Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Infinite500 v2.3b: Revised high level play for ToME 1.2.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. No Locked Categories 1.0.1This addon unlocks all categories at birth. So your cat points can be spent on improving them, and/or buying extra rune/infusion slots. This addon will make the game easier. That's the intention, but more so, the intention is to make the game more free, and less restrictive early on. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Extra Dungeons 1.2.0In 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: Doctornull's Class Pack 1.1.6This 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. Everything is Unique! 1.1.3Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.3.0Donators/Buyers bonus! Blood Knight Class 1.1.5Contains a new melee class - the Blood Knight Details & discussion here: Midnight 1.3.0Adds 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. 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 Trolls 1.1.3Adds Trolls as a player race(two subraces), reworks NPCs a bit. Verdant Class Pack 1.3.1Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Barbarian Class Fork 1.2.0Adds the Barbarian class to the Wilder sub-group. New Gem Types 1.1.6Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Draconians 1.1.5Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Beholder (Continuation) 1.1.5Adds Beholders as a playable race. Created by ajfluffy (design, code and conception) and rexorcorum (ideas and artwork), this addon is now being maintained by Nagyhal under the guidance of rexorcorum in ajfluffy's absence. Edit: Had to change the addon's short_name, and so v1.0.6's automatic upload helpfully made us a completely new addon page. Of course it's all on Steam, which is beautiful (thank you DG!), but I'm hoping we can merge the older versions into this thread. We'll look at it tomorrow. Edit of the edit: In the meantime, players who have fallen afoul of my clumsy Flame Laser bug are encouraged to upgrade to v5.9.2 for compatibility reasons. Have fun and happy facemelting! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Dark Faerie |
Class | Adventurer |
Level / Exp | 16 / 9% |
Size | tiny |
Lifes / Deaths | Killed by Barrier Derrier at level 10 on the 19th Dusk 122nd year of Ascendancy at 10:23 1 / 4Killed by Xanodhethra the rogue at level 13 on the 48th Dusk 122nd year of Ascendancy at 12:28 Killed by Xanodhethra the rogue at level 13 on the 48th Dusk 122nd year of Ascendancy at 13:42 Killed by Xanodhethra the rogue at level 13 on the 48th Dusk 122nd year of Ascendancy at 15:48 |
Primary Stats
Strength | 21 (base 12) |
Dexterity | 33 (base 12) |
Constitution | 17 (base 12) |
Magic | 70 (base 43) |
Willpower | 31 (base 18) |
Cunning | 38 (base 23) |
Resources
Mana | 244/274 |
Psi | 105/111 |
Vim | 110/110 |
Life | 227/227 |
Positive | 32/115 |
Healing Factor | 1.11 |
Regeneration | 0.9435 |
Speed
Mental | +39.963472109793% |
Attack | 0% |
Movement | 0% |
Spell | +79.926944219576% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
See Stealth | 10 |
See Invisible | 10 |
Offense: Mainhand
Damage | 34 |
Accuracy | 26 |
Crit Chance | 18% |
APR | 4 |
Speed | 0.71 |
Offense: Spell
Spellpower | 61 |
Crit Chance | 18% |
Speed | 0.55578112791136 |
Offense: Mind
Mindpower | 34.45 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
All | +22% |
Defense: Base
Armour (hardiness) | 3 (30%) |
Defense | 17.85 |
Ranged Defense | 19.85 |
Fatigue | 0 |
Physical Save | 22.7 |
Spell Save | 41.15 |
Mental Save | 30.625 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 28% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 10 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 150 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (56% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 772% over 10 turns and instantly restoring 39 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (56% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 732% over 10 turns and instantly restoring 37 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
Class Talents
Spell / Arcane | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Absorption | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Corruption / Bone | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Aether | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Light | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Force | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Dark-faerie | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
talent | Arcane Power |
talent | Beyond the Flesh |
talent | Kinetic Shield |
talent | Shielding |
talent | Bone Shield |
beneficial effect | The Dark Faerie gains the following bonuses. Power of the DarkCasting Speed: +80% Combat Speed: +40% All Damage: +22% |
Quests
Your home forest was suddenly overtaken by powerful corruption, and you were forced to flee for your very life. A Corrupted Forest* You managed to escape your corrupted forest, and defeat your fallen guardian... but not another soul was in sight. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Heart of the Gloom. Escort: injured seer (level 2 of Heart of the Gloom)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved Magic by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Heart of the Gloom. Escort: temporal explorer (level 1 of Heart of the Gloom)As a reward you improved Magic by +2. | 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 have explored the Maze and vanquished the Minotaur. * 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 |
