suit of armour made of metal plates. Tap to cycle through comparison choices |
[vs. verdant woollen robe of alchemy (0 def, 0 armour) (Main armor, 1 of 2)]This item will automatically be transmogrified when you leave the level. steel plate armour 'Hazesorrow' (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Damage when hit (Melee): 10 cold Changes stats: +0(-4) Con / +4 Wil Changes resistances: +20%(+8%) acid / +0%(-12%) physical / +6%(-6%) cold / +0%(-12%) fire / +0%(-9%) all Changes resistances penetration: +10% mind Changes damage: +0%(-9%) acid / +0%(-8%) physical / +0%(-9%) cold / +0%(-9%) nature / +0%(-8%) fire Talent cooldown: Refit Golem ((+0(+3) turn) Poison immunity: +0% (-23%) Disease immunity: +0% (-27%) Maximum hate: +4.00 Maximum psi: +50.00 A suit of armour made of metal plates. Tap to cycle through comparison choices |
2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
121 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. |
4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 Gems can be sold for money or used in arcane rituals. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
[vs. Deepsvengeance (Light source)]Dazzletrencher Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Damage when hit (Melee): 0(-6) nature Changes stats: +5 Con Changes resistances: +0%(-3%) nature / +0%(-6%) darkness Changes resistances penetration: +15% physical / +0%(-10%) darkness / +0%(-5%) nature Changes damage: +3% light / +0%(-9%) darkness Maximum life: +0.00 (-40.00) Light radius: +5 (+2) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. Deepsvengeance (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Damage when hit (Melee): 0(-6) nature Changes resistances: +0%(-6%) darkness / +30% light / +0%(-3%) nature Changes resistances penetration: +0%(-10%) darkness / +0%(-5%) nature Changes damage: +10% light / +0%(-9%) darkness Maximum life: +0.00 (-40.00) Light radius: +5 (+2) Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(56 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
[vs. Deepsvengeance (Light source)]Wintertide Phial Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage when hit (Melee): 0(-6) nature Changes resistances: +0%(-3%) nature / +0%(-6%) darkness Changes resistances penetration: +0%(-10%) darkness / +0%(-5%) nature Changes damage: +0%(-9%) darkness Maximum life: +0.00 (-40.00) Light radius: +2 (-1) Infravision radius: +7 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects Activation costs 33 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
8 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 299.30 fire damage (based on Magic) Activation costs 41 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 25 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 132% of the healing done. This effect scales with your Magic stat. Activation costs 62 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 166 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level.thought-forged pouch of dwarven-steel shots (20/22, 32-39 power, 3 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 32.5 - 39.0 Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 22 Turns elapse between self-loadings: 6 On weapon hit: * 16% chance to reduce all saves and defense by 21 Damage (Ranged): +8 mind Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.thought-forged pouch of dwarven-steel shots of grasping (16/16, 32-38 power, 3 apr) Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 31.5 - 37.8 Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 16 Turns elapse between self-loadings: 6 On weapon hit: * 18% chance to reduce all saves and defense by 21 * 20% chance to create vines that bind the target to the ground dealing 123 nature damage and pinning them for 3 turns Damage (Ranged): +5 mind Shots are used with slings to pummel your foes to death. |
[vs. Gloomwrecker (dig speed 16 turns) (Tool)]It Which Writhes Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Damage (Melee): 0(-20) item darkness numbing Damage when hit (Melee): 0(-8) darkness Changes stats: +3(+1) Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Changes resistances: +0%(-6%) light Changes resistances penetration: +0%(-25%) darkness Changes damage: +0%(-9%) light Maximum life: +0.00 (-24.00) Maximum stamina: +0.00 (-17.00) Light radius: +0 (-1) When carried: Talent granted: +0(+-1) Dig Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 9 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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 Gems can be sold for money or used in arcane rituals. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Drone the Drem Writhing One level 14
