Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Much More Adventurous 1.7.0Gives adventurers every talent tree in the game. This includes things like object talents, talents from summons (golem, mecharachnid, etc), npc only talents (horrors, soul eater, etc), talents mostly removed from the game (old paradox mage and archer talents, etc), partially implemented talents (like the unavailable celestial class), and hidden talents not normally available on their own (individual poisons, traps, hymns, etc). Many of these are very unbalanced, and while I have removed every buggy talent I could find, combining talents that aren't normally available together on the player may cause a bad reaction. If you find something like this please let me know, I'm doing my best to modify every talent that needs it to work properly on the player. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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: Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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: Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Sandworm Lair Quick Dig 1.5.10Digging in Sandworm Lair will take only one (1) turn per tile. 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.
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Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Shalore |
Class | Necromancer |
Level / Exp | 17 / 89% |
Size | medium |
Lifes / Deaths | Killed by Polovea the king cobra at level 17 on the 35th Dusk 122nd year of Ascendancy at 16:15 / 1 |
Primary Stats
Strength | 9 (base 10) |
Dexterity | 16 (base 10) |
Constitution | 11 (base 10) |
Magic | 54 (base 44) |
Willpower | 36 (base 18) |
Cunning | 38 (base 28) |
Resources
Life | -324/209 |
Mana | 197/302 |
Soul | 9/12 |
Healing Factor | 1.1197162075846 |
Regeneration | -11.326381908002 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 29.641450861482 |
See Invisible | 29.641450861482 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 20 |
Accuracy | 18 |
Crit Chance | 14% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 50 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +13% |
Fire | 0% |
Blight | -11% |
Physical | -9% |
Mind | +2% |
All | -14% |
Offense: Damage Penetration
Physical | +10% |
Acid | +5% |
Fire | +10% |
Mind | +15% |
Defense: Base
Armour (hardiness) | 22 (30%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 33 |
Mental Save | 32 |
Defense: Resistances
Lightning | + 22%( 70%) |
Acid | + 27%( 70%) |
Nature | + 21%( 70%) |
Darkness | + 29%( 70%) |
Mind | + 29%( 70%) |
Physical | + 25%( 70%) |
Fire | + 26%( 70%) |
All | + 19%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 221 damage for 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 78 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% 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 820% for 10 turns (98 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Glacial waste | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Spell / Spectre | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
talent | Spikes of Decrepitude |
talent | Reaping |
beneficial effect | The target has 9 increased life regeneration. Recovery |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | Lchmelor is fed upon by Isogatira the netherworm mass. Fed Upon |
detrimental effect | One or more of your marked sustains has been deactivated: Sustain Loss· Hiemal Shield |
Quests
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 have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Equipment
On feet | [vs. pair of hardened leather boots 'Mayuvena' (0 def, 3 armour) (On feet)] pair of hardened leather boots 'Mayuvena' (0 def, 3 armour)pair of hardened leather boots 'Mayuvena' (0 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-) Changes stats: +2(-) Mag / +3(-) Wil / +3(-) Cun / +1(-) Con Changes damage: +3%(-) blight Physical save: +15 (+8 eff.) (-) Mental save: +13 (+6 eff.) (-) Vim when firing critical spell: +2.00 (-) Spellpower: +15 (+5 eff.) (-) It can be used to blink to a nearby random location (rad 8) Activation puts all charms on cooldown for 22 turns. A pair of boots made of leather. |
