Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Improved Auto-explore and Rest 1.3.1Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Items Vault 1.3.0Donators/Buyers bonus! No NPC Aggro 1.0.5Stops npcs going hostile when you accidently hit them with something. Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Infinite Dungeon Variety 1.2.3Entirely defunct as of 1.5.0's many Infinite Dungeon changes. -- -- -- - - This addon is fairly simple. In it's current version, it randomly swaps out the grid files (which are the tile-sets/how your map looks) and layouts of every floor. Additionally, floors will steadily get larger (and enemy counts will rise as a result) the deeper you go. NOTES The first floor is always a basic dungeon. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Half-Finished Bone Giant Nerf 1.2.3Modifies the Half-Finished Bone Giant undead starting dungeon boss to be less overpowered: Midnight 1.3.1Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Stoic class 1.3.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Call of The Divine 1.2.3This addon revamps the Divination tree to make its ease of use match its usefulness. Eternal Darkness 1.3.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Skeleton |
Class | Brawler |
Level / Exp | 21 / 67% |
Size | medium |
Lifes / Deaths | Killed by Iveba the slimy ooze at level 19 on the 21st Dusk 122nd year of Ascendancy at 13:24 / 3Killed by Porothra the sandworm at level 19 on the 21st Dusk 122nd year of Ascendancy at 14:13 Killed by Betirema the sandworm at level 21 on the 21st Dusk 122nd year of Ascendancy at 21:50 |
Primary Stats
Strength | 83 (base 42) |
Dexterity | 83 (base 48) |
Constitution | 46 (base 10) |
Magic | 16 (base 10) |
Willpower | 10 (base 10) |
Cunning | 72 (base 48) |
Resources
Life | -94/678 |
Mana | 282/282 |
Stamina | 26/100 |
Healing Factor | 1.12 |
Regeneration | 15.059690757422 |
Speed
Mental | -48.500216416029% |
Attack | -38.500216416029% |
Movement | +43.672421493586% |
Spell | -38.500216416029% |
Global | +75.510204081633% |
Vision
Sight | 10 |
Lite | 15 |
Infravision | 7 |
See Invisible | 19 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Barehand
Damage | 72 |
Accuracy | 90 |
Crit Chance | 49% |
APR | 13 |
Speed | 1.17 |
Offense: Spell
Spellpower | 26 |
Crit Chance | 24% |
Speed | 1.6260219820686 |
Offense: Mind
Mindpower | 31.4 |
Crit Chance | 20% |
Speed | 1.6260219820686 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 15 (37.584269662921%) |
Defense | 45.184808590449 |
Ranged Defense | 45.184808590449 |
Fatigue | 0 |
Physical Save | 41.716666666667 |
Spell Save | 45.866666666667 |
Mental Save | 44.9 |
Defense: Resistances
All | + 13%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 22% |
Bleed Resistance | 100% |
Confusion Resistance | 24% |
Fear Resistance | 100% |
Knockback Resistance | 10% |
Poison Resistance | 100% |
Blind Resistance | 0% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ReconstructionUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (163% of a turn) Is: a spell Description: Activate the rune to heal yourself for 196 life, and cure one cut or wound effect. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (163% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
Technique / Pugilism | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cunning / Tactical | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Field control | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.10 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Exploit Weakness |
talent | Precise Strikes |
talent | Striking Stance |
detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 39%. Cripple |
beneficial effect | Countering melee attacks: Has a 53% chance to get an automatic counter attack when avoiding a melee attack. (2.0 counters remaining) Counter Attacking |
detrimental effect | Reduces global action speed by 32% and deals 13.87 temporal damage each turn. Congeal Time |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
beneficial effect | Reduces physical damage received by 15% and provides a 8% chance to ignore critial hits. Juggernaut |
beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
beneficial effect | The target is recovering 36 life each turn. Recovery |
detrimental effect | Target is distorted by entropy, suffering 26.34 temporal damage each round, lowering physical resistance by 10.00. Entropic Distortion |
Quests
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +1. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Cunning by +2. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | Flashrigor the pair of rough leather boots (0 def, 1 armour) Flashrigor the pair of rough leather boots (0 def, 1 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to gain 10% of a turn * 40% chance to blind Damage when hit (Melee): 4 light Changes resistances: +6% lightning / +6% temporal / +3% light Changes resistances penetration: +10% light / +7% physical Changes damage: +9% temporal Physical save: +7 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+2 eff.) A pair of boots made of leather. |
Quiver | Swampquell the pouch of steel shots (18/18, 20-24 power, 2 apr) Swampquell the pouch of steel shots (18/18, 20-24 power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +16.5% Capacity: 18 On weapon hit: * Slows global speed by 40% * 40% chance to gain 10% of a turn On weapon crit: * cripple the target Damage (Ranged): +4 nature Burst (radius 1) on hit: +14 fire Burst (radius 2) on crit: +4 temporal Shots are used with slings to pummel your foes to death. |
