Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.7.4Donators/Buyers bonus! Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC Automatic Talent Gambits 1.7.4Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: 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:
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: Embers With All Races 1.7.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Items Vault 1.7.0Donators/Buyers bonus! 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! Infinite Levelup 1.7.2Make players can level up like in infinite dungeon. Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Player AIoo 1.7.4This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: Spell Merchants 1.7.6
This Mod adds: 12 Merchants that will sell all Talents, as well as Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue Jewelry, Armor & Weapons! 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.
New Bosses:There are 8 new bosses that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) *Bosses will drop gold on death*
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 (eyal.lua) *The only currently known conficting mod* is \"Extra Dungeons\" If you like this addon please show your support by hitting that thumbs up button! I've currently spent 200+ 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.
If you like this addon please consider rating it :) Multi Evolutions Fork 1.7.4Allows Adventurer to take any class evolution prodigy and adds an option that allows any class to take multiple evolutions. Do not use with another version of the same addon, they are not compatible with eachother. 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: Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Sun Paladin + Evolution Buff Pack 1.7.4Buffs talents for Sun Paladins, as well as their evolutions. Sun Paladin
Avatar of a Distant Sun
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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Shalore |
Class | Archmage (Technomancer) |
Level / Exp | 538 / 50% |
Size | big |
Lifes / Deaths | Killed by Cyrille the cutpurse at level 27 on the 5th Mirth 122nd year of Ascendancy at 22:47 6 / 1 |
Primary Stats
Strength | 692 (base 100) |
Dexterity | 672 (base 100) |
Constitution | 457 (base 100) |
Magic | 323 (base 100) |
Willpower | 201 (base 100) |
Cunning | 311 (base 100) |
Resources
Mana | 3534/3534 |
Negative | 1636/1636 |
Life | 19929/19929 |
Paradox | 300 |
Insanity | 0/100 |
Psi | 1879/1879 |
Positive | 1656/1656 |
Stamina | 2148/2148 |
Steam | 142/142 |
Healing Factor | 2.3239926025242 |
Regeneration | 35.621940015123 |
Speed
Mental | +18.24582049534% |
Attack | 0% |
Movement | +377.54382314898% |
Spell | +125.31667890103% |
Global | +265.4680729399% |
Vision
Sight | 20 |
Lite | 26.538348415311 |
Infravision | 22 |
See Stealth | 224.06687784748 |
See Invisible | 296.64756165668 |
Offense: Mainhand
Damage | 303 |
Accuracy | 97 |
Crit Chance | 182% |
APR | 28 |
Speed | 0.85 |
Offense: Spell
Spellpower | 248 |
Crit Chance | 100% |
Speed | 0.44381978505872 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 130 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Blight | +6% |
Arcane | +125% |
Cold | +80% |
All | 0% |
Darkness | +61% |
Light | +341% |
Temporal | +12% |
Physical | +23% |
Mind | +60% |
Fire | +403% |
Lightning | +57% |
Offense: Damage Penetration
Arcane | +118% |
Mind | +248% |
All | +25% |
Lightning | +104% |
Light | +95% |
Physical | +168% |
Cold | +118% |
Fire | +214% |
Darkness | +135% |
Defense: Base
Armour (hardiness) | 241.26842063954 (30%) |
Defense | 221 |
Ranged Defense | 235 |
Fatigue | 0 |
Physical Save | 82 |
Spell Save | 82 |
Mental Save | 82 |
Defense: Resistances
Acid | + 76%( 76%) |
Bleed | + 76%( 76%) |
Blight | + 76%( 76%) |
Arcane | + 76%( 76%) |
Cold | + 76%( 76%) |
All | + 86%( 76%) |
Physical | + 76%( 76%) |
Lightning | + 76%( 76%) |
Light | + 76%( 76%) |
Temporal | + 76%( 76%) |
Mind | + 76%( 76%) |
Darkness | + 76%( 76%) |
Fire | + 76%( 76%) |
Nature | + 76%( 76%) |
Defense: Immunities
Pinning Resistance | 100% |
Confusion Resistance | 100% |
Teleport Resistance | 100% |
Blind Resistance | 93% |
Silence Resistance | 100% |
Bleed Resistance | 43% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 37% |
Inscriptions (4/4)
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (44% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 5408 damage for 6 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (44% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 3268% for 10 turns (3349 total) and instantly restoring 163 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse 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 46.1 steam per turn. Can be activated for an instant burst of 231 steam. Its effects scale with your Strength stat. |
Class Talents
Spell / Glacial waste | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Absorption | 1.00 |
| 30/5 |
| 0/5 |
| 20/5 |
| 0/5 |
Spell / Death | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Terrene technomancy | 1.30 |
| 8/5 |
| 8/5 |
| 7/5 |
| 7/5 |
Psionic / Solipsism | 1.00 |
| 30/5 |
| 20/5 |
| 32/5 |
| 20/5 |
Chronomancy / Matter | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 17/5 |
Spell / Occult technomancy | 1.30 |
| 8/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Galvanic technomancy | 1.30 |
| 8/5 |
| 8/5 |
| 8/5 |
| 5/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 51/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.50 |
| 1/5 |
| 9/5 |
| 1/5 |
| 50/5 |
Cunning / Shadow magic | 1.00 |
| 1/5 |
| 21/5 |
| 5/5 |
| 0/5 |
Steamtech / Thoughts of iron | 1.00 |
| 17/5 |
| 1/5 |
| 9/5 |
| 0/5 |
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 8/5 |
| 17/5 |
Corruption / Fearfire | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 39/5 |
Spell / Eradication | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 1/5 |
| 16/5 |
| 8/5 |
Spell / Enhancement | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 51/5 |
Technique / Magical combat | 1.00 |
| 1/5 |
| 41/5 |
| 1/5 |
| 19/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 25/5 |
| 1/5 |
| 50/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 9/5 |
| 0/5 |
| 0/5 |
Spell / Aether | 1.30 |
| 1/5 |
| 1/5 |
| 46/5 |
| 46/5 |
Spell / Fire | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Meta | 1.30 |
| 1/5 |
| 6/5 |
| 3/5 |
| 7/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Ice | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 13/5 |
Spell / Wildfire | 1.30 |
| 20/5 |
| 5/5 |
| 10/5 |
| 8/5 |
Spell / Stone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 13/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 17/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Unarmed training | 1.00 |
| 1/5 |
| 51/5 |
| 4/5 |
| 4/5 |
Celestial / Hymns | 1.00 |
| 18/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 24/5 |
| 19/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 8/5 |
| 1/5 |
| 8/5 |
Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 45/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 9/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 11/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 17/5 |
| 0/5 |
Demented / Doom | 1.00 |
| 30/5 |
| 7/5 |
| 0/5 |
| 0/5 |
Chronomancy / Energy | 1.00 |
| 30/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 20/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 7/5 |
Steamtech / Physics | 1.00 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Demented / Calamity | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 9/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 10/5 |
| 10/5 |
| 7/5 |
| 0/5 |
Race / Higher | 1.00 |
| 51/5 |
| 46/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Arcane Combat |
talent | Secrets of the Eternals |
talent | Keen Senses |
talent | Arcane Shield |
talent | Thunderstorm |
talent | Tempest |
talent | Arcane Power |
talent | Premonition |
talent | Wildfire |
talent | Arcane Feed |
talent | Hurricane |
talent | Energy Decomposition |
talent | Kinetic Shield |
talent | Cryogenic Digs |
talent | Aether Permeation |
talent | Molten Iron Blood |
talent | Fiery Hands |
talent | Charged Shield |
talent | Crystalline Focus |
talent | Feather Wind |
talent | Shock Hands |
talent | Energy Alteration |
talent | Chant of Light |
talent | Galvanic Arcing |
talent | Augmentation |
talent | Spellcraft |
talent | Shadow Feed |
talent | Uttercold |
talent | Disruption Shield |
talent | Phantasmal Shield |
talent | Pure Aether |
talent | Shadow Combat |
talent | Metaphasic Spin |
talent | Burning Wake |
talent | Hymn of Shadows |
talent | Skate |
talent | Essence of Speed |
talent | Beyond the Flesh |
talent | Hymn Nocturnalist |
talent | Shielding |
beneficial effect | Rods available: Galvanic Rods- Rod (1): available - Rod (2): available - Rod (3): available |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+73% global speed). Clarity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by void horror. Escort: lost warrior (level 1 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed electric eel tail. * You've found the needed vial of greater demon bile. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | [vs. Glitha the Charreaper (30-36 power, 6 apr, arcane element) (In main hand, 1 of 2)] Bregaremas the Scorchmistress (80-128 power, 4 apr)Bregaremas the Scorchmistress (80-128 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 Base power: 80.0 - 128.0(+50.0 - +92.0) Uses stats: 72% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 (-2) Crit. chance: +5.0% (-) Attack speed: 100% (-) Damage (Melee): +36 light Damage (radius 1) on hit: +36 fire When wielded/worn: Damage when hit (Melee): 22 blight / 0(-18) fire / 18 arcane Changes stats: +8(-14) Wil / +9 Mag Changes resistances: +0%(-24%) light / +36% fire / +24% darkness / +0%(-11%) arcane Changes resistances penetration: +0%(-35%) cold / +79%(+24%) fire / +45% darkness / +0%(-33%) arcane Changes damage: +0%(-57%) cold / +57%(+33%) fire / +30%(-) arcane / +48%(+27%) light Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-43.59%) Mana each turn: +0.80 Mana when firing critical spell: +6.29 Spellpower on spell critical (stacks up to 3 times): +0 (-12) Spellpower: +94 (+7 eff.) (+79 (+6 eff.)) Spell crit. chance: +13% (+8%) Light radius: +0 (-7) Damage Shield penetration: +94% Massive two-handed swords. Tap to cycle through comparison choices |