Light source | [vs. brass lantern of health (Light source)] brass lantern of healthbrass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 (-) Light radius: +3 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | [vs. linen wizard hat of darkness (+15%) (1 def, 0 armour) (On head)] linen wizard hat of darkness (+15%) (1 def, 0 armour)linen wizard hat of darkness (+15%) (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes resistances: +15%(-) darkness Changes damage: +10%(-) darkness A pointy cloth hat, very wizardly... |
Tool | [vs. ash totem of stinging 'Erorion' [power 176] (13 cooldown) (Tool)] ash totem of stinging 'Erorion' [power 176] (13 cooldown)ash totem of stinging 'Erorion' [power 176] (13 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +9%(-) mind Changes resistances penetration: +5%(-) mind It can be used to sting an enemy dealing 149 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Heal for 41. * Increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | [vs. wizard's copper ring (On fingers, 1 of 2)] wizard's copper ringwizard's copper ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3(-) Mag Spell save: +6 (+3 eff.) (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | [vs. wizard's copper ring (On fingers, 1 of 2)] steel ring 'Isiselranor'steel ring 'Isiselranor' Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Changes stats: +4 Dex / +0(-3) Mag Changes resistances: +6% lightning / +6% darkness / +3% nature / +12% mind Changes damage: +12% mind Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Life regen: +5.00 Maximum life: +42.00 Healing mod.: +11% Rings make your fingers look great! Tap to cycle through comparison choices |
Around waist | [vs. Mighty Girdle (Around waist)] Mighty GirdleMighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 (-) Fatigue: -10% (-) Maximum encumbrance: +70 (-) Knockback immunity: +40% (-) Maximum life: +40.00 (-) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | [vs. Zerazilahir the Flashkill (18-21 power, 3 apr, darkness element) (In main hand)] Zerazilahir the Flashkill (18-21 power, 3 apr, darkness element)Zerazilahir the Flashkill (18-21 power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Armour: +5 (-) Defense: +5 (+3 eff.) (-) Changes resistances: +6%(-) fire Maximum wards: +2(-) darkness Changes resistances penetration: +10%(-) fire Changes damage: +18%(-) darkness / +9%(-) fire Talents granted: +1.00(-) Command Staff +1.00(-) Ward Physical save: +6 (+3 eff.) (-) Spell save: +9 (+5 eff.) (-) Mental save: +7 (+3 eff.) (-) Spellpower: +8 (+3 eff.) (-) Spell crit. chance: +6% (-) Staves designed for wielders of magic, by the greats of the art. |
On hands | [vs. Flamewrought (0 def, 2 armour) (On hands)] Flamewrought (0 def, 2 armour)Flamewrought (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 (-) Changes stats: +2(-) Cun / +3(-) Wil Changes resistances: +10%(-) fire Changes damage: +5%(-) fire Mindpower: +2 (+1 eff.) (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 7 power out of 24/24) : Effective talent level: 3.0 Power cost: 7 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 45.83 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Main armor | [vs. Robe of Force (12 def, 8 armour) (Main armor)] Robe of Force (12 def, 8 armour)Robe of Force (12 def, 8 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 (-) Defense: +12 (+10 eff.) (-) Changes stats: +3(-) Cun / +4(-) Wil Changes resistances: +15%(-) acid / +12%(-) physical / +9%(-) all Changes resistances penetration: +10%(-) mind / +10%(-) physical Changes damage: +5%(-) mind / +5%(-) physical Physical save: +10 (+5 eff.) (-) Mindpower: +8 (+4 eff.) (-) Mental crit. chance: +4% (-) It can be used to send out a range 5 beam of kinetic energy, dealing 28.63 to 35.78 physical damage (based on Willpower and Cunning) with knockback Activation costs 9 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Cloak | [vs. Beruthad (1 def, 0 armour) (Cloak)] Beruthad (1 def, 0 armour)Beruthad (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +1(-) Str / +1(-) Dex / +3(-) Mag / +1(-) Cun Changes resistances: +3%(-) acid Changes resistances penetration: +5%(-) acid Infravision radius: +1 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | [vs. Earthen Beads (Around neck)] Earthen BeadsEarthen Beads Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5(-) Wil Damage affinity(heal): +15%(-) nature Life regen: +2.00 (-) Mindpower: +5 (+2 eff.) (-) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 30 power out of 35/35) : Effective talent level: 2.0 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 214 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Inventory