On hands | Brightguile (0 def, 1 armour) Brightguile (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +6 Armour: +1 Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 8 acid Changes stats: +6 Dex / +4 Cun / +2 Con Changes resistances: +3% light Changes resistances penetration: +15% light Physical save: +13 (+4 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Disarm immunity: +22% When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Dex, 140% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +12 Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 167% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Perfect Strike (15% chance level 1). Damage (Melee): +7 physical It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | Shockbearer (0 def, 3 armour) Shockbearer (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 6 physical Changes stats: +6 Str / +3 Con Changes resistances: +3% lightning / +11% mind / +5% arcane Changes resistances penetration: +10% lightning Changes damage: +3% arcane / +9% lightning Mental save: +13 (+4 eff.) Confusion immunity: +24% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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 350.4 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Singeserpent [power 19] (20/15 cooldown) Singeserpent [power 19] (20/15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 nature Changes resistances: +9% nature / +3% fire Changes resistances penetration: +5% fire Changes damage: +12% fire Talent granted: +5 Volcano It can be used to disarm traps (19 disarm power, Magic) along a range 2 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | steel ring 'Velinor' steel ring 'Velinor'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +8 (+3 eff.) Damage when hit (Melee): 4 blight Changes stats: +10 Cun / +6 Dex Changes resistances: +16% acid / +16% fire / +12% cold / +14% lightning Changes resistances penetration: +10% arcane Changes damage: +9% arcane Grants telepathy: Dragon Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +40.00 Maximum vim: +10.00 Mindpower: +2 (+1 eff.) Rings can have magical properties. |
On fingers | Cuthegodir the Shinejeer Cuthegodir the ShinejeerPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +12 (+2 eff.) Defense: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +6% acid / +1% physical / +22% darkness / +9% blight / +5% arcane Changes damage: +11% darkness Poison immunity: +5% Knockback immunity: +10% Light radius: +2 Movement speed: +12% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.3 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 33% for 5 turns. Rings can have magical properties. |
Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Main armor | Bethotha the rough leather armour (14 def, 10 armour) Bethotha the rough leather armour (14 def, 10 armour)Requires: - Strength 10 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 1 When wielded/worn: Armour: +10 Defense: +14 (+5 eff.) Fatigue: +6% Changes stats: +1 Str / +8 Cun / +1 Con Changes resistances penetration: +10% blight Reduces incoming crit damage: 5.00% Mental save: +22 (+7 eff.) Life regen: +4.30 Light radius: +1 Infravision radius: +2 Healing mod.: +12% A suit of armour made of leather. |
Light source | brass lantern 'Norim' brass lantern 'Norim'Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Dex / +4 Mag Changes resistances: +13% darkness / +6% blight Changes damage: +6% light / +15% arcane Damage affinity(heal): +5% light Spellpower: +11 (+6 eff.) Spell crit. chance: +4% Light radius: +9 Infravision radius: +5 See invisible: +19 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 26 blight damage or heals 39 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. 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. |
Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around waist | rough leather belt 'Dazzletrencher' rough leather belt 'Dazzletrencher'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 40% chance to blind Changes stats: +2 Mag Changes resistances: +12% light Changes damage: +6% nature Reduced damage from: +18% Summoned Maximum encumbrance: +22 Mana each turn: +0.12 Maximum mana: +22.00 Light radius: +3 A belt that goes around your waist. |
Inventory
This item will automatically be transmogrified when you leave the level. wild infusion of the titan (resist 21%; cure magical)wild infusion of the titan (resist 21%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Eclipsevice EclipseviceInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +6 Dex / +6 Cun / +6 Con Changes resistances: +25% lightning / +15% darkness / +9% nature Stun/Freeze immunity: +61% Life regen: +0.90 Stamina each turn: +0.70 Movement speed: +10% Amulets can have magical properties. |
Starfear StarfearInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +5 Physical crit. chance: +4.0% Effects on melee hit: * 30% chance to disease Changes resistances: +6% light / +6% physical Changes resistances penetration: +5% blight / +5% light Talent masteries: +0.15 Cunning / Survival +0.15 Technique / Combat training Critical mult.: +12.00% Stamina each turn: +0.30 Light radius: +3 Amulets can have magical properties. |
Bethoma the copper ring Bethoma the copper ringInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +5 Cun / +5 Dex Changes resistances: +24% fire Changes damage: +18% arcane / +12% fire Mana when firing critical spell: +3.00 Spell crit. chance: +6% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Galetouch the copper ringGaletouch the copper ring Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 lightning / 8 blight Changes stats: +4 Con Changes resistances: +3% lightning Changes resistances penetration: +5% lightning / +20% blight Changes damage: +6% lightning / +3% blight Spell save: +23 (+8 eff.) Disarm immunity: +23% Pinning immunity: +25% Knockback immunity: +26% Maximum life: +21.00 Maximum stamina: +23.00 Rings can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