Light source | [vs. Flashstrider the dwarven lantern (Light source)] Flashstrider the dwarven lanternFlashstrider the dwarven lantern Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +35 (+7 eff.) (-) Physical crit. chance: +17.4% (-) Physical power: +65 (+3 eff.) (-) Defense: +65 (+6 eff.) (-) Damage when hit (Melee): 27(-) temporal Changes resistances: +10%(-) temporal / +18%(-) mind / +45%(-) fire Changes resistances penetration: +25%(-) mind / +54%(-) physical Critical mult.: +35.00% (-) Only die when reaching: -174.36 life (-) Light radius: +5 (-) Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | [vs. werebeast's drakeskin leather hat of the bounder (0 def, 5 armour) (On head)] werebeast's drakeskin leather hat of the bounder (0 def, 5 armour) werebeast's drakeskin leather hat of the bounder (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 (-) Fatigue: +5% (-) Changes stats: +14(-) Str / +15(-) Dex / +7(-) Cun / +4(-) Con Silence immunity: +50% (-) It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 4.5 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 5997.2 Physical damage. If the attack hits, the target is confused (50% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
On feet | [vs. Xerumina (45 def, 19 armour) (On feet)] Xerumina (45 def, 19 armour) Xerumina (45 def, 19 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +19 (-) Defense: +45 (+4 eff.) (-) Fatigue: +4% (-) Effects on melee hit: * 44 arcane resource burn Damage (Melee): 0(-44) item manaburn arcane Changes stats: +18(-) Cun Changes resistances: +15%(-) lightning / +33%(-) temporal / +36%(-) fire / +18%(-) cold / +27%(-) nature / +6%(-) physical Changes resistances penetration: +45%(-) mind Physical save: +15 (+0 eff.) (-) Pinning immunity: +25% (-) Knockback immunity: +69% (-) Teleport immunity: +100% (-) Defense after a teleport: +33 (-) Resist all after a teleport: +33% (-) New effects duration reduction after a teleport: +33% (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | [vs. Dimkarma the voratun pickaxe (dig speed 14 turns) (Tool)] Dimkarma the voratun pickaxe (dig speed 14 turns)Dimkarma the voratun pickaxe (dig speed 14 turns) Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +26.0% (-) Effects on melee hit: * 30% chance to reduce strength, dexterity, and constitution by 68 * 20% chance to reduce damage dealt by 46% Damage (Melee): 0(-20) item darkness numbing / 0(-30) item blight disease Damage when hit (Melee): 8(-) mind Changes stats: +25(-) Str / +19(-) Wil / +6(-) Cun / +3(-) Con Changes resistances: +27%(-) blight Changes resistances penetration: +20%(-) darkness Changes damage: +6%(-) blight / +6%(-) mind Critical mult.: +20.00% (-) Mindpower: +15 (+2 eff.) (-) Mental crit. chance: +40% (-) Light radius: +1 (-) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | [vs. Adegathra the Brandglory (On fingers, 1 of 2)] Adegathra the BrandgloryAdegathra the Brandglory Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +38 (-) Damage when hit (Melee): 24(-) fire Changes resistances: +27%(-) acid / +66%(-) lightning / +39%(-) mind / +84%(-) fire / +17%(-) arcane / +8%(-) bleed Changes resistances penetration: +70%(-) light Physical save: +27 (+0 eff.) (-) Spell save: +33 (+0 eff.) (-) Cut immunity: +43% (-) Silence immunity: +67% (-) Confusion immunity: +67% (-) Teleport immunity: +67% (-) Life regen: +6.00 (-) Only die when reaching: -180.00 life (-) Maximum life: +220.00 (-) Healing mod.: +67% (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | [vs. Adegathra the Brandglory (On fingers, 1 of 2)] HaragundHaragund Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +60 (+10 eff.) Armour penetration: +7 Physical power: +40 (+3 eff.) Armour: +32 (-6) Defense: +65 (+5 eff.) Damage when hit (Melee): 0(-24) fire Changes stats: +10 Str / +11 Dex / +8 Mag / +8 Wil Changes resistances: +0%(-27%) acid / +0%(-66%) lightning / +0%(-39%) mind / +0%(-84%) fire / +0%(-17%) arcane / +0%(-8%) bleed Changes resistances penetration: +0%(-70%) light / +30% physical Changes damage: +21% arcane / +12% temporal Physical save: +0 (+0 eff.) (-27 (+0 eff.)) Spell save: +0 (+0 eff.) (-33 (+0 eff.)) Cut immunity: +0% (-43%) Silence immunity: +0% (-67%) Confusion immunity: +0% (-67%) Teleport immunity: +0% (-67%) Life regen: +0.00 (-6.00) Stamina each turn: +6.54 Vim when firing critical spell: +4.36 Spellpower on spell critical (stacks up to 3 times): +16 Only die when reaching: +0.00 life (+180.00 life) Maximum life: +0.00 (-220.00) Healing mod.: +0% (-67%) Damage Shield penetration: +65% Defense after a teleport: +33 Resist all after a teleport: +33% New effects duration reduction after a teleport: +33% Rings make your fingers look great! Tap to cycle through comparison choices |
Around neck | [vs. Glitira the Voidire (Around neck)] Glitira the VoidireGlitira the Voidire Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +7 (-) Defense: +9 (+1 eff.) (-) Effects on melee hit: * 63% chance to reduce damage dealt by 46% Damage (Melee): 0(-63) item darkness numbing Damage when hit (Melee): 18(-) lightning Changes stats: +9(-) Str / +39(-) Dex / +42(-) Mag / +12(-) Con Changes resistances: +27%(-) lightning / +78%(-) fire Changes resistances cap: +6%(-) all Changes resistances penetration: +45%(-) darkness / +78%(-) mind Changes damage: +54%(-) mind Reduces incoming crit damage: 47.08% (-) Physical save: +13 (+0 eff.) (-) Light radius: +7 (-) Infravision radius: +9 (-) Amulets make your neck look great! |
In main hand | [vs. Glitha the Charreaper (30-36 power, 6 apr, arcane element) (In main hand, 1 of 2)] Glitha the Charreaper (30-36 power, 6 apr, arcane element)Glitha the Charreaper (30-36 power, 6 apr, arcane element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 (-) Crit. chance: +5.0% (-) Attack speed: 100% (-) When wielded/worn: Damage when hit (Melee): 18(-) fire Changes stats: +22(-) Wil Changes resistances: +11%(-) arcane / +24%(-) light Changes resistances penetration: +54%(-) fire / +33%(-) arcane / +35%(-) cold Changes damage: +57%(-) cold / +24%(-) fire / +21%(-) light / +30%(-) arcane Talents granted: +1.00(-) Command Staff Critical mult.: +43.59% (-) Spellpower on spell critical (stacks up to 3 times): +12 (-) Spellpower: +15 (+1 eff.) (-) Spell crit. chance: +5% (-) Light radius: +7 (-) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
On hands | [vs. alchemist's drakeskin leather gloves of archery (0 def, 3 armour) (On hands)] alchemist's drakeskin leather gloves of archery (0 def, 3 armour) alchemist's drakeskin leather gloves of archery (0 def, 3 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) (-) Armour penetration: +15 (-) Armour: +3 (-) Damage (Melee): 10(-) acid / 7(-) fire / 10(-) cold / 8(-) lightning Changes stats: +8(-) Dex / +5(-) Mag / +5(-) Wil / +7(-) Cun Talents granted: +5.00(-) Viral Needlegun When used to modify unarmed attacks: Base power: 26.5 - 29.2 Uses stats: 24% Wil, 64% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +11 (-) Armour Penetration: +15 (-) Crit. chance: +5.0% (-) Attack speed: 125% (-) When this weapon hits: Perfect Strike (15% chance level 5). Damage (Melee): +17(-) ice / +26(-) fire / +29(-) acid / +24(-) lightning It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 4.5 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around waist | [vs. Lightning Catcher (Around waist)] Lightning CatcherLightning Catcher Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% (-) Changes resistances: +30%(-) lightning Stun/Freeze immunity: +30% (-) Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
Cloak | [vs. Gussra (17 def, 28 armour) (Cloak)] Gussra (17 def, 28 armour)Gussra (17 def, 28 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +28 (-) Defense: +17 (+2 eff.) (-) Effects on melee hit: * 55% chance to reduce armor by 79% Damage (Melee): 0(-55) item acid corrode Changes stats: +5(-) Wil Changes resistances: +30%(-) lightning / +30%(-) temporal / +36%(-) blight / +14%(-) arcane / +24%(-) acid Changes resistances penetration: +50%(-) mind Critical mult.: +40.00% (-) Spell save: +50 (+0 eff.) (-) Confusion immunity: +55% (-) Stun/Freeze immunity: +55% (-) Life regen: +11.08 (-) Hate when firing a critical mind attack: +8.00 (-) Mental crit. chance: +10% (-) Defense after a teleport: +42 (-) Resist all after a teleport: +42% (-) New effects duration reduction after a teleport: +42% (-) Slows Projectiles: +40% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | [vs. Isussra the Galeblur (0 def, 0 armour) (Main armor)] Isussra the Galeblur (0 def, 0 armour) Isussra the Galeblur (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +11(-) Cun / +18(-) Wil Changes resistances: +36%(-) darkness / +18%(-) mind / +13%(-) all Changes resistances penetration: +25%(-) mind / +20%(-) lightning Talents granted: +1.00(-) Arcane Dynamo Physical save: +18 (+0 eff.) (-) Spell save: +17 (+0 eff.) (-) Mental save: +36 (+8 eff.) (-) Hate when firing a critical mind attack: +5.00 (-) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Elixir of Serendipity Elixir of SerendipityInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your luck by 5. A vial of lively yellow fluid. |
[vs. Implant: Steam Generator [steam generator implant of the warrior (steam 5)] (on body)] steam generator implant of the duelist (steam 51)steam generator implant of the duelist (steam 51) 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: 29(+7) Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 51.0(+4.9) steam per turn. Can be activated for an instant burst of 255(+24) steam. Its effects scale with your -Strength, +Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
