









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Dark Priest 1.4.8Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Bloodriver Adherent Class 1.7.6Adds Bloodriver Adherent class, a Mage subclass. Bloodriver Adherents are very in tune with arcane energies, their mana will buffer any harm done to them. It also makes them know basic elemental spells innately. Bloodriver Adherent talents revolves mainly on their bleed mechanics. A lot of talents costs both mana and life to cast. There are around 11 custom made talent category which you can choose. Some are essential to Bloodriver Adherent, as this subclass try to utilize bleed as much as possible. There are currently 9 variation of totems. 5 which you will learn by default, and the remaining 4 you will learn by: This subclass is a bit tricky to play and on the harder side of difficulty-wise. Also beware, some of the talents are very powerful, but makes no distinguishing between friend or foe, so you may harm your allies, or even yourself! If you are starting as humans, halflings, elves, or ogres, there is a small quest given at birth, you can do the quest and get some reward for it. There are also some lore fragments scattered regarding The Bloodrivers. Please enjoy your time as One of The Bloodriver Adherents! Best regards, Shad3. Verdant Class Pack 1.7.2Content 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: Celestial Evolution and Buff Pack 1.7.4Evolutions for Celestials, as well as buffs for their talents. Anorithil: Adds Blessed by the Light Evolution
- Gain access to Energies, Radiance, and Sun talent groups
- Celestial/Light, Suncloak talents become instant (Even though they do not display that way.)
Avatar of a Distant Sun: (base game Sun Paladin Evolution) - Adds innate Light and Physical penetration.
- Celestial/Light, Suncloak talents are instant. (Even though they do not display that way.)
Sun Paladin: Righteous Strength now gives +1 size category at level 5. Fallen: - Your attacks bypass bleed resists.
- Brutalize now hits around the user, and inflicts stun and confusion.
- Increase damage of Darkside and Dark Sun talents.
- Devourer Stance is now instant.
- Splatter Sigils also restores hate.
THANK YOU: This is a fork of Aeternis' original mod! Rod of Dissipation 1.7.0Modifies the Storming the City quest to change its reward item to a Rod of Dissipation, essentially identical in functionality to the original Rune of Dissipation but not requiring an inscription slot Weaver Class 1.7.6Adds Weaver class. Weaver is a Wilder subclass, a resilient unarmed combatant with emphasis of moving around strategically through their set-up battlefield. Their skill sets revolve around arachnids. Laying webs, injecting enemies with poison, beating enemies with your limbs, creating cocoon for later consumption, and more! Their talents mainly uses equilibrium, have huge equilibrium demand yet heavy hitting, and moderate-long cooldown. Some even needs "special charge" to use. So if you decide to become one of the weaver, make sure to use your talents and resources wisely! They get access to: --- wild-gift: weaver anatomy wild-gift: threads and webs wild-gift: dance of the Weaver wild-gift: cocoon utilization wild-gift: chitin --- Post Note: We are highly looking forward for you to become one of the weaver and take part on the hunt for preys!. Please leave reviews, comments, and certainly bug reports! Happy hunting, Weaver! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Doctornull's Class Pack 1.5.10This 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. Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch Cultists event spawn chance 1.7.6Apparently you can have game without cultist event ever spawning...random sux - this mod makes sure your world will have cultists event. Spawn chance is set to 100% so it will spawn first time you enter zone that allows it (elven ruins/daikara/mark of spellblaze/reknor). Let the Shasshhiy'Kaish come forth! WE SUMMON THEE! ^^ Pepper Pack 1.7.6Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Movarc'h's Improved Escorts - Bamboo + CH Edition 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Also gives escorts 1000 base Life and 100 base life regen so they don't die from a sneeze. This is a fork of Movarc'h's Impoved Escorts by mannendake. Credit to Disnag for necromancer escort and Movarc'h for the base addon. Also credits to Bamboo's fork. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Yakri's Stat Changes v2 1.7.6My personal twist on and combination of "TLR's Stat changes" by thelastraven, "Moderately Generous Levels" by Chaotic Heretic, and "Constitution Viability Buff" by Raenarill. We're pretty far down the rabbit hole of modding other modders mods here. I decided to make yet another variant here because I wanted a power up to some underwhelming builds However, this mod went much too far for my liking in terms of generic power boost, so I'm releasing my own version which mainly has changes Leveling changes: Level 2 is a "double" level, granting double the normal points (6 stat, 2 class/generic points) Max life per point increased from 4 to 5. Added 0.05 life regen/turn per point. Added 0.5 Stamina per point. I just tweaked some values, all credit goes to TLR, Chaotic Heretic, and Raenarill. Dual-Classes Reworked by AscendingPhoenix 1.7.4Allows the player to pick two classes, but the difficulty scales upward. (Original by StarKeep, modded by Raenarill). In order to activate this addon, look at your Game Options for a new tab. Frost Invoker 1.7.6Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Class: Bombardier 1.7.4A new Bombardier class which is a variant of the Alchemist. Bombardiers forgo using a golem in order to focus more on the effects of their bombs and their own combat viability. [Github](https://github.com/Werekracken/tome-bombardier) - No golem. Generic talents - technique/combat-training Class talents - cunning/tactical Changelog Possessor Bonus Class 1.7.4Donators/Buyers bonus! Evolution for Brawler 1.7.6Currently adds one evolution, the Tempered Hand. When you enter combat while all of your talents are off cooldown, you gain 1 combo point. When you gain combo points you also gain 15% of a turn per point gained (points that would be gained beyond your limited do not count). When you would generate combo points beyond your limit, each extra point will increase your maximum number of counter attacks by 1 for 1 turn. When you spend combo points you will instantly trigger Open Palm Block for the same number of combo points, ignoring cost, cooldown, and failure chance. Class: Hollowed 1.7.6Hollowed Embrace your inner teenage angst and become the Hollowed. A cursed class that focuses on enchanting items, teleport procs, and effects. The hollowed is a 2-handed melee user that wears light armor. Has damage mitigation. And enchants their weapon to deal darkness damage. I'm looking for feedback on gameplay and balance, thoughts on what you like/don't like and any suggestions you may have! In the next major update there will be custom sprites for your enchanted gear to wear on the player's equipdoll. Race: Wrathwrought 1.7.4Adds wrathwrought as a new subrace. They are psionic focused humans. Stat modifiers: +2 Strength, +1 Dexterity, +0 Constitution, +0 Magic, +4 Willpower, and +3 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: Unstoppable Wrath - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Items Vault 1.7.6Donators/Buyers bonus! Divine Class 1.7.6Adds divine class. Very OP. Class: Harvester 1.7.6Adds Harvester class as a wilder subclass. Class talents: Generic talents: All icons were made by https://game-icons.net/ . Augur Class Addon 1.7.6Unfinished, doesn't do anything yet. Rocketman Gear Pack 1.7.6Un-ego'd gear that can be upgraded! Soon to be expanded with custom art and more items.. Adds sunstone gear to the game, and a new type of ego based off of crystal hearts! The art is not finished yet, but as is there are several character sprites to choose from along with sprites for the chest armor, swords, and sun crystals. Sunstone is an armor type that provides bonuses to max life, blight and darkness resistance at the expense of being ravaged by acid. Sunstone weapons provide damage conversion, and a slight bonus to penetration of their element. And lastly, sun stones/crystals upgrade gear of white/green quality to artifact status. Increasing their armor and light/nature damage. In addition to providing some light damage on hit. (soon to be split into mossy (nature) and regular (light) variants. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Class: Hunted 1.7.6A stealthy Cursed class that uses unarmed attacks. Inspired by HousePet's Werebeast from the Verdant Class Pack. First and foremost, thank you to everyone in the Tales of Maj'Eyal Discord for all the coding help! --- Class Talents --- Cursed / Prowl (WIL) Cursed / Gore (WIL, Locked) Cursed / Endless hunt --- Generic Talents --- Technique / Combat training Heartstalker - Psionic Class 1.7.0Adds Heartstalker, a psionic class themed around the subconscious, as a birth option. Heartstalkers are a stealth-oriented class that start with twin daggers. Confounding foes's perceptions with their strange psychic power, they weaken their victims from afar, unseen and untouchable, before drawing in close for the kill when they feel the time is right. Take care, however, for though your mind is a potent shield against hostile intent, the physical flesh it guards is exceedingly frail. Heartstalker talent trees include: Perception: Turn aside prying eyes to hide your presence! All that we know of ourselves and others is merely a facade; the truth of the mind and the world sleeps where it cannot see. Naloren Pack 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Necromancy+ 1.7.2Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Staff Infusion 1.7.4Modifies the Command Staff talent, allowing you to link your staff's damage element to your currently active alchemy infusion. Fallen Meditant class 1.6.0Adds the Fallen Meditant class. The Fallen was once a monk; training in a natural combat style upon a mountain. They have been cast down. Hedgeknight Class 1.3.1"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.", ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Inferno Race Pack 1.7.0Adds a collection of my races. Class: Demolisher 1.7.6A new tinker class, the Demolisher. This addon requires the Embers of Rage DLC to function. Demolishers are designed to be a sort of Steam-Caster, using bombs, drones, and their steam-buggy to destroy their enemies rather than weapons. New Talents: Advanced Talents: Generic Talents: With new graphics by ToME artist rexorcorum Psionic Blade 1.7.2Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Foxwight 1.7.4Adds the Foxwight, a class blending chaotic nature powers with insidious corrupt diseases. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Quickshot and Munitions Expert Evolutions for Archer 1.7.6Adds two class evolutions for Archer, the Quickshot and the Munitions Expert. As a Quickshot, the Archer gains the ability to equip a second quiver/pouch in the tool slot and has a 50% chance on archery hit to trigger a shot using ammo from your tool slot. As a Munitions Expert, the Archer gains the Munitions talent tree unlocked at 1.3 mastery. Provides three munitions sustains to enhance your shots with fire, poison, or piercing capabilities. Class: Explorer 1.7.0Adds new class Explorer, an Adventurer subclass mostly identical to Wanderers. At character creation, you will be shown a dialog listing the random class and generic talent trees that you will receive over the course of the game and allowing you to choose the order in which you wish to recieve them (at the usual levels for Wanderers). [License note: This addon uses modified versions of an image by Viscious Speed from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Ignore Race/Class Locks 1.7.0Modifies 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: Display Luck on character sheet. 1.7.6Simple addon that displays "hidden" Luck stat on character sheet. Demon statues spawn chance 1.7.6This mod makes sure there is 100% chance to spawn demon statue if zone allows it - cause sometimes random just sux sooo much.. !!! REQUIRES Ashes of Urh'Rok DLC installed !!! Blood Knight Class 1.1.5Contains a new melee class - the Blood Knight Details & discussion here: Lycanthrope class 1.7.0Adds lycanthrope class. 增加了兽血战士职业; Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Class+Race Pack 1.7.4Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: Class: Elder Wyrmic 1.7.6A new wilder class. New Talent Trees: (with some similar, old skills from wyrmic/oozemancer) Wild-Gift/Venom Aspect Old Talent Trees: Technique/Combat Training Class meant to be played on all difficulties but madness, it is too weak for it. Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Race: Battleborn 1.7.4Adds battleborns as a new subrace. They are combat centric humans. Stat modifiers: +2 Strength, +2 Dexterity, +2 Constitution, +2 Magic, +2 Willpower, and +2 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: The Unstoppable Fighter - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog Don't Use the Unusable 1.7.0Modifies the use-item dialog, removing the "Use" action for activatable objects in inventory if the object must be worn/wielded to activate it. Playable Wight Race 1.7.4Adds High Wights as a playable race: tough, psionic undead who arise naturally yet stand outside the natural order. Also adds Forest Wights as a playable race: undead with a connection to fire, light, and nature. Models by Rexorcorum. Midnight 1.6.7Adds 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. Melinda on the Map - Bamboo Edition 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. This fork marks the sect as encountered so it works with improved recall. Rage Mage class 1.7.0Adds the Rage Mage class. The Rage Mage is an arcane/temporal caster that, when injured, gets too mad to cast and starts punching things. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Bloodborn |
| Class | Prototype Hero |
| Level / Exp | 15 / 17% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 31 (base 26) |
| Dexterity | 28 (base 22) |
| Constitution | 51 (base 40) |
| Magic | 22 (base 14) |
| Willpower | 19 (base 13) |
| Cunning | 32 (base 17) |
Resources
| Life | 504/504 |
| Mana | 224/229 |
| Stamina | 147/169 |
| Psi | 98/99 |
| Healing Factor | 1.4840316950179 |
| Regeneration | 24.035603590926 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 4 |
| See Invisible | 2 |
Offense: Mainhand
| Damage | 65 |
| Accuracy | 60 |
| Crit Chance | 42% |
| APR | 10 |
| Speed | 1.11 |
Offense: Offhand
| Damage | 10 |
| Accuracy | 60 |
| Crit Chance | 37% |
| APR | 25 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +12% |
| Acid | +10% |
| Light | +10% |
| Cold | +12% |
| Blight | +10% |
| Darkness | +10% |
| Fire | +22% |
| Nature | +5% |
Offense: Damage Penetration
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 12 (30%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 1 |
| Physical Save | 35 |
| Spell Save | 42 |
| Mental Save | 28 |