This item will automatically be transmogrified when you leave the level. ancient gleaming aurastoneancient gleaming aurastone Requires: - Magic 25 - Talent Magic Weapons Mastery (level 2) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 3 When wielded/worn: When used to modify unarmed attacks: Base power: 1.0 - 1.1 Uses stat: 20% Mag Damage type: Physical Additonal Strike on hit (costing 2 mana): Base power: 3.0 - 3.3 Uses stat: 20% Mag Damage type: Temporal Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: -40.0% Burst (radius 1) on hit: +11 temporal A small stone that exudes a faint magical aura. Those who are trained can channel magic through them while they are clenched in their fists, striking out with magical energies on every punch. |
This item will automatically be transmogrified when you leave the level. dwarven-steel battleaxe of massacre (46.5-69.75 power, 2 apr)dwarven-steel battleaxe of massacre (46.5-69.75 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: 46.5 - 69.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Malythel the yew club (26-36.4 power, 4 apr)Malythel the yew club (26-36.4 power, 4 apr) Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / club ; tier 3 Base power: 26.0 - 36.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Burst (radius 2) on crit: +10 ice When wielded/worn: Physical power: +2 (+0 eff.) Armour: +6 Damage when hit (Melee): 10 mind / 12 darkness Changes stats: +4 Dex Changes resistances penetration: +8% cold / +20% physical Changes damage: +10% mind / +9% darkness Reduces incoming crit damage: 5.00% Stamina each turn: +0.20 Maximum life: +10.00 Blunt and deadly. |
Dagger of the Past (25-32.5 power, 20 apr) Dagger of the Past (25-32.5 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+3 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+3 eff.) Movement speed: +20% 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 opportunity to learn from the mistakes of the past. |
Moon (30-39 power, 30 apr) Moon (30-39 power, 30 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 moon shines alone in a starless sky. Base power: 30.0 - 39.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Spelldrinker (27-35.1 power, 8 apr) Spelldrinker (27-35.1 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 55% Dex, 5% Mag, 45% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
flaming voratun dagger of daylight (39.5-51.35 power, 9 apr) flaming voratun dagger of daylight (39.5-51.35 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +8 light Burst (radius 1) on hit: +4 fire Damage against: +4% Undead Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. insidious steel dagger of massacre (17-22.1 power, 6 apr)insidious steel dagger of massacre (17-22.1 power, 6 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 17.0 - 22.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +13 insidious poison Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. iron dagger of projection (10-13 power, 5 apr)iron dagger of projection (10-13 power, 5 apr) Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. yew greatclub 'Elaldath' (45-67.5 power, 2 apr)yew greatclub 'Elaldath' (45-67.5 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatclub ; tier 3 It must be held with both hands. Base power: 45.0 - 67.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * Random elemental explosion Burst (radius 1) on hit: +12 fire When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +1 Str / +2 Wil / +9 Con Changes resistances penetration: +16% acid / +10% physical / +12% fire / +14% cold / +14% lightning Reduces incoming crit damage: 10.00% Disarm immunity: +26% Massive two-handed clubs. |
This item will automatically be transmogrified when you leave the level. iron greatsword of projection (17-27.2 power, 1 apr)iron greatsword of projection (17-27.2 power, 1 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.0 - 27.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +9 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. piercing iron greatsword of daylight (17.5-28 power, 1 apr)piercing iron greatsword of daylight (17.5-28 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.5 - 28.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +1.0% APR / acc Armour Penetration: +1 Physical crit. chance: +7.5% Attack speed: 100% Damage (Melee): +10 light Damage against: +12% Undead Massive two-handed swords. |
Corpsebow CorpsebowRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Effects on ranged hit: * 40% chance to disease Damage (Ranged): 20 blight Changes damage: +40% blight Disease immunity: +50% It can be used to activate talent Cyst Burst (costing 10 power out of 20/20) : Effective talent level: 5.0 Power cost: 10 out of 20/20. Range: 8 Travel Speed: instantaneous Is: a spell Description: Make your target's diseases burst, doing 34.73 blight damage for each disease it is infected with. This will also spread any decrepitude, weakness, rotting or epidemic diseases to any nearby foes in a radius of 3. The damage will increase with your Spellpower. A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