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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * 'Needed: one length of troll intestine. Kindly empty it before returning.' * You've found the needed ice ant stinger. * You've found the needed warg claw. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | aquamarine aquamarine0.00 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 Gems can be sold for money or used in arcane rituals. |
Light source | Guardian's Bell Guardian's BellInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes stats: +10 Dex / +10 Mag Changes resistances: +12% blight / +12% darkness Changes resistances cap: +6% blight / +6% darkness Spellpower: +30 (+8 eff.) Light radius: +5 This bell is rumored to have secret powers granted to each race by the great Faerie Queen of old. A small bell, once defended by your, now fallen, guardian. |
On head | clarifying linen wizard hat of fire (+15%) (1 def, 0 armour) clarifying linen wizard hat of fire (+15%) (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun Changes resistances: +15% fire Changes damage: +10% fire Mental save: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
On feet | traveler's pair of rough leather boots of uncanny dodging (3 def, 1 armour) traveler's pair of rough leather boots of uncanny dodging (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+3 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: -3% Maximum encumbrance: +23 Physical save: +6 (+3 eff.) A pair of boots made of leather. |
On fingers | gladiator's copper ring gladiator's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +4 Str / +4 Con Rings can have magical properties. |
On fingers | steel ring 'Saleriwen' steel ring 'Saleriwen'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+3 eff.) Changes resistances: +24% darkness Changes damage: +12% darkness Mental save: +6 (+3 eff.) Confusion immunity: +28% Equilibrium when hit: +0.04 Spellpower: +7 (+2 eff.) Mindpower: +5 (+2 eff.) Mental crit. chance: +3% Rings can have magical properties. |
Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | yew magestaff of dawn (20-24 power, 4 apr, arcane element) yew magestaff of dawn (20-24 power, 4 apr, arcane element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun Changes damage: +20% arcane Talent granted: +1 Command Staff Maximum pos.energy: +20.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 8 power out of 20/24) : Effective talent level: 3.0 Power cost: 8 out of 20/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 59.48 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Around waist | rough leather belt of life rough leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Life regen: +0.60 Healing mod.: +11% A belt that goes around your waist. |
Cloak | spellcowled linen cloak of battle (1 def, 0 armour) spellcowled linen cloak of battle (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +1 (+0 eff.) Defense: +1 (+1 eff.) Fatigue: -2% Changes stats: +2 Mag / +2 Wil Spell save: +6 (+2 eff.) Maximum mana: +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | spellwoven linen robe (0 def, 0 armour) spellwoven linen robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Spell save: +16 (+5 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
This item will automatically be transmogrified when you leave the level. Feathersteel AmuletFeathersteel Amulet Crafted 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. |
This item will automatically be transmogrified when you leave the level. manaburning iron battleaxe of massacre (20-30 power, 1 apr)manaburning iron battleaxe of massacre (20-30 power, 1 apr) Requires: - Strength 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 20.0 - 30.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 17 arcane resource burn Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. quick steel battleaxe (25-37.5 power, 2 apr)quick steel battleaxe (25-37.5 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 25.0 - 37.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 111% When wielded/worn: Accuracy: +7 (+4 eff.) Changes stats: +3 Dex Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Branugorn the steel dagger (10.5-13.65 power, 6 apr)Branugorn the steel dagger (10.5-13.65 power, 6 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 10% * leeches stamina from the target When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +4 (+3 eff.) Damage when hit (Melee): 13 nature slow Changes stats: +2 Mag Changes resistances: +3% fire Blindness immunity: +20% Disarm immunity: +21% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Silent Blade (25-32.5 power, 10 apr)Silent Blade (25-32.5 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 Uses stats: 35% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +8.0% 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 (+5 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