3 schematic: Acid Groove 3 schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Armour Reinforcement 5 schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter schematic: Black Light EmitterRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Botanical Shell schematic: Botanical ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] 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: Corrosive Shell 3 schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] 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: Crystal Edge 2 schematic: Crystal EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Deflection Field 4 schematic: Deflection FieldRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Explosive Shell 4 schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] 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 Salve schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] 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: Frost Salve 3 schematic: Frost SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] 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: Fungal Web 3 schematic: Fungal WebRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon schematic: Hand CannonRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Headlamp 4 schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] 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: Healing Salve 2 schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Hook Shell 6 schematic: Hook ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary Groove schematic: Incendiary GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] 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: Iron Grip 2 schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder schematic: Itching PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] 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: Kinetic Stabiliser 2 schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] 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: Lightning Coil 2 schematic: Lightning CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] 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: Mana Coil 2 schematic: Mana CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] 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: Moss Tread 2 schematic: Moss TreadRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Pain Suppressor Salve 5 schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove schematic: Poison GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Razor Edge 7 schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] 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 Projector 2 schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] 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 Shell 2 schematic: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] 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 Skin schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Shocking Touch 5 schematic: Shocking TouchRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] 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: Silver Filigree 3 schematic: Silver FiligreeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] 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: Solid Shell 2 schematic: Solid ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Spike Attachment 5 schematic: Spike AttachmentRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] 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: Spring Grapple 3 schematic: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] 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: Steamgun 3 schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] 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: Steamsaw 3 schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] 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: Thunder Grenade 2 schematic: Thunder GrenadeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] 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: Thunderclap Coating 2 schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher schematic: Toxic Cannister LauncherRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector schematic: Viral InjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun schematic: Viral NeedlegunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] 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: Voltaic Sentry 2 schematic: Voltaic SentryRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] 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: Waterproof Coating 2 schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] 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: Winterchill Edge 2 schematic: Winterchill EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
[vs. Glitira the Voidire (Around neck)] stralite amulet 'Balancebore'stralite amulet 'Balancebore' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +0 (-7) Defense: +0 (+0 eff.) (-9 (-1 eff.)) Effects on melee hit: * 63% chance to reduce damage dealt by 46% Damage (Melee): 0(-63) item darkness numbing Damage when hit (Melee): 0(-18) lightning Changes stats: +0(-9) Str / +0(-39) Dex / +0(-42) Mag / +42 Cun / +0(-12) Con Changes resistances: +0%(-27%) lightning / +13% physical / +30% light / +13% cold / +63% nature / +0%(-78%) fire Changes resistances cap: +0%(-6%) all Changes resistances penetration: +0%(-78%) mind / +45% fire / +60%(+15%) darkness / +55% nature Changes damage: +27% nature / +30% fire / +42%(-12%) mind / +27% darkness Reduces incoming crit damage: 0.00% (-47.08%) Physical save: +0 (+0 eff.) (-13 (+0 eff.)) Mental save: +45 (+9 eff.) Stamina each turn: +0.90 Equilibrium when hit: +0.72 Maximum stamina: +22.00 Light radius: +0 (-7) Infravision radius: +0 (-9) Amulets make your neck look great! |
[vs. Glitira the Voidire (Around neck)] DarkireDarkire Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +0 (-7) Defense: +85 (+7 eff.) (+76 (+6 eff.)) Damage (Melee): 0(-63) item darkness numbing Damage when hit (Melee): 0(-18) lightning Changes stats: +0(-9) Str / +0(-39) Dex / +0(-42) Mag / +9 Wil / +0(-12) Con Changes resistances: +0%(-27%) lightning / +36% temporal / +66% light / +39% blight / +0%(-78%) fire / +51% mind Changes resistances cap: +0%(-6%) all Changes resistances penetration: +50% blight / +0%(-78%) mind / +50%(+5%) darkness / +84% arcane Changes damage: +33% arcane / +0%(-54%) mind Reduces incoming crit damage: 50.59% (3.51%) Physical save: +30 (+0 eff.) (+17 (+0 eff.)) Disease immunity: +67% Silence immunity: +67% Mana when firing critical spell: +6.75 Only die when reaching: -260.00 life Spellpower: +45 (+4 eff.) Spell crit. chance: +13% Light radius: +0 (-7) Infravision radius: +0 (-9) Healing mod.: +45% Amulets make your neck look great! |
[vs. Glitira the Voidire (Around neck)] Unlighttouch the voratun amuletUnlighttouch the voratun amulet Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +0 (-7) Defense: +0 (+0 eff.) (-9 (-1 eff.)) Damage (Melee): 0(-63) item darkness numbing Damage when hit (Melee): 10 darkness / 0(-18) lightning Changes stats: +0(-9) Str / +0(-39) Dex / +9(-33) Mag / +0(-12) Con Changes resistances: +0%(-27%) lightning / +0%(-78%) fire / +20% light Changes resistances cap: +0%(-6%) all Changes resistances penetration: +0%(-78%) mind / +25%(-20%) darkness / +25% light Changes damage: +0%(-54%) mind / +6% light / +6% darkness / +9% arcane Reduces incoming crit damage: 0.00% (-47.08%) Physical save: +0 (+0 eff.) (-13 (+0 eff.)) Light radius: +0 (-7) Infravision radius: +0 (-9) Amulets make your neck look great! |
[vs. Adegathra the Brandglory (On fingers, 1 of 2)] GleamreekGleamreek Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +0 (-38) Effects on melee hit: * 20% chance to slow global speed by 90% Damage when hit (Melee): 0(-24) fire Changes resistances: +30%(+3%) acid / +0%(-66%) lightning / +0%(-39%) mind / +0%(-84%) fire / +0%(-17%) arcane / +0%(-8%) bleed Changes resistances penetration: +25% fire / +25%(-45%) light / +25% nature Changes damage: +15% acid Physical save: +0 (+0 eff.) (-27 (+0 eff.)) Spell save: +0 (+0 eff.) (-33 (+0 eff.)) Cut immunity: +0% (-43%) Silence immunity: +0% (-67%) Confusion immunity: +0% (-67%) Teleport immunity: +0% (-67%) Life regen: +0.00 (-6.00) Only die when reaching: +0.00 life (+180.00 life) Maximum life: +0.00 (-220.00) Healing mod.: +0% (-67%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Adegathra the Brandglory (On fingers, 1 of 2)] scoundrel's gold ringscoundrel's gold ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +0 (-38) Damage when hit (Melee): 0(-24) fire Changes stats: +4 Cun / +5 Str Changes resistances: +0%(-27%) acid / +0%(-66%) lightning / +0%(-39%) mind / +0%(-84%) fire / +0%(-17%) arcane / +0%(-8%) bleed Changes resistances penetration: +0%(-70%) light Physical save: +0 (+0 eff.) (-27 (+0 eff.)) Spell save: +0 (+0 eff.) (-33 (+0 eff.)) Cut immunity: +0% (-43%) Silence immunity: +0% (-67%) Confusion immunity: +0% (-67%) Teleport immunity: +0% (-67%) Life regen: +0.00 (-6.00) Only die when reaching: +0.00 life (+180.00 life) Maximum life: +0.00 (-220.00) Healing mod.: +0% (-67%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Adegathra the Brandglory (On fingers, 1 of 2)] solipsist's stralite ring of luminositysolipsist's stralite ring of luminosity Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +0 (-38) Damage (Melee): 34 light Damage (Ranged): 34 light Damage when hit (Melee): 0(-24) fire Changes stats: +8 Mag / +8 Wil / +8 Cun Changes resistances: +0%(-27%) acid / +0%(-66%) lightning / +0%(-39%) mind / +0%(-84%) fire / +0%(-17%) arcane / +0%(-8%) bleed Changes resistances penetration: +0%(-70%) light Changes damage: +18% light Physical save: +0 (+0 eff.) (-27 (+0 eff.)) Spell save: +0 (+0 eff.) (-33 (+0 eff.)) Cut immunity: +0% (-43%) Silence immunity: +0% (-67%) Confusion immunity: +0% (-67%) Teleport immunity: +0% (-67%) Life regen: +0.00 (-6.00) Only die when reaching: +0.00 life (+180.00 life) Maximum life: +0.00 (-220.00) Mindpower: +13 (+2 eff.) Healing mod.: +0% (-67%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Adegathra the Brandglory (On fingers, 1 of 2)] Ring of the War MasterRing of the War Master Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Armour: +0 (-38) Damage when hit (Melee): 0(-24) fire Changes stats: +3 Str / +3 Dex / +3 Con Changes resistances: +0%(-27%) acid / +0%(-66%) lightning / +0%(-39%) mind / +0%(-84%) fire / +0%(-17%) arcane / +0%(-8%) bleed Changes resistances penetration: +0%(-70%) light Talent category bonus: +0.30 Technique Physical save: +0 (+0 eff.) (-27 (+0 eff.)) Spell save: +0 (+0 eff.) (-33 (+0 eff.)) Cut immunity: +0% (-43%) Silence immunity: +0% (-67%) Confusion immunity: +0% (-67%) Teleport immunity: +0% (-67%) Life regen: +0.00 (-6.00) Only die when reaching: +0.00 life (+180.00 life) Maximum life: +0.00 (-220.00) Healing mod.: +0% (-67%) A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. Tap to cycle through comparison choices |