Defense: Resistances
| Blight | + 25%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 43%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 14%( 70%) |
| Light | + 36%( 70%) |
| Temporal | + 20%( 70%) |
| Mind | + 20%( 70%) |
| Darkness | + 12%( 70%) |
| Fire | + 39%( 70%) |
| Nature | + 1%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Confusion Resistance | 22% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Projection | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Lifeblood | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Undead / Bloodborn | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Blood spear | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Bloodriver / Blood essentials | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Zeal | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Blood Spear |
| talent | Beyond the Flesh |
| talent | Precise Strikes |
| talent | Kinetic Aura |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| detrimental effect | The target is caught in a web and is leaking 3.49 equilibrium. Leaking 3.49 equilibrium |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Foresight (+2 level(s)). | done |
You successfully escorted the wandering musician to the recall portal on level 3 of Trollmire. Escort: wandering musician (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 |
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
| Psionic focus | [vs. Battlestaff (30-36 power, 10 apr, physical element) (In main hand, 1 of 2)]Kor's Fall (10-12 power, 0 apr, darkness element) Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0(-20.0 - -24.0) Uses stats: 110% Mag, 20% Con Damage type: Physical Mastery: Blood Spear Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +0 (-10) Crit. chance: +1.5% (-3.5%) Attack speed: 100% (-) When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Defense: +0 (+0 eff.) (-12 (-6 eff.)) Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent masteries: +0.10 Corruption / Bone +0.00(-0.20) Spell / Staff combat Talent granted: +1 Command Staff Spellpower: +7 (+3 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: 4.2 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 108.45 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (217). 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. Tap to cycle through comparison choices |
| On hands | [vs. Malandur the Purequeller (0 def, 2 armour) (On hands)]Malandur the Purequeller (0 def, 2 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (-) Changes stats: +1(-) Wil Changes resistances: +6%(-) nature Changes resistances penetration: +10%(-) mind Critical mult.: +10.00% (-) Life regen: +1.00 (-) Stamina each turn: +0.70 (-) Psi when hit: +0.08 (-) Maximum stamina: +14.00 (-) Mental crit. chance: +2% (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | [vs. Summertide Phial (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15(-) Lite Light Burst (radius 1) Changes resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +5 (-) Healing mod.: +10% (-) When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(68 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | [vs. rough leather cap of the depths (0 def, 1 armour) (On head)]rough leather cap of the depths (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes resistances: +7%(-) cold Allows you to breathe in: water A cap made of leather. |
| On feet | [vs. Ce'Nuvea the pair of rough leather boots (0 def, 1 armour) (On feet)]Ce'Nuvea the pair of rough leather boots (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Changes stats: +1(-) Cun / +2(-) Con Physical save: +21 (+11 eff.) (-) Spell save: +9 (+3 eff.) (-) Mental save: +12 (+6 eff.) (-) Disarm immunity: +20% (-) Life regen: +4.00 (-) Maximum life: +20.00 (-) A pair of boots made of leather. |
| Tool | [vs. innervating iron torque of mindblast [power 105] (15 cooldown) (Tool)]innervating iron torque of mindblast [power 105] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 118 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | [vs. warrior's copper ring (On fingers, 1 of 2)]warrior's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 (-) Changes stats: +2(-) Str Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. warrior's copper ring (On fingers, 1 of 2)]Blizzardlord Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +4 (-) Defense: +4 (+2 eff.) Changes stats: +2 Cun / +0(-2) Str Changes resistances: +30% cold Changes damage: +12% cold Critical mult.: +5.00% Mental save: +7 (+4 eff.) Confusion immunity: +22% Rings make your fingers look great! Tap to cycle through comparison choices |
| Around neck | [vs. Aeronaridin the copper amulet (Around neck)]Aeronaridin the copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) (-) Changes stats: +3(-) Mag / +1(-) Con Changes resistances: +5%(-) arcane / +6%(-) temporal Cut immunity: +50% (-) Healing mod.: +10% (-) It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 139 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | [vs. Battlestaff (30-36 power, 10 apr, physical element) (In main hand, 1 of 2)]Battlestaff (30-36 power, 10 apr, physical element) Requires: - Strength 32 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 Base power: 30.0 - 36.0 Uses stats: 30% Wil, 50% Mag, 20% Con Damage type: Physical Mastery: Blood Spear Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +10 (-) Crit. chance: +5.0% (-) Attack speed: 100% (-) When wielded/worn: Accuracy: +12 (+4 eff.) (-) Defense: +12 (+6 eff.) (-) Talent masteries: +0.20(-) Spell / Staff combat Automatically fling projections of a dagger in your offhand slot to up to 3 random enemies in range 5 and bleed them, costing 10 power out of 12/12. Strong but light wood, shod with steel and perfectly balanced. Tap to cycle through comparison choices |
| Around waist | [vs. grounding rough leather belt of burglary (Around waist)]grounding rough leather belt of burglary Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3(-) Dex / +4(-) Cun / +6(-) Lck Changes resistances: +6%(-) lightning / +6%(-) temporal Trap disarming bonus: +5 (-) Stealth bonus: +6 (-) Infravision radius: +4 (-) A belt that goes around your waist. |
| In off hand | [vs. Battlestaff (30-36 power, 10 apr, physical element) (In main hand, 1 of 3)]Unerring Scalpel (15-20 power, 25 apr) Requires: Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5(-15.0 - -16.5) Uses stats: 27% Wil, 33% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 (+15) Crit. chance: +0.0% (-5.0%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +50% This is a bardic weapon. When wielded/worn: Accuracy: +20 (+6 eff.) (+8 (+2 eff.)) Defense: +0 (+0 eff.) (-12 (-6 eff.)) Talent mastery: +0.00(-0.20) Spell / Staff combat Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. Tap to cycle through comparison choices |
| Cloak | [vs. Cloak of Deception (Cloak)]Cloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) (-) Spellpower: +5 (+3 eff.) (-) Mindpower: +5 (+2 eff.) (-) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | [vs. woollen robe 'Unlightnaught' (0 def, 0 armour) (Main armor)]woollen robe 'Unlightnaught' (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3(-) Con Changes resistances: +3%(-) darkness / +3%(-) blight / +18%(-) fire / +12%(-) mind / +9%(-) all Changes damage: +12%(-) fire / +12%(-) mind / +5%(-) nature Spell save: +3 (+1 eff.) (-) Poison immunity: +22% (-) Disease immunity: +22% (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