This item will automatically be transmogrified when you leave the level. arcing iron dagger (9.5-12.35 power, 5 apr)arcing iron dagger (9.5-12.35 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +6 lightning Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. caustic steel dagger of massacre (18-23.4 power, 6 apr)caustic steel dagger of massacre (18-23.4 power, 6 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 18.0 - 23.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 6% chance to corrode armour When wielded/worn: Changes resistances penetration: +5% acid Life regen: +1.00 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger of massacre (22.5-29.25 power, 7 apr)dwarven-steel dagger of massacre (22.5-29.25 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 22.5 - 29.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. hateful steel dagger of erosion (10.5-13.65 power, 6 apr)hateful steel dagger of erosion (10.5-13.65 power, 6 apr) Requires: - Dexterity 16 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +6 temporal / +6 nature / +5 darkness Damage against: +6% Living Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. manaburning steel dagger of crippling (12-15.6 power, 6 apr)manaburning steel dagger of crippling (12-15.6 power, 6 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 12 arcane resource burn On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +4.0% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. manaburning steel dagger of massacre (19.5-25.35 power, 6 apr)manaburning steel dagger of massacre (19.5-25.35 power, 6 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 19.5 - 25.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 8 arcane resource burn Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. balanced steel greatsword (22-35.2 power, 2 apr)balanced steel greatsword (22-35.2 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: 22.0 - 35.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+4 eff.) Defense: +9 (+6 eff.) Disarm immunity: +35% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. chilling steel greatsword of massacre (35-56 power, 2 apr)chilling steel greatsword of massacre (35-56 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 35.0 - 56.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +7 cold Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword 'Bilespiker' (38.5-61.6 power, 2 apr)dwarven-steel greatsword 'Bilespiker' (38.5-61.6 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.5 - 61.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect On weapon crit: * cripple the target Damage (Melee): +13 nature Burst (radius 1) on hit: +8 nature Damage against: +20% Unnatural When wielded/worn: Physical crit. chance: +12.0% Effects on melee hit: * Slows global speed by 30% Changes stats: +6 Wil Changes resistances: +3% nature Reduces incoming crit damage: 15.00% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. insidious steel greatsword of crippling (24-38.4 power, 2 apr)insidious steel greatsword of crippling (24-38.4 power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +19 insidious poison When wielded/worn: Physical crit. chance: +10.0% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Offalseam (15-21 power, 3 apr)Offalseam (15-21 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 7% chance to disease Damage (Melee): +8 blight / +7 cold / +8 nature Burst (radius 1) on hit: +4 nature / +9 fire When wielded/worn: Changes resistances: +6% nature Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. insidious iron mace of projection (11.5-16.1 power, 2 apr)insidious iron mace of projection (11.5-16.1 power, 2 apr) Requires: - Strength 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Damage (Melee): +10 insidious poison / +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. Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Rainfurnace the vined mindstar (5-5.5 power, 18 apr, mind damage)Rainfurnace the vined mindstar (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% Burst (radius 2) on crit: +4 nature When wielded/worn: Changes resistances: +3% nature Physical save: +2 (+1 eff.) Spell save: +3 (+1 eff.) Mental save: +4 (+2 eff.) Life regen: +0.50 Equilibrium when hit: +0.70 Maximum life: +15.00 Mindpower: +7 (+4 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. nature's vined mindstar of the jelly (4-4.4 power, 18 apr, mind damage)nature's vined mindstar of the jelly (4-4.4 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 Uses stats: 35% Wil, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +3% blight Changes damage: +3% nature / +2% acid Disease immunity: +12% Equilibrium when hit: +0.70 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. vined mindstar of life (6-6.6 power, 18 apr, mind damage)vined mindstar of life (6-6.6 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Life regen: +0.70 Maximum life: +21.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. steel sceptre of light (13-18.2 power, 3 apr)steel sceptre of light (13-18.2 power, 3 apr) Requires: - Magic 14 - Constitution 14 Powered by arcane forces 3.00 Encumbrance. Type: weapon / sceptre ; tier 2 Base power: 13.0 - 18.2 Uses stats: 50% Mag, 50% Con Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Burst (radius 1) on hit: +11 light When wielded/worn: Changes damage: +11% light Spellpower: +6 (+2 eff.) Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. cured leather slingcured leather sling Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. cruel ash vilestaff of fate (15-18 power, 3 apr, darkness element)cruel ash vilestaff of fate (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Changes damage: +15% darkness Talent granted: +1 Command Staff Critical mult.: +10.00% Physical save: +8 (+4 eff.) Spell save: +5 (+2 eff.) Mental save: +6 (+3 eff.) Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. balanced steel waraxe of dampening (12.5-17.5 power, 3 apr)balanced steel waraxe of dampening (12.5-17.5 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +7 (+5 eff.) Changes resistances: +8% acid / +8% fire / +7% lightning / +9% cold Spell save: +7 (+2 eff.) Disarm immunity: +20% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. balanced steel waraxe of massacre (17.5-24.5 power, 3 apr)balanced steel waraxe of massacre (17.5-24.5 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +5 (+4 eff.) Disarm immunity: +20% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. steel waraxe (13.5-18.9 power, 3 apr)steel waraxe (13.5-18.9 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. steel waraxe (14.5-20.3 power, 3 apr)steel waraxe (14.5-20.3 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. noble's rough leather beltnoble's rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Reduced damage from: +15% Summoned A belt that goes around your waist. |