[vs. Glitha the Charreaper (30-36 power, 6 apr, arcane element) (In main hand, 1 of 2)] cruel elm magestaff (10-12 power, 2 apr, fire element)cruel elm magestaff (10-12 power, 2 apr, fire element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-20.0 - -24.0) Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-4) Crit. chance: +2.5% (-2.5%) Attack speed: 100% (-) When wielded/worn: Damage when hit (Melee): 0(-18) fire Changes stats: +0(-22) Wil Changes resistances: +0%(-11%) arcane / +0%(-24%) light Changes resistances penetration: +0%(-54%) fire / +0%(-33%) arcane / +0%(-35%) cold Changes damage: +0%(-57%) cold / +10%(-14%) fire / +0%(-21%) light / +0%(-30%) arcane Talents granted: +1.00(-) Command Staff Critical mult.: +10.00% (-33.59%) Spellpower on spell critical (stacks up to 3 times): +0 (-12) Spellpower: +3 (+0 eff.) (-12 (-1 eff.)) Spell crit. chance: +6% (+1%) Light radius: +0 (-7) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Glitha the Charreaper (30-36 power, 6 apr, arcane element) (In main hand, 1 of 2)] elm magestaff (10-12 power, 2 apr, arcane element)elm magestaff (10-12 power, 2 apr, arcane element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-20.0 - -24.0) Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-4) Crit. chance: +2.5% (-2.5%) Attack speed: 100% (-) When wielded/worn: Damage when hit (Melee): 0(-18) fire Changes stats: +0(-22) Wil Changes resistances: +0%(-11%) arcane / +0%(-24%) light Changes resistances penetration: +0%(-54%) fire / +0%(-33%) arcane / +0%(-35%) cold Changes damage: +0%(-57%) cold / +0%(-24%) fire / +10%(-20%) arcane / +0%(-21%) light Talents granted: +1.00(-) Command Staff Critical mult.: +0.00% (-43.59%) Spellpower on spell critical (stacks up to 3 times): +0 (-12) Spellpower: +3 (+0 eff.) (-12 (-1 eff.)) Spell crit. chance: +1% (-4%) Light radius: +0 (-7) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Glitha the Charreaper (30-36 power, 6 apr, arcane element) (In main hand, 1 of 2)] greater yew magestaff of fate (20-24 power, 4 apr, fire element)greater yew magestaff of fate (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0(-10.0 - -12.0) Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (-2) Crit. chance: +3.5% (-1.5%) Attack speed: 100% (-) When wielded/worn: Damage when hit (Melee): 0(-18) fire Changes stats: +0(-22) Wil Changes resistances: +0%(-11%) arcane / +0%(-24%) light Changes resistances penetration: +0%(-54%) fire / +0%(-33%) arcane / +0%(-35%) cold Changes damage: +20% lightning / +0%(-21%) light / +20%(-37%) cold / +20%(-10%) arcane / +20%(-4%) fire Talents granted: +1.00(-) Command Staff Critical mult.: +0.00% (-43.59%) Physical save: +7 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +7 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +0 (-12) Spellpower: +12 (+1 eff.) (-3 (+0 eff.)) Spell crit. chance: +8% (+3%) Light radius: +0 (-7) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Glitha the Charreaper (30-36 power, 6 apr, arcane element) (In main hand, 1 of 2)] infernal elven-wood magestaff of breaching (25-30 power, 5 apr, arcane element)infernal elven-wood magestaff of breaching (25-30 power, 5 apr, arcane element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0(-5.0 - -6.0) Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 (-1) Crit. chance: +4.5% (-0.5%) Attack speed: 100% (-) When wielded/worn: Damage (Melee): 23 fire Damage when hit (Melee): 0(-18) fire Changes stats: +0(-22) Wil Changes resistances: +0%(-11%) arcane / +0%(-24%) light Changes resistances penetration: +0%(-54%) fire / +12%(-20%) arcane / +0%(-35%) cold Changes damage: +0%(-57%) cold / +0%(-24%) fire / +25%(-5%) arcane / +0%(-21%) light Talents granted: +1.00(-) Command Staff Critical mult.: +25.00% (-18.59%) Spellpower on spell critical (stacks up to 3 times): +0 (-12) Spellpower: +19 (+2 eff.) (+4 (+1 eff.)) Spell crit. chance: +4% (-1%) Light radius: +0 (-7) See invisible: +15 Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Glitha the Charreaper (30-36 power, 6 apr, arcane element) (In main hand, 1 of 2)] Hellvault the dragonbone magestaff (42-50 power, 6 apr, fire element)Hellvault the dragonbone magestaff (42-50 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 42.0 - 50.4(+12.0 - +14.4) Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 (-) Crit. chance: +5.0% (-) Attack speed: 100% (-) When wielded/worn: Accuracy: +65 (+10 eff.) Damage when hit (Melee): 12(-6) fire Changes stats: +0(-22) Wil Changes resistances: +6% physical / +0%(-11%) arcane / +0%(-24%) light Changes resistances penetration: +45% physical / +30% blight / +0%(-54%) fire / +0%(-33%) arcane / +0%(-35%) cold Changes damage: +0%(-21%) light / +33% blight / +42%(+18%) fire / +24%(-6%) arcane / +0%(-57%) cold Talents granted: +1.00(-) Command Staff Critical mult.: +0.00% (-43.59%) Spell save: +18 (+0 eff.) Spellpower on spell critical (stacks up to 3 times): +14 (+2) Maximum mana: +160.00 Maximum stamina: +60.00 Spellpower: +20 (+2 eff.) (+5 (+1 eff.)) Spell crit. chance: +16% (+11%) Light radius: +0 (-7) Damage Shield penetration: +60% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Glitha the Charreaper (30-36 power, 6 apr, arcane element) (In main hand, 1 of 2)] dragonbone starstaff 'Tarrubar' (30-36 power, 6 apr, fire element)dragonbone starstaff 'Tarrubar' (30-36 power, 6 apr, fire element) Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 (-) Crit. chance: +5.0% (-) Attack speed: 100% (-) When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 0(-18) fire Changes stats: +0(-22) Wil / +12 Con Changes resistances: +18%(-6%) light / +5%(-6%) arcane Changes resistances penetration: +0%(-54%) fire / +0%(-33%) arcane / +0%(-35%) cold Changes damage: +0%(-57%) cold / +30%(+6%) fire / +0%(-21%) light / +0%(-30%) arcane Talents granted: +1.00(-) Command Staff Critical mult.: +14.00% (-29.59%) Life regen: +3.30 Spellpower on spell critical (stacks up to 3 times): +0 (-12) Spellpower: +29 (+2 eff.) (+14 (+1 eff.)) Spell crit. chance: +12% (+7%) Light radius: +0 (-7) Healing mod.: +35% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Glitha the Charreaper (30-36 power, 6 apr, arcane element) (In main hand, 1 of 2)] voratun battleaxe 'Blazespike' (70-105 power, 20 apr)voratun battleaxe 'Blazespike' (70-105 power, 20 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0(+40.0 - +69.0) Uses stats: 72% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 (+14) Crit. chance: +18.0% (+13.0%) Attack speed: 100% (-) On weapon hit: * 44% chance to reduce all saves and defense by 59 Damage (radius 2) on crit: +44 blight When wielded/worn: Armour penetration: +28 Physical crit. chance: +21.0% Damage when hit (Melee): 0(-18) fire Changes stats: +12 Str / +0(-22) Wil / +8 Con Changes resistances: +27% blight / +0%(-11%) arcane / +0%(-24%) light Changes resistances penetration: +0%(-54%) fire / +0%(-33%) arcane / +0%(-35%) cold Changes damage: +0%(-57%) cold / +0%(-24%) fire / +21%(-) light / +0%(-30%) arcane Talent granted: +0(+-1) Command Staff Critical mult.: +40.00% (-3.59%) Spellpower on spell critical (stacks up to 3 times): +0 (-12) Spellpower: +0 (+0 eff.) (-15 (-1 eff.)) Spell crit. chance: +0% (-5%) Light radius: +7 (-) Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. Glitha the Charreaper (30-36 power, 6 apr, arcane element) (In main hand, 1 of 2)] Dream Malleus (63-94 power, 5 apr)Dream Malleus (63-94 power, 5 apr) Requires: - Willpower 25 - Strength 25 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 63.0 - 94.5(+33.0 - +58.5) Uses stats: 112% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 (-1) Crit. chance: +0.0% (-5.0%) Attack speed: 100% (-) On weapon hit: * 14% chance to reduce all saves and defense by 59 + Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +17 mind When wielded/worn: Armour: +12 Damage when hit (Melee): 0(-18) fire Changes stats: +2(-20) Wil / +2 Cun / +4 Con Changes resistances: +0%(-11%) arcane / +0%(-24%) light Changes resistances penetration: +0%(-54%) fire / +0%(-33%) arcane / +0%(-35%) cold Changes damage: +10% physical / +0%(-21%) light / +0%(-57%) cold / +0%(-24%) fire / +10% mind / +0%(-30%) arcane Talent cooldown: Hammer Toss (-2 turns) Talents granted: +0(+-1) Command Staff +3 Dream Smith's Hammer +3 Hammer Toss Critical mult.: +0.00% (-43.59%) Psi each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +0 (-12) Spellpower: +0 (+0 eff.) (-15 (-1 eff.)) Spell crit. chance: +0% (-5%) Mindpower: +15 (+3 eff.) Mental crit. chance: +5% Light radius: +0 (-7) A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. Tap to cycle through comparison choices |
[vs. Glitha the Charreaper (30-36 power, 6 apr, arcane element) (In main hand, 1 of 2)] steel greatsword (24-39 power, 2 apr)steel greatsword (24-39 power, 2 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.5 - 39.2(-5.5 - +3.2) Uses stats: 72% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-4) Crit. chance: +3.0% (-2.0%) Attack speed: 100% (-) When wielded/worn: Damage when hit (Melee): 0(-18) fire Changes stats: +0(-22) Wil Changes resistances: +0%(-11%) arcane / +0%(-24%) light Changes resistances penetration: +0%(-54%) fire / +0%(-33%) arcane / +0%(-35%) cold Changes damage: +0%(-57%) cold / +0%(-24%) fire / +0%(-21%) light / +0%(-30%) arcane Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-43.59%) Spellpower on spell critical (stacks up to 3 times): +0 (-12) Spellpower: +0 (+0 eff.) (-15 (-1 eff.)) Spell crit. chance: +0% (-5%) Light radius: +0 (-7) Massive two-handed swords. Tap to cycle through comparison choices |
[vs. Glitha the Charreaper (30-36 power, 6 apr, arcane element) (In main hand, 1 of 2)] Latafayn (68-109 power, 5 apr)Latafayn (68-109 power, 5 apr) Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 68.0 - 108.8(+38.0 - +72.8) Uses stats: 75% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 (-1) Crit. chance: +10.0% (+5.0%) Attack speed: 100% (-) Lifesteal (this weapon only): +8% Damage conversion: 50% fire burn When wielded/worn: Damage when hit (Melee): 0(-18) fire Changes stats: +5 Str / +0(-22) Wil / +3 Cun Changes resistances: +15% fire / +0%(-11%) arcane / +0%(-24%) light Changes resistances penetration: +0%(-54%) fire / +0%(-33%) arcane / +0%(-35%) cold Changes damage: +10% darkness / +0%(-57%) cold / +15%(-9%) fire / +0%(-30%) arcane / +0%(-21%) light Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-43.59%) Spellpower on spell critical (stacks up to 3 times): +0 (-12) Spellpower: +0 (+0 eff.) (-15 (-1 eff.)) Spell crit. chance: +0% (-5%) Light radius: +0 (-7) It can be used to accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage Activation costs 9 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. Tap to cycle through comparison choices |
[vs. Glitha the Charreaper (30-36 power, 6 apr, arcane element) (In main hand, 1 of 2)] Warmaster Gnarg's Murderblade (60-96 power, 19 apr)Warmaster Gnarg's Murderblade (60-96 power, 19 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0(+30.0 - +60.0) Uses stats: 72% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +19 (+13) Crit. chance: +10.0% (+5.0%) Attack speed: 100% (-) On weapon hit: + 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Damage when hit (Melee): 0(-18) fire Changes stats: +15 Str / +5 Dex / +0(-22) Wil / +15 Con Changes resistances: +0%(-11%) arcane / +0%(-24%) light Changes resistances penetration: +0%(-54%) fire / +0%(-33%) arcane / +0%(-35%) cold Changes damage: +0%(-57%) cold / +0%(-24%) fire / +0%(-21%) light / +0%(-30%) arcane Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-43.59%) Spellpower on spell critical (stacks up to 3 times): +0 (-12) Spellpower: +0 (+0 eff.) (-15 (-1 eff.)) Spell crit. chance: +0% (-5%) Light radius: +0 (-7) A blood-etched greatsword, it has seen many foes. From the inside. Tap to cycle through comparison choices |