Duruhad the Murkdredge Duruhad the MurkdredgeRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 When this weapon hits: Arcane Vortex (10% chance level 3). Burst (radius 1) on hit: +2 darkness When wielded/worn: Changes stats: +4 Mag / +1 Wil Changes resistances penetration: +16% physical / +10% darkness / +6% temporal Changes damage: +11% temporal / +7% arcane / +20% physical Talent cooldown: Arrow Stitching (-1 turn) Critical mult.: +15.00% Spellpower: +11 (+6 eff.) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. ash longbow of powerash longbow of power Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Changes resistances penetration: +12% physical Changes damage: +9% physical Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. acidic dwarven-steel longsword (24.5-34.3 power, 4 apr)acidic dwarven-steel longsword (24.5-34.3 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.5 - 34.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +9 acid Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel longsword of projection (23.5-32.9 power, 4 apr)dwarven-steel longsword of projection (23.5-32.9 power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.5 - 32.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel mace of massacre (33.5-46.9 power, 4 apr)balanced dwarven-steel mace of massacre (33.5-46.9 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +5 (+2 eff.) Disarm immunity: +32% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. cutting stralite mace of erosion (40.5-56.7 power, 5 apr)cutting stralite mace of erosion (40.5-56.7 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit / acc Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +6 nature / +9 temporal Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. enduring thorny mindstar of balance (8.5-9.35 power, 24 apr, nature damage)enduring thorny mindstar of balance (8.5-9.35 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +8 Changes resistances: +7% nature / +10% physical Talent mastery: +0.10 Technique / Conditioning Physical save: +4 (+1 eff.) Spell save: +5 (+2 eff.) Mental save: +4 (+1 eff.) Equilibrium when hit: +0.90 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. |
This item will automatically be transmogrified when you leave the level. dwarven-steel rapier of projection (22-28.6 power, 4 apr)dwarven-steel rapier of projection (22-28.6 power, 4 apr) Requires: - Strength 20 - Dexterity 20 Infused by psionic forces 2.50 Encumbrance. Type: weapon / rapier ; tier 3 Base power: 22.0 - 28.6 Uses stats: 40% Dex, 40% Cun, 40% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +5 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. A light sword. |
This item will automatically be transmogrified when you leave the level. hardened leather slinghardened leather sling Requires: - Dexterity 24 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 Slings are used to hurl stones or metal shots at your foes. |
Frozen Light (8-11.2 power, 10 apr) Frozen Light (8-11.2 power, 10 apr)Requires: - Magic 12 Powered by arcane forces 0.00 Encumbrance. [Unique] Type: weapon / spear ; tier 1 Base power: 8.0 - 11.2 Uses stats: 60% Mag, 60% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy bonus: +1.0% blind chance / acc Armour Penetration: +10 Physical crit. chance: +4.0% Attack speed: 100% Damage conversion: 50% light / 50% temporal Thrust Range: 4 When wielded/worn: Changes stats: +4 Mag Changes damage: +15% light / +15% temporal Spellpower: +6 (+3 eff.) This appears to be a long beam of light, frozen in time. It is rapidly expanding and contracting, as if trying to escape. |
This item will automatically be transmogrified when you leave the level. Glabeth (34.5-48.3 power, 6 apr)Glabeth (34.5-48.3 power, 6 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / spear ; tier 3 Base power: 34.5 - 48.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +3.5% Attack speed: 83% On weapon hit: * 20% chance to disease Damage (Melee): +12 darkness / +5 mind Burst (radius 1) on hit: +8 blight Burst (radius 2) on crit: +8 blight Damage against: +5% Living Thrust Range: 2 When wielded/worn: Effects on melee hit: * 10% chance to disease Changes resistances penetration: +10% acid Changes damage: +3% acid It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. A spear. |
Kor's Fall (10-12 power, 0 apr, darkness damage) Kor's Fall (10-12 power, 0 apr, darkness damage)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Darkness Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+4 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 64.85 physical damage to all targets in line. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
This item will automatically be transmogrified when you leave the level. ash magestaff of might (15-18 power, 3 apr, physical damage)ash magestaff of might (15-18 power, 3 apr, physical damage) 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 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% lightning Talent granted: +1 Command Staff Spellpower: +6 (+3 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel elven-wood starstaff of illumination (25-30 power, 5 apr, physical damage)cruel elven-wood starstaff of illumination (25-30 power, 5 apr, physical damage) Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Defense: +8 (+3 eff.) Effects on melee hit: * 12% chance to blind Changes damage: +25% physical Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower: +12 (+6 eff.) Spell crit. chance: +4% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 46.82 light damage. Staves designed for wielders of magic, by the greats of the art. |
Flashblur (5.5-7.15 power, 2 apr) Flashblur (5.5-7.15 power, 2 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / swordbreaker ; tier 1 Base power: 5.5 - 7.2 Uses stats: 40% Str, 40% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +1.0% disarm chance / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * gain a damage shield (scaled with spellpower) * maims the target When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +5.0% Defense: +7 (+2 eff.) Ranged Defense: +2 (+1 eff.) Changes stats: +2 Str Changes resistances: +12% darkness Changes resistances penetration: +5% lightning Changes damage: +5% physical Poison immunity: +5% Confusion immunity: +5% Pinning immunity: +5% Stun/Freeze immunity: +15% Stamina when hit: +0.56 A small blade with many notches along its edge. |