enveloping linen cloak of the Shaloren (6 def, 0 armour) enveloping linen cloak of the Shaloren (6 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+4 eff.) Changes stats: +1 Mag / +2 Wil Physical save: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. slimy woollen robe of nature (+18%) (0 def, 0 armour)slimy woollen robe of nature (+18%) (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects when hit in melee: * Slows global speed by 5% * 3 arcane resource burn Changes resistances: +18% nature Changes damage: +12% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. woollen robe 'Driletar' (0 def, 0 armour)woollen robe 'Driletar' (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +16% lightning / +14% blight Changes damage: +11% lightning Mental save: +6 (+3 eff.) Life regen: +4.10 Maximum life: +94.00 Infravision radius: +2 See invisible: +6 Healing mod.: +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour)grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+3 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +1% Changes resistances: +6% lightning / +5% temporal A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. naturalist's iron gauntlets of butchering (0 def, 1 armour)naturalist's iron gauntlets of butchering (0 def, 1 armour) Requires: - Talent Armour Training Infused by nature Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +6 Physical power: +5 (+2 eff.) Armour: +1 Damage (Melee): 6 nature Changes resistances: +6% blight / +6% nature Changes damage: +3% nature Spell save: +10 (+3 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves of dexterity (+3) (0 def, 1 armour) rough leather gloves of dexterity (+3) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+6 eff.) Armour: +1 Changes stats: +3 Dex Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. rough leather gloves of strength (+3) (0 def, 1 armour)rough leather gloves of strength (+3) (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Armour: +1 Changes stats: +3 Str Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. umbral iron gauntlets of dexterity (+3) (0 def, 1 armour)umbral iron gauntlets of dexterity (+3) (0 def, 1 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+6 eff.) Armour: +1 Damage (Melee): 6 darkness Changes stats: +3 Dex Changes resistances: +6% darkness Changes damage: +4% darkness Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. impenetrable steel mail armour of cold resistance (2 def, 12 armour)impenetrable steel mail armour of cold resistance (2 def, 12 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +12 Defense: +2 (+2 eff.) Fatigue: +14% Changes resistances: +15% cold A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked steel mail armour of lightning resistance (2 def, 6 armour)spiked steel mail armour of lightning resistance (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +14% Damage when hit (Melee): 12 physical Changes resistances: +15% lightning A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Durohor the Sepsisstalker (3 def, 6 armour)Durohor the Sepsisstalker (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+3 eff.) Fatigue: +8% Changes resistances: +6% arcane / +34% temporal / +3% nature / +3% mind Changes damage: +9% nature Spell save: +12 (+4 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cleansing cured leather armour (2 def, 4 armour)cleansing cured leather armour (2 def, 4 armour) Requires: - Strength 14 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +7% Changes resistances: +11% nature / +10% blight A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cured leather armour of command (9 def, 7 armour)cured leather armour of command (9 def, 7 armour) Requires: - Strength 14 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +7 Defense: +9 (+6 eff.) Fatigue: +7% Changes stats: +3 Cun Mental save: +12 (+6 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked cured leather armour of acid resistance (2 def, 4 armour)spiked cured leather armour of acid resistance (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +7% Damage when hit (Melee): 11 physical Changes resistances: +18% acid A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour of clarity (1 def, 2 armour)spiked rough leather armour of clarity (1 def, 2 armour) Requires: - Strength 10 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 10 physical Changes resistances: +5% mind Mental save: +11 (+6 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. troll-hide cured leather armour (2 def, 4 armour)troll-hide cured leather armour (2 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +7% Life regen: +3.10 Healing mod.: +12% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. steel plate armour of spell shielding (4 def, 9 armour)steel plate armour of spell shielding (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+3 eff.) Fatigue: +22% Changes resistances: +6% arcane Spell save: +10 (+3 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. flaming steel shield of lightning resistance (+16%) (6 def, 2 armour, 39 block)flaming steel shield of lightning resistance (+16%) (6 def, 2 armour, 39 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+4 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Damage (Melee): 6 fire Damage when hit (Melee): 12 fire Changes resistances: +16% lightning Talent granted: +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. reinforced steel shield (6 def, 7 armour, 77.5 block)reinforced steel shield (6 def, 7 armour, 77.