[vs. Rune: Shielding [shielding rune of the psychic (absorb 215; dur 5; cd 16)] (on body)] shielding rune (absorb 104; dur 3; cd 14)This item will automatically be transmogrified when you leave the level. shielding rune (absorb 104; dur 3; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15(-2) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 104(-117) damage for 3(-2) turns. Its effects scale with your -Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. Zerazilahir the Flashkill (18-21 power, 3 apr, darkness element) (In main hand)] Giludin the Strikeedge (10-12 power, 2 apr, darkness element)This item will automatically be transmogrified when you leave the level. Giludin the Strikeedge (10-12 power, 2 apr, darkness element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-8.0 - -9.6) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-1) Crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) When wielded/worn: Armour: +0 (-5) Defense: +0 (+0 eff.) (-5 (-3 eff.)) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% lightning / +0%(-6%) fire Maximum wards: +0(-2) darkness Changes resistances penetration: +0%(-10%) fire Changes damage: +9% lightning / +9% temporal / +10%(-8%) darkness / +0%(-9%) fire Talents granted: +1.00(-) Command Staff +0(+-1) Ward Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +0 (+0 eff.) (-9 (-5 eff.)) Mental save: +0 (+0 eff.) (-7 (-3 eff.)) Mana each turn: +0.11 Maximum mana: +32.00 Spellpower: +3 (+1 eff.) (-5 (-2 eff.)) Spell crit. chance: +1% (-5%) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Staves designed for wielders of magic, by the greats of the art. |
[vs. Zerazilahir the Flashkill (18-21 power, 3 apr, darkness element) (In main hand)] potent elm starstaff of breaching (13-15 power, 2 apr, temporal element)This item will automatically be transmogrified when you leave the level. potent elm starstaff of breaching (13-15 power, 2 apr, temporal element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 13.0 - 15.6(-5.0 - -6.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-1) Crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) When wielded/worn: Armour: +0 (-5) Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes resistances: +0%(-6%) fire Maximum wards: +0(-2) darkness Changes resistances penetration: +0%(-10%) fire / +6% temporal Changes damage: +13% temporal / +0%(-18%) darkness / +0%(-9%) fire Talents granted: +1.00(-) Command Staff +0(+-1) Ward Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +0 (+0 eff.) (-9 (-5 eff.)) Mental save: +0 (+0 eff.) (-7 (-3 eff.)) Spellpower: +6 (+2 eff.) (-2 (-1 eff.)) Spell crit. chance: +1% (-5%) Staves designed for wielders of magic, by the greats of the art. |
[vs. Zerazilahir the Flashkill (18-21 power, 3 apr, darkness element) (In main hand)] ash starstaff (15-18 power, 3 apr, temporal element)This item will automatically be transmogrified when you leave the level. ash starstaff (15-18 power, 3 apr, temporal element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(-3.0 - -3.6) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Armour: +0 (-5) Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes resistances: +0%(-6%) fire Maximum wards: +0(-2) darkness Changes resistances penetration: +0%(-10%) fire Changes damage: +15% temporal / +0%(-18%) darkness / +0%(-9%) fire Talents granted: +1.00(-) Command Staff +0(+-1) Ward Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +0 (+0 eff.) (-9 (-5 eff.)) Mental save: +0 (+0 eff.) (-7 (-3 eff.)) Spellpower: +6 (+2 eff.) (-2 (-1 eff.)) Spell crit. chance: +2% (-4%) Staves designed for wielders of magic, by the greats of the art. |