[vs. Glitha the Charreaper (30-36 power, 6 apr, arcane element) (In main hand, 1 of 2)] Cloudnail the stralite dagger (38-49 power, 9 apr)Cloudnail the stralite dagger (38-49 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 38.0 - 49.4(+8.0 - +13.4) Uses stats: 30% Wil, 30% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 (+3) Crit. chance: +8.0% (+3.0%) Attack speed: 100% (-) When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 5% chance to reduce strength, dexterity, and constitution by 68 On weapon crit: + Strike your target with a blast of Fire dealing 634 damage (based on Cunning and Magic). If the target is an insect or a spider, they will also begin to Burn for the same amount of damage. Damage (Melee): +13 blight Damage (radius 1) on hit: +12 lightning Damage (radius 2) on crit: +8 lightning Damage against: +8% Vermin / +12% Spiderkin When wielded/worn: Damage when hit (Melee): 0(-18) fire Changes stats: +0(-22) Wil Changes resistances: +6% lightning / +0%(-11%) arcane / +0%(-24%) light Changes resistances penetration: +0%(-54%) fire / +15%(-18%) arcane / +0%(-35%) cold Changes damage: +0%(-57%) cold / +0%(-24%) fire / +9%(-21%) arcane / +0%(-21%) light Talent granted: +0(+-1) Command Staff Critical mult.: +20.00% (-23.59%) Disease immunity: +14% Spellpower on spell critical (stacks up to 3 times): +0 (-12) Spellpower: +0 (+0 eff.) (-15 (-1 eff.)) Spell crit. chance: +0% (-5%) Light radius: +0 (-7) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Glitha the Charreaper (30-36 power, 6 apr, arcane element) (In main hand, 1 of 2)] Icy Kill (35-46 power, 10 apr)Icy Kill (35-46 power, 10 apr) Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5(+5.0 - +9.5) Uses stats: 30% Wil, 30% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 (+4) Crit. chance: +15.0% (+10.0%) Attack speed: 100% (-) On weapon crit: + freezes the target On weapon kill: + explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Damage when hit (Melee): 0(-18) fire Changes stats: +6 Cun / +6(-16) Wil Changes resistances: +0%(-11%) arcane / +0%(-24%) light Changes resistances penetration: +0%(-54%) fire / +0%(-33%) arcane / +0%(-35%) cold Changes damage: +0%(-30%) arcane / +25%(-32%) cold / +0%(-21%) light / +0%(-24%) fire Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-43.59%) Spellpower on spell critical (stacks up to 3 times): +0 (-12) Hate per kill: +4.00 Spellpower: +0 (+0 eff.) (-15 (-1 eff.)) Spell crit. chance: +0% (-5%) Light radius: +0 (-7) Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. Tap to cycle through comparison choices |
[vs. Glitha the Charreaper (30-36 power, 6 apr, arcane element) (In main hand, 1 of 2)] Eye of the Wyrm (16-18 power, 24 apr, physical damage)Eye of the Wyrm (16-18 power, 24 apr, physical damage) Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 16.0 - 17.6(-14.0 - -18.4) Uses stats: 62% Wil, 50% Mag, 10% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 (+18) Crit. chance: +2.5% (-2.5%) Attack speed: 100% (-) Damage conversion: 20% acid / 20% physical / 20% cold / 20% fire / 20% lightning When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Damage when hit (Melee): 0(-18) fire Changes stats: +0(-22) Wil Changes resistances: +10% acid / +10% physical / +0%(-24%) light / +10% cold / +10% fire / +0%(-11%) arcane / +10% lightning Changes resistances penetration: +0%(-54%) fire / +0%(-33%) arcane / +0%(-35%) cold Changes damage: +12% lightning / +12% physical / +0%(-21%) light / +12%(-45%) cold / +12%(-12%) fire / +0%(-30%) arcane / +12% acid Talent masteries: +0.30 Wild-gift / Venom drake aspect +0.30 Wild-gift / Cold drake aspect +0.30 Wild-gift / Fire drake aspect +0.30 Wild-gift / Storm drake aspect +0.30 Wild-gift / Sand drake aspect Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-43.59%) Spellpower on spell critical (stacks up to 3 times): +0 (-12) Spellpower: +0 (+0 eff.) (-15 (-1 eff.)) Spell crit. chance: +0% (-5%) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Light radius: +0 (-7) The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. It can be used to activate talent Sand Breath (costing 26 power out of 30/30) : Effective talent level: 5.5 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe sand in a frontal cone of radius 9. Any target caught in the area will take 1529.91 physical damage, and will be blinded for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Blind apply power is based on your Mindpower. Each point in sand drake talents also increases your physical resistance by 0.5%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. Tap to cycle through comparison choices |
[vs. Glitha the Charreaper (30-36 power, 6 apr, arcane element) (In main hand, 1 of 3)] balanced dwarven-steel steamsaw of physical resistance (+11%) (24-36 power, 0 apr)balanced dwarven-steel steamsaw of physical resistance (+11%) (24-36 power, 0 apr) Requires: - Strength 24 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 24.0 - 36.0(-6.0 - +0.0) Uses stats: 60% Wil, 50% Mag Damage type: Physical bleed Mastery: Metaphasic Spin Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-6) Crit. chance: +3.0% (-2.0%) Attack speed: 100% (-) Block value: +48 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +4 Defense: +12 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 0(-18) fire Changes stats: +0(-22) Wil Changes resistances: +11% physical / +0%(-11%) arcane / +0%(-24%) light Changes resistances penetration: +0%(-54%) fire / +0%(-33%) arcane / +0%(-35%) cold Changes damage: +0%(-57%) cold / +0%(-24%) fire / +0%(-21%) light / +0%(-30%) arcane Talents granted: +2 Block +0(+-1) Command Staff Critical mult.: +0.00% (-43.59%) Disarm immunity: +23% Spellpower on spell critical (stacks up to 3 times): +0 (-12) Spellpower: +0 (+0 eff.) (-15 (-1 eff.)) Spell crit. chance: +0% (-5%) Light radius: +0 (-7) 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. Glitha the Charreaper (30-36 power, 6 apr, arcane element) (In main hand, 1 of 3)] adamant stralite steamsaw of venom (30-45 power, 0 apr)adamant stralite steamsaw of venom (30-45 power, 0 apr) Requires: - Strength 35 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 30.0 - 45.0(+0.0 - +9.0) Uses stats: 60% Wil, 50% Mag Damage type: Physical bleed Mastery: Metaphasic Spin Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-6) Crit. chance: +4.0% (-1.0%) Attack speed: 100% (-) Block value: +78 On weapon crit: + The target is poisoned and sick, doing nature damage per turn. All damage it does is reduced by 20%%. Damage is based on Cunning. Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +5 Armour Hardiness: +16% Defense: +8 (+0 eff.) Fatigue: +10% Damage when hit (Melee): 0(-18) fire On shield block: + 26% chance to Block again. Changes stats: +0(-22) Wil Changes resistances: +0%(-11%) arcane / +0%(-24%) light Changes resistances penetration: +0%(-54%) fire / +0%(-33%) arcane / +0%(-35%) cold Changes damage: +0%(-57%) cold / +0%(-24%) fire / +0%(-21%) light / +0%(-30%) arcane Talents granted: +2 Block +0(+-1) Command Staff Critical mult.: +0.00% (-43.59%) Spellpower on spell critical (stacks up to 3 times): +0 (-12) Spellpower: +0 (+0 eff.) (-15 (-1 eff.)) Spell crit. chance: +0% (-5%) Light radius: +0 (-7) 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. Glitha the Charreaper (30-36 power, 6 apr, arcane element) (In main hand, 1 of 3)] crystalline stralite steamsaw of evisceration (32-48 power, 0 apr)crystalline stralite steamsaw of evisceration (32-48 power, 0 apr) Requires: - Strength 35 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 32.0 - 48.0(+2.0 - +12.0) Uses stats: 60% Wil, 50% Mag Damage type: Physical bleed Mastery: Metaphasic Spin Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-6) Crit. chance: +4.0% (-1.0%) Attack speed: 100% (-) Block value: +69 On weapon crit: + Wound the target dealing 798 physical damage across 5 turns and reducing healing by 50% Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical crit. chance: +12.0% Physical power: +9 (+1 eff.) Armour: +5 Defense: +8 (+0 eff.) Fatigue: +10% Damage when hit (Melee): 0(-18) fire On shield block: + Deals 413 mind and cold damage to each enemy blocked Changes stats: +0(-22) Wil Changes resistances: +0%(-24%) light / +11% cold / +9% mind / +0%(-11%) arcane Changes resistances penetration: +0%(-54%) fire / +0%(-33%) arcane / +0%(-35%) cold Changes damage: +0%(-57%) cold / +0%(-24%) fire / +0%(-21%) light / +0%(-30%) arcane Talents granted: +2 Block +0(+-1) Command Staff Critical mult.: +0.00% (-43.59%) Spellpower on spell critical (stacks up to 3 times): +0 (-12) Spellpower: +0 (+0 eff.) (-15 (-1 eff.)) Spell crit. chance: +0% (-5%) Light radius: +0 (-7) 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. Glitha the Charreaper (30-36 power, 6 apr, arcane element) (In main hand, 1 of 3)] voratun steamsaw 'Glacierkin' (42-62 power, 0 apr)voratun steamsaw 'Glacierkin' (42-62 power, 0 apr) Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 41.5 - 62.2(+11.5 - +26.2) Uses stats: 60% Wil, 50% Mag Damage type: Physical bleed Mastery: Metaphasic Spin Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-6) Crit. chance: +5.0% (-) Attack speed: 100% (-) Block value: +92 On weapon crit: + Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +12 light Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical crit. chance: +14.0% Armour: +6 Defense: +10 (+0 eff.) Fatigue: +12% Damage when hit (Melee): 0(-18) fire Changes stats: +0(-22) Wil Changes resistances: +9% lightning / +15% cold / +0%(-11%) arcane / +0%(-24%) light Changes resistances penetration: +0%(-54%) fire / +0%(-33%) arcane / +0%(-35%) cold Changes damage: +0%(-30%) arcane / +15%(-42%) cold / +0%(-21%) light / +0%(-24%) fire Talents granted: +3 Block +0(+-1) Command Staff Critical mult.: +0.00% (-43.59%) Spellpower on spell critical (stacks up to 3 times): +0 (-12) Spellpower: +0 (+0 eff.) (-15 (-1 eff.)) Spell crit. chance: +0% (-5%) Light radius: +3 (-4) 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 |
quiver of elven-wood arrows 'Blindbreak' (22/22, 63-88 power, 14 apr) quiver of elven-wood arrows 'Blindbreak' (22/22, 63-88 power, 14 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 63.0 - 88.2 Uses stats: 30% Wil, 42% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 22 On weapon hit: * 68% chance to slow global speed by 90% * 68% chance to reduce damage dealt by 46% Damage (Ranged): +68 mind Damage (radius 1) on hit: +64 lightning / +68 cold / +68 darkness / +68 mind Damage (radius 2) on crit: +60 lightning / +68 cold / +68 darkness Arrows are used with bows to pierce your foes to death. |