This item will automatically be transmogrified when you leave the level. Galepiety the dwarven-steel throwing knives (6/6, 15-19.5 power, 7 apr)Galepiety the dwarven-steel throwing knives (6/6, 15-19.5 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / throwing knives ; tier 3 Base power: 15.0 - 19.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Accuracy: +11 Armour Penetration: +7 Physical crit. chance: +13.0% Attack speed: 100% Firing range: +4 Capacity: 6 When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 10% chance to disease On weapon crit: * cripple the target Damage (Melee): +9 blight Damage (Ranged): +12 lightning / +8 acid Burst (radius 1) on hit: +8 acid When wielded/worn: Disease immunity: +19% These knives are specially weighted to be thrown. |
Toxinbait (5/12, 13.5-17.55 power, 8 apr) Toxinbait (5/12, 13.5-17.55 power, 8 apr)Requires: - Dexterity 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / throwing knives ; tier 1 Base power: 13.5 - 17.6 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +4.0% Attack speed: 100% Firing range: +3 Capacity: 12 Turns elapse between self-loadings: 4 On weapon hit: * 40% chance to gain 10% of a turn * Slows global speed by 40% * 25% chance to put talents on cooldown Damage (Ranged): +8 temporal / +12 nature Burst (radius 1) on hit: +8 nature / +5 fire These knives are specially weighted to be thrown. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel throwing knives (6/6, 16-20.8 power, 7 apr)balanced dwarven-steel throwing knives (6/6, 16-20.8 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: weapon / throwing knives ; tier 3 Base power: 16.0 - 20.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Firing range: +4 Capacity: 6 When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +6 (+2 eff.) Disarm immunity: +22% These knives are specially weighted to be thrown. |
This item will automatically be transmogrified when you leave the level. chilling dwarven-steel waraxe of daylight (22-30.8 power, 4 apr)chilling dwarven-steel waraxe of daylight (22-30.8 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +7 light / +5 cold Damage against: +13% Undead One-handed war axes. |
This item will automatically be transmogrified when you leave the level. cutting dwarven-steel waraxe of erosion (22.5-31.5 power, 4 apr)cutting dwarven-steel waraxe of erosion (22.5-31.5 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.6% crit / acc Armour Penetration: +4 Physical crit. chance: +6.5% Attack speed: 100% Damage (Melee): +8 nature / +9 temporal One-handed war axes. |
This item will automatically be transmogrified when you leave the level. flaming dwarven-steel waraxe of phasing (18.5-25.9 power, 12 apr)flaming dwarven-steel waraxe of phasing (18.5-25.9 power, 12 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +12 Physical crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Burst (radius 1) on hit: +10 fire One-handed war axes. |
This item will automatically be transmogrified when you leave the level. flaming dwarven-steel waraxe of projection (19-26.6 power, 4 apr)flaming dwarven-steel waraxe of projection (19-26.6 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +8 mind Burst (radius 1) on hit: +10 fire It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. One-handed war axes. |
This item will automatically be transmogrified when you leave the level. FurnacestalkerFurnacestalker Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Armour: +7 Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 12 fire Changes stats: +4 Dex / +3 Mag / +5 Cun Changes resistances penetration: +5% lightning / +20% fire Mana each turn: +0.19 Maximum mana: +44.00 Mental crit. chance: +7% It can be used to create a temporary shield that absorbs 257 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Layelaith the rough leather belt Layelaith the rough leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +7 (+2 eff.) Damage when hit (Melee): 4 acid Changes resistances: +6% blight / +9% acid Critical mult.: +7.00% Spell save: +12 (+4 eff.) Disarm immunity: +10% Pinning immunity: +5% Stun/Freeze immunity: +5% Maximum life: +63.00 Maximum mana: +36.00 Maximum stamina: +27.00 Maximum hate: +11.00 Maximum psi: +22.00 Maximum vim: +21.00 Maximum pos.energy: +22.00 Maximum neg.energy: +24.00 Size category: +1 Reduces paradox anomalies(equivalent to willpower): +12 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. nightruned hardened leather belt of lifenightruned hardened leather belt of life Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7% light / +5% darkness Life regen: +1.90 Healing mod.: +14% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. steel buckler of fire resistance (+17%)steel buckler of fire resistance (+17%) Requires: - Strength 14 - Dexterity 14 Crafted by a master 3.00 Encumbrance. Type: armor / buckler ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Defense: +6 (+2 eff.) Fatigue: +4% Changes resistances: +17% fire Talent granted: +2 Guard Small handheld shield used for deflecting blows and misdirecting opponents. |
Ragyrantir (1 def, 0 armour) Ragyrantir (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +3 Defense: +1 (+0 eff.) Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 4 physical Changes stats: +1 Dex / +3 Wil / +1 Con Changes resistances: +11% nature / +11% blight Changes damage: +3% acid Physical save: +7 (+2 eff.) Mental save: +12 (+4 eff.) Life regen: +1.40 Only die when reaching: -50.00 life Healing mod.: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Charstrider' (1 def, 0 armour) linen cloak 'Charstrider' (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Str / +4 Con Changes resistances: +5% acid / +6% blight / +11% fire / +6% lightning / +6% cold Changes resistances penetration: +20% blight / +10% fire Changes damage: +3% fire Physical save: +7 (+2 eff.) Maximum life: +46.