[vs. Zerazilahir the Flashkill (18-21 power, 3 apr, darkness element) (In main hand)] shimmering ash starstaff of wizardry (15-18 power, 3 apr, temporal element)This item will automatically be transmogrified when you leave the level. shimmering ash starstaff of wizardry (15-18 power, 3 apr, temporal element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(-3.0 - -3.6) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Armour: +0 (-5) Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes stats: +2 Wil / +2 Mag Changes resistances: +0%(-6%) fire Maximum wards: +0(-2) darkness Changes resistances penetration: +0%(-10%) fire Changes damage: +15% temporal / +0%(-18%) darkness / +0%(-9%) fire Talents granted: +1.00(-) Command Staff +0(+-1) Ward Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +0 (+0 eff.) (-9 (-5 eff.)) Mental save: +0 (+0 eff.) (-7 (-3 eff.)) Mana each turn: +0.10 Maximum mana: +58.00 Spellpower: +8 (+3 eff.) (-) Spell crit. chance: +2% (-4%) Staves designed for wielders of magic, by the greats of the art. |
[vs. Zerazilahir the Flashkill (18-21 power, 3 apr, darkness element) (In main hand)] steel battleaxe of massacre (32-48 power, 2 apr)This item will automatically be transmogrified when you leave the level. steel battleaxe of massacre (32-48 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 32.5 - 48.8(+14.5 - +27.2) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-1) Crit. chance: +5.0% (+2.0%) Attack speed: 100% (-) When wielded/worn: Armour: +0 (-5) Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes resistances: +0%(-6%) fire Maximum wards: +0(-2) darkness Changes resistances penetration: +0%(-10%) fire Changes damage: +0%(-18%) darkness / +0%(-9%) fire Talents granted: +0(+-1) Command Staff +0(+-1) Ward Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +0 (+0 eff.) (-9 (-5 eff.)) Mental save: +0 (+0 eff.) (-7 (-3 eff.)) Spellpower: +0 (+0 eff.) (-8 (-3 eff.)) Spell crit. chance: +0% (-6%) Massive two-handed battleaxes. |
[vs. Zerazilahir the Flashkill (18-21 power, 3 apr, darkness element) (In main hand)] truestriking steel battleaxe (20-30 power, 2 apr)This item will automatically be transmogrified when you leave the level. truestriking steel battleaxe (20-30 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.5 - 30.8(+2.5 - +9.2) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-1) Crit. chance: +5.0% (+2.0%) Attack speed: 100% (-) When wielded/worn: Accuracy: +12 (+6 eff.) Armour penetration: +9 Armour: +0 (-5) Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes resistances: +0%(-6%) fire Maximum wards: +0(-2) darkness Changes resistances penetration: +0%(-10%) fire / +7% physical Changes damage: +0%(-18%) darkness / +0%(-9%) fire Talents granted: +0(+-1) Command Staff +0(+-1) Ward Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +0 (+0 eff.) (-9 (-5 eff.)) Mental save: +0 (+0 eff.) (-7 (-3 eff.)) Spellpower: +0 (+0 eff.) (-8 (-3 eff.)) Spell crit. chance: +0% (-6%) Massive two-handed battleaxes. |
[vs. Zerazilahir the Flashkill (18-21 power, 3 apr, darkness element) (In main hand)] Jetmaster the steel greatmaul (30-45 power, 2 apr)This item will automatically be transmogrified when you leave the level. Jetmaster the steel greatmaul (30-45 power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0(+12.0 - +23.4) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-1) Crit. chance: +1.0% (-2.0%) Attack speed: 100% (-) Damage (radius 1) on hit: +4 darkness When wielded/worn: Accuracy: +13 (+7 eff.) Armour penetration: +9 Armour: +0 (-5) Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes stats: +3 Wil Changes resistances: +0%(-6%) fire Maximum wards: +0(-2) darkness Changes resistances penetration: +7% physical / +20% darkness / +0%(-10%) fire Changes damage: +0%(-18%) darkness / +0%(-9%) fire Talents granted: +0(+-1) Command Staff +0(+-1) Ward Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +0 (+0 eff.) (-9 (-5 eff.)) Mental save: +9 (+4 eff.) (+2 (+1 eff.)) Hate when firing a critical mind attack: +1.00 Maximum stamina: +20.00 Spellpower: +0 (+0 eff.) (-8 (-3 eff.)) Spell crit. chance: +0% (-6%) Massive two-handed mauls. |