[vs. Isussra the Galeblur (0 def, 0 armour) (Main armor)] linen robe (0 def, 0 armour)linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +0(-11) Cun / +0(-18) Wil Changes resistances: +0%(-36%) darkness / +0%(-18%) mind / +7%(-6%) all Changes resistances penetration: +0%(-25%) mind / +0%(-20%) lightning Talent granted: +0(+-1) Arcane Dynamo Physical save: +0 (+0 eff.) (-18 (+0 eff.)) Spell save: +0 (+0 eff.) (-17 (+0 eff.)) Mental save: +0 (+0 eff.) (-36 (-8 eff.)) Hate when firing a critical mind attack: +0.00 (-5.00) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Isussra the Galeblur (0 def, 0 armour) (Main armor)] linen robe of time (+11%) (0 def, 0 armour)linen robe of time (+11%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +0(-11) Cun / +0(-18) Wil Changes resistances: +0%(-36%) darkness / +11% temporal / +0%(-18%) mind / +7%(-6%) all Changes resistances penetration: +0%(-25%) mind / +0%(-20%) lightning Changes damage: +11% temporal Talent granted: +0(+-1) Arcane Dynamo Physical save: +0 (+0 eff.) (-18 (+0 eff.)) Spell save: +0 (+0 eff.) (-17 (+0 eff.)) Mental save: +0 (+0 eff.) (-36 (-8 eff.)) Hate when firing a critical mind attack: +0.00 (-5.00) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Isussra the Galeblur (0 def, 0 armour) (Main armor)] mindwoven Rags of the Sanctuary of life (0 def, 0 armour)mindwoven Rags of the Sanctuary of life (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +0(-11) Cun / +0(-18) Wil Changes resistances: +8% blight / +0%(-36%) darkness / +0%(-18%) mind / +7%(-6%) all Changes resistances penetration: +0%(-25%) mind / +0%(-20%) lightning Talent granted: +0(+-1) Arcane Dynamo Physical save: +0 (+0 eff.) (-18 (+0 eff.)) Spell save: +0 (+0 eff.) (-17 (+0 eff.)) Mental save: +18 (+4 eff.) (-18 (-4 eff.)) Life regen: +2.00 Hate when firing a critical mind attack: +0.00 (-5.00) Maximum life: +50.00 Mindpower: +3 (+1 eff.) Mental crit. chance: +3% Healing mod.: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Isussra the Galeblur (0 def, 0 armour) (Main armor)] cashmere robe of life (0 def, 0 armour)cashmere robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +0(-11) Cun / +0(-18) Wil Changes resistances: +9% blight / +0%(-36%) darkness / +0%(-18%) mind / +11%(-2%) all Changes resistances penetration: +0%(-25%) mind / +0%(-20%) lightning Talent granted: +0(+-1) Arcane Dynamo Physical save: +0 (+0 eff.) (-18 (+0 eff.)) Spell save: +0 (+0 eff.) (-17 (+0 eff.)) Mental save: +0 (+0 eff.) (-36 (-8 eff.)) Life regen: +1.70 Hate when firing a critical mind attack: +0.00 (-5.00) Maximum life: +67.00 Healing mod.: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Isussra the Galeblur (0 def, 0 armour) (Main armor)] hellwrought silk robe of Angolwen (0 def, 0 armour)hellwrought silk robe of Angolwen (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +4 Mag / +3(-15) Wil / +0(-11) Cun Changes resistances: +0%(-36%) darkness / +0%(-18%) mind / +13%(-) all Changes resistances penetration: +0%(-20%) lightning / +7% darkness / +9% blight / +8% fire / +0%(-25%) mind Changes damage: +12% blight / +8% fire / +11% darkness Talent granted: +0(+-1) Arcane Dynamo Physical save: +0 (+0 eff.) (-18 (+0 eff.)) Spell save: +0 (+0 eff.) (-17 (+0 eff.)) Mental save: +0 (+0 eff.) (-36 (-8 eff.)) Silence immunity: +36% Spellpower on spell critical (stacks up to 3 times): +4 Hate when firing a critical mind attack: +0.00 (-5.00) Maximum vim: +12.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Isussra the Galeblur (0 def, 0 armour) (Main armor)] Masochism (0 def, 0 armour)Masochism (0 def, 0 armour) Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +9 Mag / +0(-18) Wil / +3(-8) Cun Changes resistances: +0%(-36%) darkness / +0%(-18%) mind / +0%(-13%) all Changes resistances penetration: +0%(-25%) mind / +0%(-20%) lightning Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Talent granted: +0(+-1) Arcane Dynamo Physical save: +10 (+0 eff.) (-8 (+0 eff.)) Spell save: +10 (+0 eff.) (-7 (+0 eff.)) Mental save: +10 (+2 eff.) (-26 (-6 eff.)) Disease immunity: +100% Hate when firing a critical mind attack: +0.00 (-5.00) Maximum vim: +25.00 Spellpower: +10 (+1 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 It can be used to activate talent Blood Grasp (costing 11 power out of 12/12) : Effective talent level: 6.5 Power cost: 11 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 682.15 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
[vs. Isussra the Galeblur (0 def, 0 armour) (Main armor)] Boltwreck the voratun plate armour (0 def, 16 armour)Boltwreck the voratun plate armour (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Effects on melee hit: * 44% chance to slow global speed by 90% Damage when hit (Melee): 12 lightning Changes stats: +16 Str / +12 Dex / +8(-10) Wil / +8(-3) Cun / +6 Con Changes resistances: +27% acid / +0%(-36%) darkness / +0%(-18%) mind / +24% nature / +0%(-13%) all Changes resistances penetration: +0%(-25%) mind / +0%(-20%) lightning Changes damage: +18% lightning Talent granted: +0(+-1) Arcane Dynamo Reduces incoming crit damage: 32.69% Physical save: +0 (+0 eff.) (-18 (+0 eff.)) Spell save: +0 (+0 eff.) (-17 (+0 eff.)) Mental save: +0 (+0 eff.) (-36 (-8 eff.)) Hate when firing a critical mind attack: +0.00 (-5.00) Maximum life: +60.00 Infravision radius: +7 See invisible: +39 A suit of armour made of metal plates. |
[vs. Isussra the Galeblur (0 def, 0 armour) (Main armor)] Monolith Armour (40 def, 50 armour)Monolith Armour (40 def, 50 armour) Requires: - Massive armour training - Constitution 150 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +50 Defense: +40 (+3 eff.) Fatigue: +70% Changes stats: +15 Str / +25 Mag / +0(-18) Wil / +0(-11) Cun Changes resistances: +0%(-36%) darkness / +0%(-18%) mind / +10%(-3%) all Changes resistances penetration: +0%(-25%) mind / +0%(-20%) lightning Talent granted: +0(+-1) Arcane Dynamo Physical save: +35 (+0 eff.) (+17 (+0 eff.)) Spell save: +35 (+0 eff.) (+18 (+0 eff.)) Mental save: +0 (+0 eff.) (-36 (-8 eff.)) Life regen: +10.00 Hate when firing a critical mind attack: +0.00 (-5.00) Maximum life: +270.00 Spellpower: +25 (+2 eff.) 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
[vs. Lightning Catcher (Around waist)] Zuburiamira the rough leather beltZuburiamira the rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Fatigue: +0% (-5%) Changes stats: +1 Cun / +1 Wil Changes resistances: +0%(-30%) lightning Physical save: +15 (+0 eff.) Spell save: +3 (+0 eff.) Stun/Freeze immunity: +0% (-30%) Maximum life: +60.00 Mindpower: +15 (+3 eff.) A belt that goes around your waist. |
[vs. Lightning Catcher (Around waist)] reinforced hardened leather belt of mageryreinforced hardened leather belt of magery Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +7 Defense: +8 (+0 eff.) Fatigue: +0% (-5%) Changes stats: +6 Mag / +5 Wil Changes resistances: +0%(-30%) lightning Physical save: +18 (+0 eff.) Stun/Freeze immunity: +0% (-30%) Spell crit. chance: +5% A belt that goes around your waist. |
[vs. Gussra (17 def, 28 armour) (Cloak)] Ebonybolt (1 def, 0 armour)Ebonybolt (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +0 (-28) Defense: +1 (+0 eff.) (-16 (-2 eff.)) Damage (Melee): 0(-55) item acid corrode Damage when hit (Melee): 4 darkness Changes stats: +2 Mag / +2(-3) Wil Changes resistances: +0%(-30%) lightning / +0%(-30%) temporal / +9% darkness / +0%(-36%) blight / +0%(-14%) arcane / +0%(-24%) acid Changes resistances penetration: +0%(-50%) mind Changes damage: +6% nature Critical mult.: +0.00% (-40.00%) Spell save: +5 (+0 eff.) (-45 (+0 eff.)) Confusion immunity: +0% (-55%) Stun/Freeze immunity: +0% (-55%) Life regen: +0.00 (-11.08) Hate when firing a critical mind attack: +0.00 (-8.00) Maximum mana: +43.00 Mindpower: +5 (+1 eff.) Mental crit. chance: +0% (-10%) Defense after a teleport: +0 (-42) Resist all after a teleport: +0% (-42%) New effects duration reduction after a teleport: +0% (-42%) Slows Projectiles: +0% (-40%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Gussra (17 def, 28 armour) (Cloak)] spellcowled kruk cloak of the guardian (7 def, 5 armour)spellcowled kruk cloak of the guardian (7 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 (-23) Defense: +7 (+1 eff.) (-10 (-1 eff.)) Damage (Melee): 0(-55) item acid corrode Changes stats: +2 Mag / +2(-3) Wil Changes resistances: +0%(-30%) lightning / +0%(-30%) temporal / +0%(-36%) blight / +0%(-14%) arcane / +0%(-24%) acid Changes resistances penetration: +0%(-50%) mind Critical mult.: +0.00% (-40.00%) Physical save: +13 (+0 eff.) Spell save: +20 (+0 eff.) (-30 (+0 eff.)) Mental save: +13 (+3 eff.) Confusion immunity: +0% (-55%) Stun/Freeze immunity: +0% (-55%) Life regen: +0.00 (-11.08) Hate when firing a critical mind attack: +0.00 (-8.00) Maximum mana: +47.00 Mental crit. chance: +0% (-10%) Defense after a teleport: +0 (-42) Resist all after a teleport: +0% (-42%) New effects duration reduction after a teleport: +0% (-42%) Slows Projectiles: +0% (-40%) A stylish kruk-style cloak, to look awesome. |
[vs. Gussra (17 def, 28 armour) (Cloak)] resplendent cashmere cloak of vigor (2 def, 0 armour)resplendent cashmere cloak of vigor (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +0 (-28) Defense: +2 (+0 eff.) (-15 (-2 eff.)) Fatigue: -7% Damage (Melee): 0(-55) item acid corrode Changes stats: +2 Str / +3 Dex / +3 Mag / +3(-2) Wil / +3 Con Changes resistances: +0%(-30%) lightning / +0%(-30%) temporal / +0%(-36%) blight / +0%(-14%) arcane / +0%(-24%) acid Changes resistances cap: +8% all Changes resistances penetration: +0%(-50%) mind Critical mult.: +0.00% (-40.00%) Spell save: +0 (+0 eff.) (-50 (+0 eff.)) Confusion immunity: +0% (-55%) Stun/Freeze immunity: +0% (-55%) Life regen: +5.00 (-6.08) Hate when firing a critical mind attack: +0.00 (-8.00) Maximum life: +41.00 Spellpower: +5 (+1 eff.) Mental crit. chance: +0% (-10%) Movement speed: +22% Defense after a teleport: +0 (-42) Resist all after a teleport: +0% (-42%) New effects duration reduction after a teleport: +0% (-42%) Slows Projectiles: +0% (-40%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Xerumina (45 def, 19 armour) (On feet)] pair of rough leather boots 'Neruda' (5 def, 1 armour)pair of rough leather boots 'Neruda' (5 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+0 eff.) Armour: +1 (-18) Defense: +5 (+0 eff.) (-40 (-4 eff.)) Fatigue: -5% (-9%) Damage (Melee): 0(-44) item manaburn arcane Changes stats: +0(-18) Cun Changes resistances: +0%(-15%) lightning / +1%(-5%) physical / +0%(-36%) fire / +0%(-18%) cold / +0%(-27%) nature / +0%(-33%) temporal Changes resistances penetration: +0%(-45%) mind / +15% physical Changes damage: +6% physical Maximum encumbrance: +21 Physical save: +5 (+0 eff.) (-10 (+0 eff.)) Pinning immunity: +0% (-25%) Knockback immunity: +0% (-69%) Teleport immunity: +0% (-100%) Defense after a teleport: +0 (-33) Resist all after a teleport: +0% (-33%) New effects duration reduction after a teleport: +0% (-33%) A pair of boots made of leather. |