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +7 Defense: +6 (+4 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Talent granted: +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. ZaniregokhadZaniregokhad Requires: - Magic 15 Powered by arcane forces Infused by nature 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 2 When wielded/worn: Defense: +4 (+3 eff.) Changes stats: +2 Dex / +2 Wil / +1 Con Changes resistances: +5% acid / +10% temporal / +6% physical / +8% cold Reduce damage by fixed amount: +2 all Maximum wards: +1 acid / +2 temporal / +1 physical / +2 cold Changes damage: +11% temporal Reduced damage from: +7% Aquatic Talent granted: +4 Ward See invisible: +6 Slows Projectiles: +15% Equilibrium regeneration: -0.20 Reduced minimum equilibrium: -10.00 Handheld warding devices |
This item will automatically be transmogrified when you leave the level. Beudur the quiver of ash arrows (18/18, 34.5-48.3 power, 7 apr)Beudur the quiver of ash arrows (18/18, 34.5-48.3 power, 7 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 34.5 - 48.3 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 18 Damage (Ranged): +8 arcane / +14 fire Burst (radius 1) on hit: +4 arcane Burst (radius 2) on crit: +7 fire Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of ash arrows (22/22, 19.5-27.3 power, 7 apr)quiver of ash arrows (22/22, 19.5-27.3 power, 7 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 19.5 - 27.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 22 Arrows are used with bows to pierce your foes to death. |
2 hematite 2 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +15% When used to imbue an object: Stun/Freeze immunity: +15% Gems can be sold for money or used in arcane rituals. |
2 nuummite 2 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +10% When used to imbue an object: Stun/Freeze immunity: +10% Gems can be sold for money or used in arcane rituals. |
agate agate0.00 Encumbrance. Type: gem / blue ; 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 Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: 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 Gems can be sold for money or used in arcane rituals. |
sapper's iron pickaxe (dig speed 29 turns) sapper's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +1 Cun / +1 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
malachite malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +4 (+3 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+3 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Gems can be sold for money or used in arcane rituals. |
3 verdite 3 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
2 small geode 2 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
4 tiny geode 4 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. steel torque of clear mind [power 2] (10 cooldown)steel torque of clear mind [power 2] (10 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. ash totem of cure ailments [power 2] (10 cooldown)ash totem of cure ailments [power 2] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 2 poisons or diseases from a target within range 7 (Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 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% Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / yellow ; 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% Gems can be sold for money or used in arcane rituals. |
Achievements
By Barrier Derrier the Dark Faerie Adventurer level 10
2nd Mirth 122nd year of Ascendancy at 20:45 see stats
By Barrier Derrier the Dark Faerie Adventurer level 10
9th Mirth 122nd year of Ascendancy at 20:24 see stats
Log
Welcome to level 16 [Barrier Derrier].
Barrier Derrier has 3 stat point(s), 1 class talent point(s), 1 generic talent point(s) to spend. Press p to use them.
Bleeding from Ivoth the black mamba hits Ivoth the black mamba for 32 physical damage.
Your summoned Barrier Derrier's Clone disappears.
Talent Fey Clone is ready to use.
Barrier Derrier picks up ( .): topaz.
Barrier Derrier picks up (F.): umbral iron gauntlets of dexterity (+3) (0 def, 1 armour).
Barrier Derrier picks up (k.): chilling steel greatsword of massacre (35-56 power, 2 apr).
Barrier Derrier picks up (n.): Offalseam (15-21 power, 3 apr).
Barrier Derrier picks up (N.): spiked cured leather armour of acid resistance (2 def, 4 armour).
Barrier Derrier picks up (f.): caustic steel dagger of massacre (18-23.4 power, 6 apr).
Barrier Derrier picks up (e.): Silent Blade (25-32.5 power, 10 apr).
Lore found: Silent Blade
You can read all your collected lore in the game menu, by pressing Escape.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Bone Shield
- Kinetic Shield
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Barrier Derrier deactivates Arcane Power.
Barrier Derrier activates Arcane Power.
Barrier Derrier deactivates Shielding.
Barrier Derrier activates Shielding.
Barrier Derrier deactivates Beyond the Flesh.
Barrier Derrier activates Beyond the Flesh.
Barrier Derrier deactivates Arcane Power.
Barrier Derrier deactivates Shielding.
Barrier Derrier deactivates Bone Shield.
Barrier Derrier deactivates Beyond the Flesh.
Barrier Derrier deactivates Kinetic Shield.