steam generator implant of the titan (steam 8)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.0 steam per turn. Can be activated for an instant burst of 40 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection FieldRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Hook ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
[vs. Aeronaridin the copper amulet (Around neck)]copper amulet of strength (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes stats: +2 Str / +0(-3) Mag / +0(-1) Con Changes resistances: +0%(-5%) arcane / +0%(-6%) temporal Cut immunity: +0% (-50%) Healing mod.: +0% (-10%) Amulets make your neck look great! |
[vs. warrior's copper ring (On fingers, 1 of 2)]This item will automatically be transmogrified when you leave the level. warrior's steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 (+2) Changes stats: +3(+1) Str Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. warrior's copper ring (On fingers, 1 of 2)]wizard's steel ring of power Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +0 (-4) Changes stats: +0(-2) Str / +3 Mag Spell save: +6 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+3 eff.) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Battlestaff (30-36 power, 10 apr, physical element) (In main hand, 1 of 2)]Salenor the Heatmonster (10-12 power, 2 apr, physical element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0(-20.0 - -24.0) Uses stats: 80% Mag, 20% Con Damage type: Physical Mastery: Blood Spear Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-8) Crit. chance: +2.5% (-2.5%) Attack speed: 100% (-) When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Defense: +0 (+0 eff.) (-12 (-6 eff.)) Effects on melee hit: * 10 arcane resource burn Changes resistances: +5% arcane Changes resistances penetration: +25% fire Changes damage: +3% fire / +10% physical Talent mastery: +0.00(-0.20) Spell / Staff combat Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +3 (+1 eff.) Spell crit. chance: +6% Automatically fling projections of a dagger in your offhand slot to up to 3 random enemies in range 5 and bleed them, costing 10 power out of 12/12. Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Battlestaff (30-36 power, 10 apr, physical element) (In main hand, 1 of 2)]cruel elm vilestaff of might (10-12 power, 2 apr, darkness element) Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0(-20.0 - -24.0) Uses stats: 80% Mag, 20% Con Damage type: Physical Mastery: Blood Spear Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-8) Crit. chance: +2.5% (-2.5%) Attack speed: 100% (-) When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Defense: +0 (+0 eff.) (-12 (-6 eff.)) Changes damage: +10% darkness Talent mastery: +0.00(-0.20) Spell / Staff combat Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +3 (+1 eff.) Spell crit. chance: +12% Automatically fling projections of a dagger in your offhand slot to up to 3 random enemies in range 5 and bleed them, costing 10 power out of 12/12. Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Battlestaff (30-36 power, 10 apr, physical element) (In main hand, 1 of 2)]earthen elm starstaff of warding (10-12 power, 2 apr, physical element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0(-20.0 - -24.0) Uses stats: 80% Mag, 20% Con Damage type: Physical Mastery: Blood Spear Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-8) Crit. chance: +2.5% (-2.5%) Attack speed: 100% (-) When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Armour: +8 Armour Hardiness: +3% Defense: +5 (+2 eff.) (-7 (-4 eff.)) Maximum wards: +2 physical Changes damage: +10% physical Talent mastery: +0.00(-0.20) Spell / Staff combat Talents granted: +2 Ward +1 Command Staff Physical save: +3 (+1 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Automatically fling projections of a dagger in your offhand slot to up to 3 random enemies in range 5 and bleed them, costing 10 power out of 12/12. Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Battlestaff (30-36 power, 10 apr, physical element) (In main hand, 1 of 2)]elm magestaff (10-12 power, 2 apr, arcane element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0(-20.0 - -24.0) Uses stats: 80% Mag, 20% Con Damage type: Physical Mastery: Blood Spear Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-8) Crit. chance: +2.5% (-2.5%) Attack speed: 100% (-) When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Defense: +0 (+0 eff.) (-12 (-6 eff.)) Changes damage: +10% arcane Talent mastery: +0.00(-0.20) Spell / Staff combat Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Automatically fling projections of a dagger in your offhand slot to up to 3 random enemies in range 5 and bleed them, costing 10 power out of 12/12. Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Battlestaff (30-36 power, 10 apr, physical element) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. potent elm vilestaff of fate (13-16 power, 2 apr, blight element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 13.0 - 15.6(-17.0 - -20.4) Uses stats: 80% Mag, 20% Con Damage type: Physical Mastery: Blood Spear Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-8) Crit. chance: +2.5% (-2.5%) Attack speed: 100% (-) When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Defense: +0 (+0 eff.) (-12 (-6 eff.)) Changes damage: +13% blight Talent mastery: +0.00(-0.20) Spell / Staff combat Talent granted: +1 Command Staff Physical save: +6 (+3 eff.) Spell save: +5 (+2 eff.) Mental save: +6 (+3 eff.) Spellpower: +6 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Battlestaff (30-36 power, 10 apr, physical element) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. Eclipse (15-18 power, 4 apr, physical element) Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(-15.0 - -18.0) Uses stats: 110% Mag, 20% Con Damage type: Darkness Mastery: Blood Spear Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (-6) Crit. chance: +3.5% (-1.5%) Attack speed: 100% (-) When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Defense: +0 (+0 eff.) (-12 (-6 eff.)) Changes damage: +15% light / +15% physical / +15% darkness / +15% temporal Talent mastery: +0.00(-0.20) Spell / Staff combat Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+6 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. Tap to cycle through comparison choices |
[vs. Battlestaff (30-36 power, 10 apr, physical element) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. Glitterquencher (15-18 power, 3 apr, cold element) Requires: - Magic 16 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(-15.0 - -18.0) Uses stats: 80% Mag, 20% Con Damage type: Physical Mastery: Blood Spear Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-7) Crit. chance: +3.0% (-2.0%) Attack speed: 100% (-) When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Defense: +0 (+0 eff.) (-12 (-6 eff.)) Damage when hit (Melee): 6 lightning Changes resistances: +3% lightning Changes resistances penetration: +25% light Changes damage: +15% cold / +9% light / +3% darkness Talent mastery: +0.00(-0.20) Spell / Staff combat Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +6 (+3 eff.) Spell crit. chance: +9% Light radius: +1 Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Battlestaff (30-36 power, 10 apr, physical element) (In main hand, 1 of 2)]iron greatsword 'Nerimina' (16-25 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: 15.5 - 24.8(-14.5 - -11.2) Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 (-9) Crit. chance: +2.5% (-2.5%) Attack speed: 100% (-) On weapon hit: * 20 arcane resource burn + 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Defense: +0 (+0 eff.) (-12 (-6 eff.)) Changes stats: +1 Con Changes resistances: +3% temporal Talent mastery: +0.00(-0.20) Spell / Staff combat Massive two-handed swords. Tap to cycle through comparison choices |