[vs. Xerumina (45 def, 19 armour) (On feet)] Shoes of Moving Slowly (0 def, 0 armour)Shoes of Moving Slowly (0 def, 0 armour) Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 (-19) Defense: +0 (+0 eff.) (-45 (-4 eff.)) Fatigue: +3% (-1%) Damage (Melee): 0(-44) item manaburn arcane Changes stats: +8 Mag / +8 Wil / +0(-18) Cun Changes resistances: +0%(-15%) lightning / +0%(-33%) temporal / +0%(-36%) fire / +0%(-18%) cold / +0%(-27%) nature / +0%(-6%) physical Changes resistances penetration: +0%(-45%) mind Physical save: +0 (+0 eff.) (-15 (+0 eff.)) Pinning immunity: +0% (-25%) Knockback immunity: +100% (+31%) Teleport immunity: +0% (-100%) Spellpower: +5 (+1 eff.) Defense after a teleport: +0 (-33) Resist all after a teleport: +0% (-33%) New effects duration reduction after a teleport: +0% (-33%) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
[vs. Xerumina (45 def, 19 armour) (On feet)] Steam Powered Boots (8 def, 15 armour)Steam Powered Boots (8 def, 15 armour) Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 (-4) Defense: +8 (+0 eff.) (-37 (-4 eff.)) Fatigue: +8% (+4%) Damage (Melee): 0(-44) item manaburn arcane Changes stats: +8 Str / +10 Dex / +0(-18) Cun Changes resistances: +0%(-15%) lightning / +0%(-33%) temporal / +0%(-36%) fire / +0%(-18%) cold / +0%(-27%) nature / +0%(-6%) physical Changes resistances penetration: +0%(-45%) mind Changes damage: +10% fire Physical save: +0 (+0 eff.) (-15 (+0 eff.)) Pinning immunity: +50% (+25%) Knockback immunity: +0% (-69%) Teleport immunity: +0% (-100%) Defense after a teleport: +0 (-33) Resist all after a teleport: +0% (-33%) New effects duration reduction after a teleport: +0% (-33%) Generate 3 steam each time you walk. Boots. But with steam power! |
[vs. Xerumina (45 def, 19 armour) (On feet)] wanderer's pair of voratun boots of phasing (0 def, 5 armour)wanderer's pair of voratun boots of phasing (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 (-14) Defense: +0 (+0 eff.) (-45 (-4 eff.)) Fatigue: +4% (-) Damage (Melee): 0(-44) item manaburn arcane Changes stats: +4 Mag / +4 Wil / +6(-12) Cun / +6 Con Changes resistances: +0%(-15%) lightning / +0%(-33%) temporal / +0%(-36%) fire / +0%(-18%) cold / +0%(-27%) nature / +0%(-6%) physical Changes resistances penetration: +0%(-45%) mind Physical save: +25 (+0 eff.) (+10 (+0 eff.)) Mental save: +25 (+5 eff.) Pinning immunity: +0% (-25%) Knockback immunity: +0% (-69%) Teleport immunity: +0% (-100%) Defense after a teleport: +0 (-33) Resist all after a teleport: +0% (-33%) New effects duration reduction after a teleport: +0% (-33%) It can be used to blink to a nearby random location (rad 15) Activation puts all charms on cooldown for 22 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. alchemist's drakeskin leather gloves of archery (0 def, 3 armour) (On hands)] sand rough leather gloves (0 def, 7 armour)sand rough leather gloves (0 def, 7 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-2 eff.)) Armour penetration: +0 (-15) Armour: +7 (+4) Damage (Melee): 0(-10) acid / 6 physical / 0(-10) cold / 0(-8) lightning / 0(-7) fire Changes stats: +0(-8) Dex / +0(-5) Mag / +0(-5) Wil / +0(-7) Cun Changes damage: +3% physical Talent granted: +0(+-5) Viral Needlegun When used to modify unarmed attacks: Base power: 8.0 - 8.8(-18.5 - -20.4) Uses stats: 24% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +1 (-10) Armour Penetration: +1 (-14) Crit. chance: +1.0% (-4.0%) Attack speed: 125% (-) When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Sand Breath (10% chance level 1). Damage (Melee): +0(-17) ice / +0(-26) fire / +0(-29) acid / +0(-24) lightning Damage (radius 1) on hit: +6 physical Damage (radius 2) on crit: +6 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. alchemist's drakeskin leather gloves of archery (0 def, 3 armour) (On hands)] Steam Powered Gauntlets (0 def, 12 armour)Steam Powered Gauntlets (0 def, 12 armour) Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-2 eff.)) Armour penetration: +0 (-15) Physical crit. chance: +10.0% Armour: +12 (+9) Damage (Melee): 0(-10) acid / 0(-7) fire / 0(-8) lightning / 0(-10) cold Changes stats: +6 Str / +6(-2) Dex / +0(-5) Mag / +0(-5) Wil / +0(-7) Cun Changes damage: +8% all Talent granted: +0(+-5) Viral Needlegun Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4(+9.5 - +21.3) Uses stats: 24% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +1 (-10) Armour Penetration: +10 (-5) Crit. chance: +10.0% (+5.0%) Attack speed: 100% (-25%) When this weapon hits: Perfect Strike (15% chance level 5). Damage (Melee): +0(-17) ice / +0(-26) fire / +0(-29) acid / +0(-24) lightning Gauntlets. But with steam power! |
[vs. werebeast's drakeskin leather hat of the bounder (0 def, 5 armour) (On head)] Coalschism the rough leather hat (0 def, 1 armour)Coalschism the rough leather hat (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-4) Fatigue: +1% (-4%) Damage when hit (Melee): 4 arcane / 6 darkness Changes stats: +3(-11) Str / +0(-15) Dex / +0(-7) Cun / +0(-4) Con Changes damage: +6% light / +6% arcane Silence immunity: +0% (-50%) A hat made of leather. Very stylish. |
[vs. werebeast's drakeskin leather hat of the bounder (0 def, 5 armour) (On head)] bladed drakeskin leather hat of sanctity (0 def, 5 armour)bladed drakeskin leather hat of sanctity (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 (-) Fatigue: +5% (-) Changes stats: +9(-5) Str / +0(-15) Dex / +0(-7) Cun / +0(-4) Con Changes resistances: +10% blight / +7% darkness Spell save: +10 (+0 eff.) Mental save: +8 (+2 eff.) Silence immunity: +0% (-50%) It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 4.5 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 5997.2 Physical damage. If the attack hits, the target is confused (50% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
[vs. werebeast's drakeskin leather hat of the bounder (0 def, 5 armour) (On head)] Nimbus of Enlightenment (7 def, 0 armour)Nimbus of Enlightenment (7 def, 0 armour) Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +0 (-5) Defense: +7 (+0 eff.) Fatigue: +0% (-5%) Changes stats: +0(-14) Str / +0(-15) Dex / +0(-7) Cun / +0(-4) Con Mental save: -25 (-6 eff.) Silence immunity: +0% (-50%) Confusion immunity: -30% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum psi: +50.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +10% Infravision radius: +5 They are out to get you. This is not real this is not real this is not real. By all accounts, just an ordinary cooking pot with an array of antennae haphazardly soldered onto it. An attached manual contains nothing but fifty pages of deranged gibberish, nonsensical diagrams and lines upon lines of numbers with no apparent pattern or reason to them. Putting this on your head may not be the best idea. |
[vs. werebeast's drakeskin leather hat of the bounder (0 def, 5 armour) (On head)] Steam Powered Helm (3 def, 12 armour)Steam Powered Helm (3 def, 12 armour) Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 (+7) Defense: +3 (+0 eff.) Fatigue: +10% (+5%) Changes stats: +5(-9) Str / +0(-15) Dex / +0(-7) Cun / +5(+1) Con Changes resistances: +10% all Blindness immunity: +50% Silence immunity: +0% (-50%) A Helmet. But with steam power! |
4 agate 4 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. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine 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. |
2 citrine 2 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. |
2 zircon 2 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. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
onyx 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 sapphire 5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+0 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+0 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 jade 7 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise 5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 amber 5 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 bloodstone 2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 fire opal 4 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 diamond 2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+0 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+0 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 pearl 6 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Goedalath Rock Goedalath RockPowered by arcane forces 0.10 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When carried: Damage when hit (Melee): 34 healing Mental save: -18 (-4 eff.) Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 (+1 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+1 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
376 alchemist agate 376 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
[vs. Flashstrider the dwarven lantern (Light source)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-35 (-7 eff.)) Physical crit. chance: +0.0% (-17.4%) Physical power: +0 (+0 eff.) (-65 (-3 eff.)) Defense: +0 (+0 eff.) (-65 (-6 eff.)) Damage when hit (Melee): 0(-27) temporal Changes resistances: +0%(-10%) temporal / +0%(-18%) mind / +0%(-45%) fire Changes resistances penetration: +0%(-25%) mind / +0%(-54%) physical Critical mult.: +0.00% (-35.00%) Only die when reaching: +0.00 life (+174.36 life) Light radius: +3 (-2) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. Flashstrider the dwarven lantern (Light source)] Void StarVoid Star Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-35 (-7 eff.)) Physical crit. chance: +0.0% (-17.4%) Physical power: +0 (+0 eff.) (-65 (-3 eff.)) Defense: +0 (+0 eff.) (-65 (-6 eff.)) Damage when hit (Melee): 0(-27) temporal Changes resistances: +0%(-10%) temporal / +0%(-18%) mind / +0%(-45%) fire Changes resistances penetration: +0%(-25%) mind / +0%(-54%) physical Changes damage: +6% acid / +6% cold / +6% fire / +6% arcane / +6% lightning Critical mult.: +0.00% (-35.00%) Only die when reaching: +0.00 life (+174.36 life) Spell crit. chance: +5% Light radius: +2 (-3) It can be used to activate talent Echoes From The Void (costing 60 power out of 70/70) : Effective talent level: 3.5 Power cost: 60 out of 70/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 209.54 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