26th Wealth 122nd year of Ascendancy at 09:43 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Drone the Drem Writhing One level 25
4th Stralite 123rd year of Ascendancy at 06:13 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Drone the Drem Writhing One level 18
2nd Steel 123rd year of Ascendancy at 01:24 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Drone the Drem Writhing One level 27
26th Stralite 123rd year of Ascendancy at 11:38 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Drone the Drem Writhing One level 22
13rd Gold 123rd year of Ascendancy at 05:55 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Drone the Drem Writhing One level 10
25th Voratun 122nd year of Ascendancy at 05:51 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Drone the Drem Writhing One level 20
11st Steel 123rd year of Ascendancy at 11:45 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Drone the Drem Writhing One level 21
45th Steel 123rd year of Ascendancy at 11:09 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Drone the Drem Writhing One level 27
10th Stralite 123rd year of Ascendancy at 06:06 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Drone the Drem Writhing One level 24
25th Gold 123rd year of Ascendancy at 21:06 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Drone the Drem Writhing One level 13
8th Wealth 122nd year of Ascendancy at 22:39 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Drone the Drem Writhing One level 28
39th Stralite 123rd year of Ascendancy at 09:28 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Drone the Drem Writhing One level 9
22nd Voratun 122nd year of Ascendancy at 15:11 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Drone the Drem Writhing One level 12
39th Profit 122nd year of Ascendancy at 02:59 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Drone the Drem Writhing One level 26
8th Stralite 123rd year of Ascendancy at 02:09 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Drone the Drem Writhing One level 12
1st Wealth 122nd year of Ascendancy at 10:59 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Drone the Drem Writhing One level 27
8th Stralite 123rd year of Ascendancy at 21:09 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Drone the Drem Writhing One level 20
13rd Steel 123rd year of Ascendancy at 02:19 see stats
Log
Melee retaliation hits Gwelgoroth for 12 darkness, 4 fire, 4 nature (20 total damage).
Gwelgoroth hits Drone for (17 absorbed), 0 lightning (0 total damage).
Talent Lash Out is ready to use.
Talent Rune: Dissipation is ready to use.
Talent Decayed Devourers is ready to use.
Beliramina the sandworm uses Heartseeker.
Beliramina the sandworm performs a melee critical strike against Drone!
Beliramina the sandworm performs a melee critical strike against Drone!
Your shield crumbles under the damage!
The shield around Drone crumbles.
Ravage from Velylewe the orc berserker hits Drone for (20 absorbed), 0 physical (0 total damage).
Melee retaliation hits Beliramina the sandworm for 10 darkness, 2 fire, 1 nature, 10 darkness, 2 fire, 1 nature (27 total damage).
Beliramina the sandworm hits Drone for (84 absorbed), 0 physical, (2 absorbed), 0 lightning, (2 absorbed), 0 cold, (2 absorbed), 98 physical (98 total damage).
Explosive Saw from Beliramina the sandworm hits Drone for (19 absorbed), 0 physical (0 total damage).
Beliramina the sandworm shrugs off the effect 'Numbing Darkness'!
Gwelgoroth speeds up.
Venom drake hatchling speeds up.
Venom drake hatchling speeds up.
Black Blood Bleeding from Drone hits Gwelgoroth for 22 darkness damage.
Black Blood Bleeding from Drone hits Venom drake hatchling for 20 darkness damage.
Tentacle Constriction from Drone hits Beliramina the sandworm for 142 darkness, 2 light, 5 cold, 3 darkness (152 total damage).
Black Blood Bleeding from Drone hits Beliramina the sandworm for 17 darkness damage.
Venom drake hatchling misses Drone.
Melee retaliation hits Gwelgoroth for 9 darkness, 5 fire, 4 nature (17 total damage).
Gwelgoroth hits Drone for 16 lightning damage.
Drone uses Infusion: Regeneration.
Drone starts regenerating health quickly.
Beliramina the sandworm uses Whirlwind.
Beliramina the sandworm becomes a whirlwind of weapons!




























































































