[vs. Battlestaff (30-36 power, 10 apr, physical element) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. slime-covered iron greatsword of erosion (16-26 power, 1 apr) Requires: - Strength 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.0 - 25.6(-14.0 - -10.4) Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 (-9) Crit. chance: +2.5% (-2.5%) Attack speed: 100% (-) On weapon hit: * 9% chance to slow global speed by 43% Damage (Melee): +9 nature When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Defense: +0 (+0 eff.) (-12 (-6 eff.)) Talent mastery: +0.00(-0.20) Spell / Staff combat Massive two-handed swords. Tap to cycle through comparison choices |
[vs. Battlestaff (30-36 power, 10 apr, physical element) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. balanced steel greatsword (26-41 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: 25.5 - 40.8(-4.5 - +4.8) Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-8) Crit. chance: +3.0% (-2.0%) Attack speed: 100% (-) When wielded/worn: Accuracy: +9 (+3 eff.) (-3 (-1 eff.)) Defense: +7 (+3 eff.) (-5 (-3 eff.)) Talent mastery: +0.00(-0.20) Spell / Staff combat Disarm immunity: +28% Massive two-handed swords. Tap to cycle through comparison choices |
[vs. Battlestaff (30-36 power, 10 apr, physical element) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. balanced steel longsword of erosion (18-24 power, 3 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 17.5 - 24.5(-12.5 - -11.5) Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 (-7) Crit. chance: +3.0% (-2.0%) Attack speed: 100% (-) Damage (Melee): +6 nature When wielded/worn: Accuracy: +6 (+2 eff.) (-6 (-2 eff.)) Defense: +5 (+2 eff.) (-7 (-4 eff.)) Talent mastery: +0.00(-0.20) Spell / Staff combat Disarm immunity: +27% Sharp, long, and deadly. Tap to cycle through comparison choices |
[vs. Battlestaff (30-36 power, 10 apr, physical element) (In main hand, 1 of 2)] steel rapier 'Floewrest' (15-21 power, 4 apr)This item will automatically be transmogrified when you leave the level. steel rapier 'Floewrest' (15-21 power, 4 apr) Requires: - Cunning 16 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / rapier ; tier 2 Base power: 15.0 - 21.0(-15.0 - -15.0) Uses stat: 84% Cun Damage type: Physical Accuracy bonus: +0.5% APR (max 50%) Armour Penetration: +4 (-6) Crit. chance: +2.0% (-3.0%) Attack speed: 100% (-) On weapon hit: * 20% chance to reduce all saves and defense by 17 Damage (Melee): +20 cold This is a bardic weapon. When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Defense: +0 (+0 eff.) (-12 (-6 eff.)) Changes damage: +12% cold Talent mastery: +0.00(-0.20) Spell / Staff combat Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. Tap to cycle through comparison choices |
[vs. Battlestaff (30-36 power, 10 apr, physical element) (In main hand, 1 of 2)] iron sceptre (10-15 power, 2 apr)This item will automatically be transmogrified when you leave the level. iron sceptre (10-15 power, 2 apr) Requires: - Magic 10 - Constitution 10 3.00 Encumbrance. Type: weapon / sceptre ; tier 1 Base power: 10.5 - 14.7(-19.5 - -21.3) Uses stats: 50% Mag, 50% Con Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-8) Crit. chance: +0.5% (-4.5%) Attack speed: 100% (-) When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Defense: +0 (+0 eff.) (-12 (-6 eff.)) Talent mastery: +0.00(-0.20) Spell / Staff combat Spellpower: +3 (+1 eff.) Blunt and deadly. Tap to cycle through comparison choices |
[vs. Battlestaff (30-36 power, 10 apr, physical element) (In main hand, 1 of 3)]Cyrana the Deepswinnow (10-12 power, 5 apr) Requires: Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.3(-20.5 - -23.6) Uses stats: 30% Wil, 30% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-5) Crit. chance: +4.0% (-1.0%) Attack speed: 100% (-) On weapon hit: * 11% chance to reduce all saves and defense by 17 * 10% chance to reduce damage dealt by 15% Damage (Melee): +6 mind Damage (radius 1) on hit: +20 physical This is a bardic weapon. When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Defense: +0 (+0 eff.) (-12 (-6 eff.)) Changes stats: +2 Cun / +2 Wil Talent mastery: +0.00(-0.20) Spell / Staff combat Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Battlestaff (30-36 power, 10 apr, physical element) (In main hand, 1 of 3)]This item will automatically be transmogrified when you leave the level. arcing iron dagger of massacre (16-21 power, 5 apr) Requires: Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 16.0 - 20.8(-14.0 - -15.2) Uses stats: 30% Wil, 30% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-5) Crit. chance: +4.0% (-1.0%) Attack speed: 100% (-) On weapon hit: + 25% chance for lightning to strike from the target to a second target dealing 45 damage This is a bardic weapon. When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Defense: +0 (+0 eff.) (-12 (-6 eff.)) Talent mastery: +0.00(-0.20) Spell / Staff combat Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Battlestaff (30-36 power, 10 apr, physical element) (In main hand, 1 of 3)]iron dagger (11-14 power, 5 apr) Requires: 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3(-19.0 - -21.7) Uses stats: 30% Wil, 30% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-5) Crit. chance: +4.0% (-1.0%) Attack speed: 100% (-) This is a bardic weapon. When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Defense: +0 (+0 eff.) (-12 (-6 eff.)) Talent mastery: +0.00(-0.20) Spell / Staff combat Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Battlestaff (30-36 power, 10 apr, physical element) (In main hand, 1 of 3)]This item will automatically be transmogrified when you leave the level. flaming steel dagger of daylight (12-16 power, 6 apr) Requires: Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.2(-17.5 - -19.8) Uses stats: 30% Wil, 30% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (-4) Crit. chance: +5.0% (-) Attack speed: 100% (-) Damage (Melee): +8 light Damage (radius 1) on hit: +5 fire Damage against: +7% Undead This is a bardic weapon. When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Defense: +0 (+0 eff.) (-12 (-6 eff.)) Talent mastery: +0.00(-0.20) Spell / Staff combat Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Battlestaff (30-36 power, 10 apr, physical element) (In main hand, 1 of 3)]iron steamsaw (12-18 power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 12.0 - 18.0(-18.0 - -18.0) Uses stat: 60% Wil Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-10) Crit. chance: +1.5% (-3.5%) Attack speed: 100% (-) Block value: +10 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Armour: +2 Defense: +2 (+1 eff.) (-10 (-5 eff.)) Fatigue: +4% Talent mastery: +0.00(-0.20) Spell / Staff combat Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! Tap to cycle through comparison choices |
[vs. Battlestaff (30-36 power, 10 apr, physical element) (In main hand, 1 of 3)]sonic iron steamsaw of resilience (10-15 power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Infused by nature Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 10.0 - 15.0(-20.0 - -21.0) Uses stat: 60% Wil Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-10) Crit. chance: +1.5% (-3.5%) Attack speed: 100% (-) Block value: +10 Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Armour: +2 Defense: +2 (+1 eff.) (-10 (-5 eff.)) Fatigue: +4% Damage (Melee): 6 sound Damage when hit (Melee): 11 sound Talent mastery: +0.00(-0.20) Spell / Staff combat Talent granted: +1 Block Maximum life: +42.00 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! Tap to cycle through comparison choices |