[vs. Flashstrider the dwarven lantern (Light source)] Nuthel the alchemist's lampNuthel the alchemist's lamp Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-35 (-7 eff.)) Physical crit. chance: +0.0% (-17.4%) Physical power: +0 (+0 eff.) (-65 (-3 eff.)) Defense: +0 (+0 eff.) (-65 (-6 eff.)) Damage when hit (Melee): 10 mind / 0(-27) temporal Changes stats: +6 Dex / +5 Wil Changes resistances: +0%(-10%) temporal / +0%(-18%) mind / +0%(-45%) fire Changes resistances penetration: +0%(-25%) mind / +0%(-54%) physical Changes damage: +9% arcane / +6% mind Damage affinity(heal): +6% acid / +11% physical Critical mult.: +0.00% (-35.00%) Mental save: +9 (+2 eff.) Only die when reaching: +0.00 life (+174.36 life) Maximum psi: +50.00 Mental crit. chance: +6% Light radius: +4 (-1) A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor 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. |
stralite crystal plating stralite crystal platingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Changes stats: +8 Str / +8 Dex / +8 Mag / +8 Wil / +8 Cun / +8 Con Tinkers can be attached to normal items to improve them with steam power! |
voratun fatal attractor voratun fatal attractorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Talent granted: +5 Fatal Attractor Tinkers can be attached to normal items to improve them with steam power! |
voratun mental stimulator voratun mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Changes stats: +10 Cun Mental save: +15 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
[vs. Dimkarma the voratun pickaxe (dig speed 14 turns) (Tool)] iron pickaxe of endurance (dig speed 38 turns)iron pickaxe of endurance (dig speed 38 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-26.0%) Fatigue: -4% Damage (Melee): 0(-20) item darkness numbing / 0(-30) item blight disease Damage when hit (Melee): 0(-8) mind Changes stats: +2(-23) Str / +0(-19) Wil / +0(-6) Cun / +0(-3) Con Changes resistances: +0%(-27%) blight Changes resistances penetration: +0%(-20%) darkness Changes damage: +0%(-6%) blight / +0%(-6%) mind Critical mult.: +0.00% (-20.00%) Mindpower: +0 (+0 eff.) (-15 (-2 eff.)) Mental crit. chance: +0% (-40%) Light radius: +0 (-1) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Dimkarma the voratun pickaxe (dig speed 14 turns) (Tool)] Bogkarma (dig speed 19 turns)Bogkarma (dig speed 19 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +9 Physical crit. chance: +22.0% (-4.0%) Defense: +60 (+5 eff.) Damage (Melee): 0(-20) item darkness numbing / 0(-30) item blight disease Damage when hit (Melee): 0(-8) mind Changes stats: +15(-10) Str / +0(-19) Wil / +0(-6) Cun / +0(-3) Con Changes resistances: +30%(+3%) blight / +27% temporal / +36% darkness Changes resistances penetration: +70% temporal / +55% arcane / +0%(-20%) darkness Changes damage: +36% physical / +0%(-6%) blight / +0%(-6%) mind / +30% arcane / +45% nature Critical mult.: +0.00% (-20.00%) Physical save: +54 (+0 eff.) Spell save: +14 (+0 eff.) Mental save: +15 (+3 eff.) Poison immunity: +68% Disarm immunity: +68% Teleport immunity: +68% Only die when reaching: -200.00 life Maximum life: +290.00 Maximum stamina: +101.36 Mindpower: +0 (+0 eff.) (-15 (-2 eff.)) Mental crit. chance: +0% (-40%) Light radius: +0 (-1) Defense after a teleport: +51 Resist all after a teleport: +51% New effects duration reduction after a teleport: +51% When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Dimkarma the voratun pickaxe (dig speed 14 turns) (Tool)] StimulusStimulus Powered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 4 When wielded/worn: Physical crit. chance: +0.0% (-26.0%) Defense: +12 (+1 eff.) Damage (Melee): 0(-20) item darkness numbing / 0(-30) item blight disease Damage when hit (Melee): 0(-8) mind Changes stats: +0(-25) Str / +0(-19) Wil / +5(-1) Cun / +0(-3) Con Changes resistances: +0%(-27%) blight Changes resistances penetration: +0%(-20%) darkness Changes damage: +0%(-6%) blight / +0%(-6%) mind Critical mult.: +0.00% (-20.00%) Physical save: +15 (+0 eff.) Spell save: +15 (+0 eff.) Mental save: +15 (+3 eff.) Mindpower: +0 (+0 eff.) (-15 (-2 eff.)) Mental crit. chance: +0% (-40%) Light radius: +0 (-1) When carried: Talent granted: +0(+-1) Dig Activating this item is instant. It can be used to inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack Activation costs 4 power out of 20/20. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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 (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 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. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 1492.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 22 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
[vs. Dimkarma the voratun pickaxe (dig speed 14 turns) (Tool)] Honeywood ChaliceHoneywood Chalice Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Physical crit. chance: +0.0% (-26.0%) Damage (Melee): 0(-20) item darkness numbing / 0(-30) item blight disease Damage when hit (Melee): 0(-8) mind Changes stats: +5(-20) Str / +0(-19) Wil / +0(-6) Cun / +0(-3) Con Changes resistances: +10% nature / +0%(-27%) blight Changes resistances penetration: +0%(-20%) darkness Changes damage: +0%(-6%) blight / +5% physical / +0%(-6%) mind Talent granted: +1 Battle Trance Critical mult.: +0.00% (-20.00%) Physical save: +10 (+0 eff.) Life regen: +0.15 Mindpower: +0 (+0 eff.) (-15 (-2 eff.)) Mental crit. chance: +0% (-40%) Light radius: +0 (-1) Healing mod.: +10% When carried: Talent granted: +0(+-1) Dig This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
[vs. Dimkarma the voratun pickaxe (dig speed 14 turns) (Tool)] Tree of LifeTree of Life Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Physical crit. chance: +0.0% (-26.0%) Damage (Melee): 0(-20) item darkness numbing / 0(-30) item blight disease Damage when hit (Melee): 0(-8) mind Changes stats: +0(-25) Str / +7(-12) Wil / +0(-6) Cun / +6(+3) Con Changes resistances: +20%(-7%) blight / +20% nature Changes resistances penetration: +0%(-20%) darkness Changes damage: +0%(-6%) blight / +20% nature / +0%(-6%) mind Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Critical mult.: +0.00% (-20.00%) Mindpower: +7 (+1 eff.) (-8 (-1 eff.)) Mental crit. chance: +0% (-40%) Light radius: +0 (-1) Healing mod.: +25% When carried: Talent granted: +0(+-1) Dig Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 9 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
[vs. Dimkarma the voratun pickaxe (dig speed 14 turns) (Tool)] It Which WrithesIt Which Writhes Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Physical crit. chance: +0.0% (-26.0%) Damage (Melee): 0(-20) item darkness numbing / 0(-30) item blight disease Damage when hit (Melee): 0(-8) mind Changes stats: +3(-22) Str / +3 Dex / +3 Mag / -3(-22) Wil / +0(-6) Cun / +3(-) Con Changes resistances: +0%(-27%) blight Changes resistances penetration: +0%(-20%) darkness Changes damage: +0%(-6%) blight / +0%(-6%) mind Critical mult.: +0.00% (-20.00%) Mindpower: +0 (+0 eff.) (-15 (-2 eff.)) Mental crit. chance: +0% (-40%) Light radius: +0 (-1) When carried: Talent granted: +0(+-1) Dig Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 9 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
By arkay the Shalore Archmage level 190
5th Regrowth 123rd year of Ascendancy at 08:59 see stats
By arkay the Shalore Archmage level 190
3rd Regrowth 123rd year of Ascendancy at 13:31 see stats
By arkay the Shalore Archmage level 159
9th Haze 122nd year of Ascendancy at 13:46 see stats
By arkay the Shalore Archmage level 249
32nd Pyre 123rd year of Ascendancy at 17:00 see stats
By arkay the Shalore Archmage level 249
25th Pyre 123rd year of Ascendancy at 02:08 see stats
By arkay the Shalore Archmage level 190
25th Regrowth 123rd year of Ascendancy at 18:09 see stats
By arkay the Shalore Archmage level 186
1st Wintertide 123rd year of Ascendancy at 11:17 see stats
By arkay the Shalore Archmage level 179
1st Decay 122nd year of Ascendancy at 02:43 see stats
By arkay the Shalore Archmage level 249
32nd Pyre 123rd year of Ascendancy at 17:34 see stats
By arkay the Shalore Archmage level 97
15th Dusk 122nd year of Ascendancy at 06:56 see stats
By arkay the Shalore Archmage level 10
74th Pyre 122nd year of Ascendancy at 22:27 see stats
By arkay the Shalore Archmage level 20
75th Pyre 122nd year of Ascendancy at 02:11 see stats
By arkay the Shalore Archmage level 30
10th Mirth 122nd year of Ascendancy at 19:29 see stats
By arkay the Shalore Archmage level 40
10th Mirth 122nd year of Ascendancy at 19:29 see stats
By arkay the Shalore Archmage level 50
10th Mirth 122nd year of Ascendancy at 19:29 see stats
By arkay the Shalore Archmage level 306
26th Dusk 123rd year of Ascendancy at 20:55 see stats
By arkay the Shalore Archmage level 12
75th Pyre 122nd year of Ascendancy at 02:11 see stats
By arkay the Shalore Archmage level 190
1st Regrowth 123rd year of Ascendancy at 23:26 see stats
By arkay the Shalore Archmage level 80
6th Dusk 122nd year of Ascendancy at 05:34 see stats
By arkay the Shalore Archmage level 80
5th Dusk 122nd year of Ascendancy at 17:38 see stats
By arkay the Shalore Archmage level 190
25th Regrowth 123rd year of Ascendancy at 18:15 see stats
By arkay the Shalore Archmage level 134
49th Dusk 122nd year of Ascendancy at 20:30 see stats
By arkay the Shalore Archmage level 280
5th Mirth 123rd year of Ascendancy at 05:33 see stats
By arkay the Shalore Archmage level 249
32nd Pyre 123rd year of Ascendancy at 20:43 see stats
By arkay the Shalore Archmage level 97
9th Dusk 122nd year of Ascendancy at 19:42 see stats
By arkay the Shalore Archmage level 190
3rd Regrowth 123rd year of Ascendancy at 04:54 see stats
Log
Arkay activates Skate.
Arkay deactivates Essence of Speed.
Arkay activates Essence of Speed.
Arkay deactivates Augmentation.
Arkay activates Augmentation.
Arkay deactivates Energy Alteration.
Arkay activates Energy Alteration.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Arcane Combat
- Charged Shield
- Disruption Shield
- Metaphasic Spin
- Kinetic Shield
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving game...
Today is the 1st Time of Equilibrium of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 21:40.
Today is the 2nd Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:15.
Saving done.
There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
Today is the 3rd Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 19:10.
Today is the 5th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 07:18.
Today is the 6th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 19:26.
Today is the 8th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:48.
Today is the 9th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 16:56.
Today is the 11st Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:05.
Today is the 12nd Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 11:40.
The furious lightning storm around arkay calms down and disappears.