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Sunglory' (8 def, 0 armour) linen cloak 'Sunglory' (8 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +8 (+3 eff.) Damage when hit (Melee): 8 nature Changes stats: +1 Cun / +2 Dex Changes resistances: +6% light / +12% temporal / +13% darkness / +12% nature Changes resistances penetration: +5% light Physical save: +6 (+2 eff.) Light radius: +3 Defense after a teleport: +12 Resist all after a teleport: +11% New effects duration reduction after a teleport: +12% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. cashmere robe 'Runusin' (7 def, 4 armour)cashmere robe 'Runusin' (7 def, 4 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +4 Defense: +7 (+2 eff.) Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +5% arcane / +3% lightning Changes resistances penetration: +8% darkness / +12% physical Changes damage: +13% darkness / +11% physical Critical mult.: +15.00% Blindness immunity: +5% Disease immunity: +10% Silence immunity: +28% Confusion immunity: +10% Stun/Freeze immunity: +5% Spellpower on spell critical (stacks up to 3 times): +4 Hate when firing a critical mind attack: +2.00 Psi when firing a critical mind attack: +3.00 Maximum hate: +8.00 Spellpower: +10 (+5 eff.) Mindpower: +7 (+4 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. cashmere robe of time (+12%) (7 def, 0 armour)cashmere robe of time (+12%) (7 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +12% temporal Changes damage: +12% temporal A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. focusing silk robe (10 def, 0 armour)focusing silk robe (10 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +5 Wil / +5 Mag Mana each turn: +0.15 Psi each turn: +0.18 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. serene cashmere robe (16 def, 0 armour)serene cashmere robe (16 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +16 (+5 eff.) Changes stats: +3 Wil Mental save: +11 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. serene linen robe of time (+10%) (8 def, 0 armour)serene linen robe of time (+10%) (8 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +3 Wil Changes resistances: +10% temporal Changes damage: +10% temporal Mental save: +8 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Zidas the pair of rough leather boots (0 def, 1 armour) Zidas the pair of rough leather boots (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes damage: +6% physical Critical mult.: +6.00% Maximum encumbrance: +21 Physical save: +17 (+6 eff.) Stamina each turn: +0.40 Maximum stamina: +30.00 Movement speed: +40% A pair of boots made of leather. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Base power: 14.0 - 15.4 Uses stats: 140% Str, 40% Dex, 20% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +6.0% Attack speed: 167% When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Shadow Simulacrum (15% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Salyldalaith the iron gauntlets (0 def, 1 armour) Salyldalaith the iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +1 Changes stats: +3 Str Changes resistances penetration: +10% acid Life regen: +1.50 Stamina each turn: +0.40 Psi each turn: +0.12 When used to modify unarmed attacks: Base power: 15.5 - 21.7 Uses stats: 140% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 125% When this weapon hits: Second Wind (10% chance level 1). On weapon hit: * 40% chance to cause random gloom * 40% chance to corrode armour Damage (Melee): +4 acid Burst (radius 1) on hit: +4 mind Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves 'Radiancerace' (0 def, 1 armour) rough leather gloves 'Radiancerace' (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 4 acid / 7 light / 4 fire / 4 cold / 4 lightning Changes stats: +3 Wil / +2 Mag Changes resistances: +7% light Changes damage: +4% light / +3% arcane Mana each turn: +0.14 Spellpower: +5 (+2 eff.) Spell crit. chance: +4% Light radius: +3 When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Dex, 140% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 167% When this weapon hits: Elemental bolt (10% chance level 1). On weapon hit: * 7% chance to blind Damage (Melee): +6 ice / +7 acid / +5 lightning / +7 fire / +5 arcane Burst (radius 1) on hit: +16 light Burst (radius 2) on crit: +4 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gleamripper the iron helm (0 def, 3 armour) Gleamripper the iron helm (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Physical crit. chance: +6.0% Armour: +3 Fatigue: +5% Changes stats: +3 Dex / +1 Wil / +3 Cun / +14 Lck Psi when hit: +0.08 Maximum psi: +30.00 Spell crit. chance: +6% Mindpower: +4 (+2 eff.) Mental crit. chance: +10% Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. iron helm of the depths (0 def, 3 armour)iron helm of the depths (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +5% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Ashransom' (0 def, 1 armour) rough leather cap 'Ashransom' (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 12 blight Changes resistances: +3% blight / +5% fire / +6% cold Changes resistances penetration: +10% fire Changes damage: +6% blight / +6% fire Allows you to breathe in: water Physical save: +13 (+4 eff.) A cap made of leather. |