[vs. Battlestaff (30-36 power, 10 apr, physical element) (In main hand, 1 of 3)]This item will automatically be transmogrified when you leave the level. sonic steel steamsaw of massacre (22-33 power, 0 apr) Requires: - Strength 16 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 22.0 - 33.0(-8.0 - -3.0) Uses stat: 60% Wil Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-10) Crit. chance: +2.0% (-3.0%) Attack speed: 100% (-) Block value: +22 Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Armour: +3 Defense: +4 (+2 eff.) (-8 (-4 eff.)) Fatigue: +6% Damage (Melee): 6 sound Damage when hit (Melee): 11 sound Talent mastery: +0.00(-0.20) Spell / Staff combat Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! Tap to cycle through comparison choices |
[vs. Unerring Scalpel (15-20 power, 25 apr) (In off hand)]This item will automatically be transmogrified when you leave the level. Willowstoker the steel shield (0 def, 4 armour, 82 block) Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 Armour Penetration: +0 (-25) Attack speed: inf% (inf%) Damage Shield penetration (this weapon only): +0% (-50%) Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-7 eff.)) Armour: +4 Fatigue: +8% Damage when hit (Melee): 4 nature Changes resistances: +21% lightning Talent granted: +1 Block Handheld deflection devices. |
[vs. Unerring Scalpel (15-20 power, 25 apr) (In off hand)]This item will automatically be transmogrified when you leave the level. sonic steel shield (0 def, 4 armour, 37 block) Requires: - Shield usage training - Strength 16 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 Armour Penetration: +0 (-25) Attack speed: inf% (inf%) Damage Shield penetration (this weapon only): +0% (-50%) Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-7 eff.)) Armour: +4 Fatigue: +8% Damage (Melee): 5 sound Damage when hit (Melee): 11 sound Talent granted: +1 Block Handheld deflection devices. |
[vs. woollen robe 'Unlightnaught' (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. Tulintir the linen robe (0 def, 8 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +10 (+2 eff.) Armour: +8 Changes stats: +0(-3) Con Changes resistances: +18% acid / +0%(-3%) darkness / +0%(-3%) blight / +0%(-18%) fire / +0%(-12%) mind / +7%(-2%) all Changes resistances penetration: +10% physical Changes damage: +12% acid / +0%(-12%) fire / +0%(-12%) mind / +0%(-5%) nature Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Poison immunity: +0% (-22%) Disease immunity: +0% (-22%) Only die when reaching: -80.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. woollen robe 'Unlightnaught' (0 def, 0 armour) (Main armor)]linen robe 'Blizzardqueen' (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +0(-3) Con Changes resistances: +18% lightning / +0%(-3%) darkness / +6% nature / +0%(-3%) blight / +0%(-18%) fire / +3%(-9%) mind / +7%(-2%) all Changes damage: +12% lightning / +0%(-5%) nature / +3% cold / +0%(-12%) mind / +0%(-12%) fire Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Poison immunity: +0% (-22%) Disease immunity: +0% (-22%) Only die when reaching: -20.00 life Maximum life: +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. woollen robe 'Unlightnaught' (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. mindwoven woollen robe of corrosion (+24%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +0(-3) Con Changes resistances: +24% acid / +0%(-3%) darkness / +0%(-3%) blight / +0%(-18%) fire / +0%(-12%) mind / +9%(-) all Changes damage: +16% acid / +0%(-12%) fire / +0%(-12%) mind / +0%(-5%) nature Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Mental save: +16 (+8 eff.) Poison immunity: +0% (-22%) Disease immunity: +0% (-22%) Mindpower: +2 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. woollen robe 'Unlightnaught' (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. spellwoven woollen robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +0(-3) Con Changes resistances: +0%(-3%) darkness / +0%(-3%) blight / +0%(-18%) fire / +0%(-12%) mind / +9%(-) all Changes damage: +0%(-12%) fire / +0%(-12%) mind / +0%(-5%) nature Spell save: +17 (+6 eff.) (+14 (+5 eff.)) Poison immunity: +0% (-22%) Disease immunity: +0% (-22%) Spellpower: +3 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. woollen robe 'Unlightnaught' (0 def, 0 armour) (Main armor)]rejuvenating rough leather armour of resilience (3 def, 2 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +0(-3) Con Changes resistances: +0%(-3%) darkness / +0%(-3%) blight / +0%(-18%) fire / +0%(-12%) mind / +0%(-9%) all Changes damage: +0%(-12%) fire / +0%(-12%) mind / +0%(-5%) nature Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Poison immunity: +0% (-22%) Disease immunity: +0% (-22%) Life regen: +2.00 Stamina each turn: +0.50 Maximum life: +21.00 A suit of armour made of leather. |
[vs. woollen robe 'Unlightnaught' (0 def, 0 armour) (Main armor)]rough leather armour (3 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +0(-3) Con Changes resistances: +0%(-3%) darkness / +0%(-3%) blight / +0%(-18%) fire / +0%(-12%) mind / +0%(-9%) all Changes damage: +0%(-12%) fire / +0%(-12%) mind / +0%(-5%) nature Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Poison immunity: +0% (-22%) Disease immunity: +0% (-22%) A suit of armour made of leather. |
[vs. woollen robe 'Unlightnaught' (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. Duritar (6 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Damage when hit (Melee): 6 physical Changes stats: +4 Str / +0(-3) Con Changes resistances: +1% physical / +9%(+6%) darkness / +3% temporal / +0%(-3%) blight / +0%(-18%) fire / +0%(-12%) mind / +0%(-9%) all Changes damage: +0%(-12%) fire / +0%(-12%) mind / +0%(-5%) nature Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Poison immunity: +0% (-22%) Disease immunity: +0% (-22%) Life regen: +3.20 Stamina each turn: +0.70 A suit of armour made of leather. |
[vs. woollen robe 'Unlightnaught' (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. prismatic cured leather armour of acid resistance (6 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes stats: +0(-3) Con Changes resistances: +17% acid / +10% light / +11%(+8%) darkness / +0%(-3%) blight / +0%(-18%) fire / +0%(-12%) mind / +0%(-9%) all Changes damage: +0%(-12%) fire / +0%(-12%) mind / +0%(-5%) nature Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Poison immunity: +0% (-22%) Disease immunity: +0% (-22%) A suit of armour made of leather. |
[vs. woollen robe 'Unlightnaught' (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. cleansing steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +0(-3) Con Changes resistances: +0%(-3%) darkness / +0%(-12%) mind / +12%(+9%) blight / +0%(-18%) fire / +12% nature / +0%(-9%) all Changes damage: +0%(-12%) fire / +0%(-12%) mind / +0%(-5%) nature Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Poison immunity: +0% (-22%) Disease immunity: +0% (-22%) A suit of armour made of mail. |
[vs. grounding rough leather belt of burglary (Around waist)]grounding rough leather belt of life Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +0(-3) Dex / +0(-4) Cun / +0(-6) Lck Changes resistances: +6%(-) lightning / +5%(-1%) temporal Trap disarming bonus: +0 (-5) Stealth bonus: +0 (-6) Life regen: +0.60 Infravision radius: +0 (-4) Healing mod.: +11% A belt that goes around your waist. |