Emeluba the Starreaper (2 def, 9 armour) Emeluba the Starreaper (2 def, 9 armour)Requires: - Strength 14 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Fatigue: +7% Effects on melee hit: * 30% chance to blind Changes stats: +1 Dex / +2 Wil / +2 Con Changes resistances: +17% fire Reduces incoming crit damage: 10.00% Physical save: +6 (+2 eff.) Life regen: +1.20 Maximum life: +50.00 See invisible: +6 Healing mod.: +12% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour (3 def, 8 armour)dwarven-steel mail armour (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. prismatic dwarven-steel mail armour of resilience (3 def, 8 armour)prismatic dwarven-steel mail armour of resilience (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Powered by arcane forces Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes resistances: +13% light / +12% darkness Maximum life: +20.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. prismatic hardened leather armour (3 def, 6 armour)prismatic hardened leather armour (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +13% light / +14% darkness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic hardened leather armour of stability (3 def, 6 armour)prismatic hardened leather armour of stability (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +7% physical / +12% light / +13% darkness Physical save: +13 (+4 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked hardened leather armour of spell shielding (3 def, 6 armour)spiked hardened leather armour of spell shielding (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 14 physical Changes resistances: +6% arcane Spell save: +11 (+4 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Arymina the Glitterdream (8 def, 2 armour, 82 block)Arymina the Glitterdream (8 def, 2 armour, 82 block) Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 13 temporal Changes resistances: +20% acid / +12% temporal Maximum wards: +3 lightning / +3 temporal / +2 blight / +3 fire / +2 cold Changes resistances penetration: +15% light Changes damage: +12% physical Talents granted: +3 Block +1 Ward Light radius: +3 It can be used to activate talent Time Shield, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (237) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 44%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Timekeeper (8 def, 3 armour, 25 block) Timekeeper (8 def, 3 armour, 25 block)Requires: - Strength 11 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +3 Defense: +8 (+3 eff.) Ranged Defense: +7 (+2 eff.) Fatigue: +6% Changes resistances: +10% temporal Talent granted: +2 Block Improves its stats based on your level. At levels 11, 21, 31 and 41 it blocks a new damage type. This is your shield. There are many like it, but this one is yours. You must master your shield as you master your life. |
This item will automatically be transmogrified when you leave the level. acidic iron shield of cold resistance (+17%) (4 def, 2 armour, 18.5 block)acidic iron shield of cold resistance (+17%) (4 def, 2 armour, 18.5 block) Requires: - Strength 11 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 6 acid Damage when hit (Melee): 12 acid Changes resistances: +17% cold Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. dwarven-steel shield of radiance (8 def, 2 armour, 88.5 block)dwarven-steel shield of radiance (8 def, 2 armour, 88.5 block) Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Effects when hit in melee: * 18% chance to blind Changes stats: +4 Con / +3 Mag Changes resistances: +12% light Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. dwarven-steel shield of resilience (8 def, 2 armour, 83.5 block)dwarven-steel shield of resilience (8 def, 2 armour, 83.5 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Talent granted: +3 Block Maximum life: +51.00 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. flaming iron shield (4 def, 2 armour, 19 block)flaming iron shield (4 def, 2 armour, 19 block) Requires: - Strength 11 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 6 fire Damage when hit (Melee): 11 fire Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. reinforced dwarven-steel shield of resilience (8 def, 10 armour, 98.5 block)reinforced dwarven-steel shield of resilience (8 def, 10 armour, 98.5 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +10 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Talent granted: +3 Block Maximum life: +64.00 Handheld deflection devices. |
Arudhegatha the quiver of ash arrows (17/17, 19-26.6 power, 10 apr) Arudhegatha the quiver of ash arrows (17/17, 19-26.6 power, 10 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 19.0 - 26.6 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +8.5% Capacity: 17 On weapon hit: * 20% chance to torment the target On weapon crit: * wounds the target * cripple the target Damage (Ranged): +8 darkness / +8 blight / +7 bleed / +8 arcane / +8 mind Burst (radius 1) on hit: +8 acid Arrows are used with bows to pierce your foes to death. |
Cracklesage the quiver of elm arrows (17/17, 16.5-23.1 power, 9 apr) Cracklesage the quiver of elm arrows (17/17, 16.5-23.1 power, 9 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 1 Base power: 16.5 - 23.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +9 Physical crit. chance: +5.0% Capacity: 17 On weapon hit: * 7% chance to gain 10% of a turn * 40% chance to daze Travel speed: +200% Damage (Ranged): +7 temporal Burst (radius 1) on hit: +8 lightning / +12 fire / +8 mind Burst (radius 2) on crit: +4 mind Arrows are used with bows to pierce your foes to death. |
Hornet Stingers (17/20, 18-25.2 power, 10 apr) Hornet Stingers (17/20, 18-25.2 power, 10 apr)Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +5.0% Capacity: 20 Damage (Ranged): +45 crippling poison A vile poison drips from the tips of these arrows. |
This item will automatically be transmogrified when you leave the level. Salemira (16/16, 34-47.6 power, 10 apr)Salemira (16/16, 34-47.6 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 3 Base power: 34.0 - 47.6 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +10.0% Capacity: 16 On weapon hit: * 11% chance to gain 10% of a turn * 40% chance to corrode armour On weapon crit: * cripple the target Damage (Ranged): +4 acid / +11 temporal / +8 cold / +12 mind Burst (radius 1) on hit: +4 mind / +8 acid Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. self-loading quiver of yew arrows of daylight (20/20, 30.5-42.7 power, 10 apr)self-loading quiver of yew arrows of daylight (20/20, 30.5-42.7 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 30.5 - 42.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 20 Turns elapse between self-loadings: 4 Damage (Ranged): +5 light Damage against: +5% Undead Arrows are used with bows to pierce your foes to death. |