[vs. grounding rough leather belt of burglary (Around waist)]This item will automatically be transmogrified when you leave the level. nightruned rough leather belt of transcendence Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +0(-3) Dex / +0(-4) Cun / +0(-6) Lck Changes resistances: +0%(-6%) lightning / +0%(-6%) temporal / +6% light / +6% darkness Trap disarming bonus: +0 (-5) Stealth bonus: +0 (-6) Physical save: +6 (+3 eff.) Mindpower: +2 (+1 eff.) Infravision radius: +0 (-4) A belt that goes around your waist. |
[vs. grounding rough leather belt of burglary (Around waist)]rough leather belt 'Shadesever' Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 25% Changes stats: +0(-3) Dex / +0(-4) Cun / +0(-6) Lck Changes resistances: +12% acid / +0%(-6%) temporal / +3% darkness / +0%(-6%) lightning Changes damage: +6% acid / +3% light Trap disarming bonus: +0 (-5) Stealth bonus: +0 (-6) Life regen: +0.70 Infravision radius: +0 (-4) Healing mod.: +11% A belt that goes around your waist. |
[vs. grounding rough leather belt of burglary (Around waist)]rough leather belt of burglary Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3(-) Dex / +4(-) Cun / +6(-) Lck Changes resistances: +0%(-6%) lightning / +0%(-6%) temporal Trap disarming bonus: +8 (+3) Stealth bonus: +5 (-1) Infravision radius: +4 (-) A belt that goes around your waist. |
[vs. Cloak of Deception (Cloak)]Mayynn (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Defense: +1 (+0 eff.) Changes stats: +1 Mag / +2 Cun / +3 Con Changes resistances: +6% mind Maximum life: +30.00 Spellpower: +0 (+0 eff.) (-5 (-3 eff.)) Mindpower: +0 (+0 eff.) (-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. |
[vs. Cloak of Deception (Cloak)]linen cloak (1 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Defense: +1 (+0 eff.) Spellpower: +0 (+0 eff.) (-5 (-3 eff.)) Mindpower: +0 (+0 eff.) (-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. |
[vs. Cloak of Deception (Cloak)]This item will automatically be transmogrified when you leave the level. resilient linen cloak (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Defense: +1 (+0 eff.) Maximum life: +32.00 Spellpower: +0 (+0 eff.) (-5 (-3 eff.)) Mindpower: +0 (+0 eff.) (-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. |
[vs. Cloak of Deception (Cloak)] spellcowled Mossy cloak (3 def, 0 armour)This item will automatically be transmogrified when you leave the level. spellcowled Mossy cloak (3 def, 0 armour) Requires: - Constitution 15 Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Defense: +3 (+1 eff.) Changes stats: +2 Mag / +1 Wil Changes damage: +10% light / +10% nature Spell save: +6 (+2 eff.) Maximum life: +25.00 Maximum mana: +40.00 Spellpower: +0 (+0 eff.) (-5 (-3 eff.)) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) A moss covered cloak with a sunstone pin. It'd make you look regal if it wasn't ruined. |
[vs. Ce'Nuvea the pair of rough leather boots (0 def, 1 armour) (On feet)]padded pair of rough leather boots (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Changes stats: +0(-1) Cun / +0(-2) Con Changes resistances: +5% sound Physical save: +5 (+3 eff.) (-16 (-8 eff.)) Spell save: +0 (+0 eff.) (-9 (-3 eff.)) Mental save: +6 (+3 eff.) (-6 (-3 eff.)) Disarm immunity: +0% (-20%) Life regen: +0.00 (-4.00) Maximum life: +0.00 (-20.00) A pair of boots made of leather. |
[vs. Ce'Nuvea the pair of rough leather boots (0 def, 1 armour) (On feet)]pair of rough leather boots 'Shiverjustice' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Changes stats: +2 Wil / +0(-1) Cun / +0(-2) Con Changes resistances penetration: +10% mind / +10% cold Physical save: +0 (+0 eff.) (-21 (-11 eff.)) Spell save: +0 (+0 eff.) (-9 (-3 eff.)) Mental save: +0 (+0 eff.) (-12 (-6 eff.)) Disarm immunity: +0% (-20%) Life regen: +0.00 (-4.00) Maximum life: +0.00 (-20.00) Light radius: +1 Infravision radius: +4 A pair of boots made of leather. |
[vs. Malandur the Purequeller (0 def, 2 armour) (On hands)]alchemist's rough leather gloves of magic (+2) (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-1) Damage (Melee): 4 acid / 3 fire / 3 cold / 4 lightning Changes stats: +4 Mag / +2(+1) Wil Changes resistances: +0%(-6%) nature Changes resistances penetration: +0%(-10%) mind Changes damage: +3% arcane Critical mult.: +0.00% (-10.00%) Life regen: +0.00 (-1.00) Stamina each turn: +0.00 (-0.70) Psi when hit: +0.00 (-0.08) Maximum stamina: +0.00 (-14.00) Mental crit. chance: +0% (-2%) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Malandur the Purequeller (0 def, 2 armour) (On hands)]rough leather gloves (0 def, 1 armour) 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-1) Changes stats: +0(-1) Wil Changes resistances: +0%(-6%) nature Changes resistances penetration: +0%(-10%) mind Critical mult.: +0.00% (-10.00%) Life regen: +0.00 (-1.00) Stamina each turn: +0.00 (-0.70) Psi when hit: +0.00 (-0.08) Maximum stamina: +0.00 (-14.00) Mental crit. chance: +0% (-2%) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Malandur the Purequeller (0 def, 2 armour) (On hands)]This item will automatically be transmogrified when you leave the level. umbral rough leather gloves of strength (+2) (0 def, 1 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 (-1) Damage (Melee): 6 darkness Changes stats: +2 Str / +0(-1) Wil Changes resistances: +6% darkness / +0%(-6%) nature Changes resistances penetration: +0%(-10%) mind Changes damage: +4% darkness Critical mult.: +0.00% (-10.00%) Life regen: +0.00 (-1.00) Stamina each turn: +0.00 (-0.70) Psi when hit: +0.00 (-0.08) Maximum stamina: +0.00 (-14.00) Mental crit. chance: +0% (-2%) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Malandur the Purequeller (0 def, 2 armour) (On hands)]naturalist's hardened leather gloves of strength (+3) (0 def, 2 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +2 (-) Damage (Melee): 5 nature Changes stats: +3 Str / +0(-1) Wil Changes resistances: +5%(-1%) nature Changes resistances penetration: +0%(-10%) mind Changes damage: +3% nature Critical mult.: +0.00% (-10.00%) Life regen: +0.00 (-1.00) Stamina each turn: +0.00 (-0.70) Psi when hit: +0.00 (-0.08) Maximum stamina: +0.00 (-14.00) Mental crit. chance: +0% (-2%) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Malandur the Purequeller (0 def, 2 armour) (On hands)]This item will automatically be transmogrified when you leave the level. Barkonslaught the dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +14 (+3 eff.) Armour: +2 (-) Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 43% Changes stats: +3 Dex / +0(-1) Wil Changes resistances: +3%(-3%) nature / +12% acid Changes resistances penetration: +5% light / +0%(-10%) mind Critical mult.: +0.00% (-10.00%) Life regen: +0.00 (-1.00) Stamina each turn: +0.00 (-0.70) Psi when hit: +0.00 (-0.08) Maximum stamina: +0.00 (-14.00) Mental crit. chance: +0% (-2%) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. rough leather cap of the depths (0 def, 1 armour) (On head)]Getayahek the linen wizard hat (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-1) Defense: +1 (+0 eff.) Fatigue: +0% (-1%) Effects on melee hit: * 10 arcane resource burn Changes resistances: +15% sound / +3% darkness / +6% blight / +3% fire / +3% nature / +0%(-7%) cold Changes damage: +10% sound Allows you to breathe in: water A pointy cloth hat, very wizardly... |
[vs. rough leather cap of the depths (0 def, 1 armour) (On head)]This item will automatically be transmogrified when you leave the level. stabilizing linen wizard hat of lightning (+16%) (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-1) Defense: +1 (+0 eff.) Fatigue: +0% (-1%) Changes stats: +2 Wil Changes resistances: +16% lightning / +0%(-7%) cold Changes damage: +11% lightning Allows you to breathe in: water Physical save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
[vs. rough leather cap of the depths (0 def, 1 armour) (On head)]Sleetfury (5 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +5 (+2 eff.) Fatigue: +1% (-) Changes stats: +3 Str / +2 Con Changes resistances: +3%(-4%) cold Changes damage: +9% cold Allows you to breathe in: water A cap made of leather. |
[vs. rough leather cap of the depths (0 def, 1 armour) (On head)]miner's rough leather cap (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: +1% (-) Changes resistances: +0%(-7%) cold Allows you to breathe in: water Infravision radius: +1 A cap made of leather. |
7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 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. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
[vs. Summertide Phial (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-15) Lite Light Burst (radius 1) Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Light radius: +3 (-2) Healing mod.: +0% (-10%) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. Summertide Phial (Light source)]bright brass lantern of clarity Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-15) Lite Light Burst (radius 1) Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Mental save: +5 (+3 eff.) Light radius: +5 (-) See stealth: +6 See invisible: +6 Healing mod.: +0% (-10%) 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. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
[vs. innervating iron torque of mindblast [power 105] (15 cooldown) (Tool)]Umbraoracle (dig speed 38 turns) Requires: Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 15% Changes stats: +1 Str Changes resistances: +3% lightning / +3% fire / +14% nature Changes damage: +6% nature Spell save: +12 (+4 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. innervating iron torque of mindblast [power 105] (15 cooldown) (Tool)]This item will automatically be transmogrified when you leave the level. iron pickaxe of endurance (dig speed 39 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
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 Activation costs 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. |
[vs. innervating iron torque of mindblast [power 105] (15 cooldown) (Tool)]This item will automatically be transmogrified when you leave the level. Chydir [power 170] (15 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +4 Str Changes resistances: +3% temporal Light radius: +1 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to heal yourself and all friendly characters within 10 spaces for 170 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 44. * Increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. innervating iron torque of mindblast [power 105] (15 cooldown) (Tool)]supercharged elm wand of lightning storm [power 140] (18 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 28 lightning damage and will be dazed for 1 turn (140 total damage) Activation puts all charms on cooldown for 18 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. Battlestaff (30-36 power, 10 apr, physical element) (In main hand, 1 of 3)] balanced ash flute (8-10 power, 3 apr, sound damage)This item will automatically be transmogrified when you leave the level. balanced ash flute (8-10 power, 3 apr, sound damage) Requires: - Dexterity 11 - Cunning 16 Crafted by a master 1.00 Encumbrance. Type: instrument / flute ; tier 2 Base power: 8.5 - 10.2(-21.5 - -25.8) Uses stat: 78% Cun Damage type: Sound Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 (-7) Crit. chance: +5.0% (-) Attack speed: 100% (-) This instrument will act as a bashing device. When wielded/worn: Accuracy: +5 (+2 eff.) (-7 (-2 eff.)) Defense: +4 (+2 eff.) (-8 (-4 eff.)) Changes resistances: +7% sound Talent mastery: +0.00(-0.20) Spell / Staff combat Mental save: +4 (+2 eff.) Disarm immunity: +18% Mindpower: +4 (+2 eff.) Blunt, short and deadly. Doubles as a woodwind instrument. Tap to cycle through comparison choices |
[vs. Battlestaff (30-36 power, 10 apr, physical element) (In main hand, 1 of 3)] slime-covered ash flute of massacre (16-19 power, 3 apr, sound damage)This item will automatically be transmogrified when you leave the level. slime-covered ash flute of massacre (16-19 power, 3 apr, sound damage) Requires: - Dexterity 11 - Cunning 16 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: instrument / flute ; tier 2 Base power: 16.0 - 19.2(-14.0 - -16.8) Uses stat: 78% Cun Damage type: Sound Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 (-7) Crit. chance: +5.0% (-) Attack speed: 100% (-) On weapon hit: * 5% chance to slow global speed by 43% This instrument will act as a bashing device. When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Defense: +0 (+0 eff.) (-12 (-6 eff.)) Changes resistances: +6% sound Talent mastery: +0.00(-0.20) Spell / Staff combat Mental save: +4 (+2 eff.) Mindpower: +4 (+2 eff.) Blunt, short and deadly. Doubles as a woodwind instrument. Tap to cycle through comparison choices |
[vs. Battlestaff (30-36 power, 10 apr, physical element) (In main hand, 1 of 2)] ash lute of clarity (19-27 power, 2 apr, sound damage)This item will automatically be transmogrified when you leave the level. ash lute of clarity (19-27 power, 2 apr, sound damage) Requires: - Willpower 11 - Cunning 16 Infused by psionic forces 5.00 Encumbrance. Type: instrument / lute ; tier 2 It must be held with both hands. Base power: 19.0 - 26.6(-11.0 - -9.4) Uses stats: 20% Wil, 80% Cun Damage type: Sound Mastery: Instrument Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-8) Crit. chance: +3.5% (-1.5%) Attack speed: 100% (-) This instrument will act as a bashing device. When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Defense: +0 (+0 eff.) (-12 (-6 eff.)) Talent mastery: +0.00(-0.20) Spell / Staff combat Talent granted: +3 Pluck Strings Mental save: +5 (+3 eff.) Maximum psi: +17.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +4% A large string instrument. Blunt, long and deadly. Tap to cycle through comparison choices |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Khatreen the Bloodborn Prototype Hero level 10
8th Mirth 122nd year of Ascendancy at 23:53 see stats
Log
Khatreen performs a melee critical strike against Ivomira the poison ivy!
Khatreen's blood frenzy intensifies!
Ivomira the poison ivy is dazed!
Ivomira the poison ivy is not dazed anymore.
Khatreen hits Ivomira the poison ivy for 109 physical, 6 lightning, 6 fire, 7 acid, 19 acid, 6 cold, 27 light, 26 physical, 11 physical, 3 lightning (222 total damage).
Khatreen receives 14 healing from Blood Spear.
Khatreen killed Ivomira the poison ivy!
Bleeding from Khatreen hits Giant brown ant for 3 physical damage.
Giant brown ant misses Khatreen.
Khatreen's Beyond the Flesh hits Giant brown ant for 62 physical damage.
Khatreen receives 14 healing from Blood Spear.
Khatreen's Beyond the Flesh killed Giant brown ant!
Resting starts...
Rested for 1 turns (stop reason: detrimental status effect).
Resting starts...
Rested for 1 turns (stop reason: detrimental status effect).
Khatreen is pinned to the ground.
Khatreen no longer revels in blood quite so much.
Khatreen is no longer pinned.
Khatreen picks up (9.): Malandur the Purequeller (0 def, 2 armour).
Khatreen wears (replacing alchemist's rough leather gloves of magic (+4) (0 def, 1 armour)): Malandur the Purequeller (0 def, 2 armour).
Khatreen wears (replacing Sleetfury (5 def, 1 armour)): rough leather cap of the depths (0 def, 1 armour).











































