11 agate 11 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1328 alchemist agate 1328 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Betudathra the Oakire (dig speed 37 turns) Betudathra the Oakire (dig speed 37 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 30% chance to daze Changes stats: +5 Str / +2 Con Changes resistances: +20% nature / +3% lightning Changes resistances penetration: +10% nature Changes damage: +15% nature / +3% lightning Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
10 spinel 10 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. |
Eilinunor the brass lantern Eilinunor the brass lanternInfused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 12 mind Changes stats: +1 Cun / +1 Con Changes resistances: +7% blight Changes damage: +3% blight Life regen: +1.60 Maximum life: +43.00 Maximum hate: +6.00 Mental crit. chance: +3% Light radius: +5 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. |
This item will automatically be transmogrified when you leave the level. Eremyragen the alchemist's lampEremyragen the alchemist's lamp Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Damage when hit (Melee): 4 blight / 16 fire Changes stats: +7 Cun / +8 Wil Changes resistances: +7% fire Changes damage: +9% mind / +9% blight Critical mult.: +14.00% Mental save: +6 (+2 eff.) Maximum psi: +10.00 Light radius: -7 Infravision radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (50 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. icy pouch of dwarven-steel shots of accuracy (20/20, 30.5-36.6 power, 3 apr)icy pouch of dwarven-steel shots of accuracy (20/20, 30.5-36.6 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 30.5 - 36.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 20 Damage (Ranged): +7 cold Shots are used with slings to pummel your foes to death. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+4 eff.) Mindpower: +3 (+2 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 43 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
This item will automatically be transmogrified when you leave the level. psionic dwarven-steel torque of mindblast [power 201] (20/6 cooldown)psionic dwarven-steel torque of mindblast [power 201] (20/6 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Psi each turn: +0.16 It can be used to fire a blast of psionic energies in a range 6 beam (dam 100-201), putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
4 amethyst 4 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. |
10 ametrine 10 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. |
11 citrine 11 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By nooz_caw the Skeleton Brawler level 19
12nd Dusk 122nd year of Ascendancy at 22:32 see stats
By nooz_caw the Skeleton Brawler level 10
10th Mirth 122nd year of Ascendancy at 12:50 see stats
By nooz_caw the Skeleton Brawler level 20
21st Dusk 122nd year of Ascendancy at 16:26 see stats
By nooz_caw the Skeleton Brawler level 19
12nd Dusk 122nd year of Ascendancy at 19:55 see stats
By nooz_caw the Skeleton Brawler level 18
4th Dusk 122nd year of Ascendancy at 07:34 see stats
Log
Mayemina the slimy ooze is stunned!
Mayemina the slimy ooze hits nooz_caw for (10 resist armour), 0 lightning (0 total damage).
nooz_caw hits Mayemina the slimy ooze for 165 physical, 6 physical, , (slow 30%), (172 total damage).
Mayemina the slimy ooze casts Terminal Velocity.
Betirema the sandworm casts Mudslide.
Mayemina the slimy ooze resists the punch!
Nooz_caw is knocked back!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
nooz_caw HEALS from light damage!
nooz_caw hits Betirema the sandworm for (7 resist armour), 1 nature, (7 resist armour), 0 acid, (5 resist armour), 0 physical, (3 resist armour), 0 blight, (4 resist armour), 0 light, (7 resist armour), 1 nature, (7 resist armour), 0 acid, (5 resist armour), 0 physical, (3 resist armour), 0 blight, (4 resist armour), 0 light (2 total damage).
Mayemina the slimy ooze's Terminal Velocity hits nooz_caw for (25 resist armour) damage.
Mayemina the slimy ooze hits nooz_caw for 3 temporal, (2 resist armour), 0 light, (4 resist armour), 0 fire, (12 resist armour), 0 temporal (3 total damage).
Betirema the sandworm hits Mayemina the slimy ooze for 175 physical damage.
Betirema the sandworm hits nooz_caw for (25 resist armour), 103 physical, (25 resist armour), 88 blight, (4 resist armour), 0 light, (6 resist armour), 0 acid, (6 resist armour), 0 blight, (25 resist armour), 57 blight, (5 resist armour), 0 lightning, (7 resist armour), 0 temporal, (4 resist armour), 0 nature, (6 resist armour), 0 blight (248 total damage).
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
nooz_caw HEALS from light damage!
Mayemina the slimy ooze's Terminal Velocity hits nooz_caw for (24 resist armour) damage.
Mayemina the slimy ooze hits nooz_caw for 0 temporal, (2 resist armour), 0 light, (4 resist armour), 0 fire, (12 resist armour), 0 temporal (0 total damage).
Talent Double Strike is ready to use.
nooz_caw receives 40 healing.
Mayemina the slimy ooze hits nooz_caw for 0 temporal damage.
Entropic Distortion from Mayemina the slimy ooze hits nooz_caw for (7 resist armour) damage.
Congeal Time from Betirema the sandworm hits nooz_caw for (12 resist armour), 0 temporal (0 total damage).
Mayemina the slimy ooze receives 87 healing.
Betirema the sandworm uses Set Up.
Betirema the sandworm is moving defensively!
Betirema the sandworm uses Slash.