[vs. Zerazilahir the Flashkill (18-21 power, 3 apr, darkness element) (In main hand)] inquisitor's steel greatmaul (25-38 power, 2 apr)This item will automatically be transmogrified when you leave the level. inquisitor's steel greatmaul (25-38 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 25.5 - 38.2(+7.5 - +16.7) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-1) Crit. chance: +1.0% (-2.0%) Attack speed: 100% (-) On weapon crit: + Deals 64 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Armour: +0 (-5) Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes resistances: +0%(-6%) fire Maximum wards: +0(-2) darkness Changes resistances penetration: +0%(-10%) fire Changes damage: +0%(-18%) darkness / +0%(-9%) fire Talents granted: +0(+-1) Command Staff +0(+-1) Ward Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +0 (+0 eff.) (-9 (-5 eff.)) Mental save: +0 (+0 eff.) (-7 (-3 eff.)) Spellpower: +0 (+0 eff.) (-8 (-3 eff.)) Spell crit. chance: +0% (-6%) Massive two-handed mauls. |
[vs. Zerazilahir the Flashkill (18-21 power, 3 apr, darkness element) (In main hand)] balanced steel mace (16-22 power, 3 apr)This item will automatically be transmogrified when you leave the level. balanced steel mace (16-22 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 16.0 - 22.4(-2.0 - +0.8) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-) Crit. chance: +1.0% (-2.0%) Attack speed: 100% (-) When wielded/worn: Accuracy: +5 (+3 eff.) Armour: +0 (-5) Defense: +6 (+4 eff.) (+1 (+1 eff.)) Changes resistances: +0%(-6%) fire Maximum wards: +0(-2) darkness Changes resistances penetration: +0%(-10%) fire Changes damage: +0%(-18%) darkness / +0%(-9%) fire Talents granted: +0(+-1) Command Staff +0(+-1) Ward Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +0 (+0 eff.) (-9 (-5 eff.)) Mental save: +0 (+0 eff.) (-7 (-3 eff.)) Disarm immunity: +26% Spellpower: +0 (+0 eff.) (-8 (-3 eff.)) Spell crit. chance: +0% (-6%) Blunt and deadly. |
[vs. Zerazilahir the Flashkill (18-21 power, 3 apr, darkness element) (In main hand)] steel mace of erosion (16-22 power, 3 apr)This item will automatically be transmogrified when you leave the level. steel mace of erosion (16-22 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 16.0 - 22.4(-2.0 - +0.8) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-) Crit. chance: +1.0% (-2.0%) Attack speed: 100% (-) Damage (Melee): +6 nature When wielded/worn: Armour: +0 (-5) Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes resistances: +0%(-6%) fire Maximum wards: +0(-2) darkness Changes resistances penetration: +0%(-10%) fire Changes damage: +0%(-18%) darkness / +0%(-9%) fire Talents granted: +0(+-1) Command Staff +0(+-1) Ward Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +0 (+0 eff.) (-9 (-5 eff.)) Mental save: +0 (+0 eff.) (-7 (-3 eff.)) Spellpower: +0 (+0 eff.) (-8 (-3 eff.)) Spell crit. chance: +0% (-6%) Blunt and deadly. |
[vs. Zerazilahir the Flashkill (18-21 power, 3 apr, darkness element) (In main hand)] hateful steel dagger (13-16 power, 6 apr)This item will automatically be transmogrified when you leave the level. hateful steel dagger (13-16 power, 6 apr) Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9(-5.0 - -4.7) Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (+3) Crit. chance: +5.0% (+2.0%) Attack speed: 100% (-) Damage (Melee): +6 darkness Damage against: +6% Living When wielded/worn: Armour: +0 (-5) Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes resistances: +0%(-6%) fire Maximum wards: +0(-2) darkness Changes resistances penetration: +0%(-10%) fire Changes damage: +0%(-18%) darkness / +0%(-9%) fire Talents granted: +0(+-1) Command Staff +0(+-1) Ward Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +0 (+0 eff.) (-9 (-5 eff.)) Mental save: +0 (+0 eff.) (-7 (-3 eff.)) Spellpower: +0 (+0 eff.) (-8 (-3 eff.)) Spell crit. chance: +0% (-6%) Sharp, short and deadly. |
[vs. Zerazilahir the Flashkill (18-21 power, 3 apr, darkness element) (In main hand)] thought-forged steel dagger of massacre (18-23 power, 6 apr)This item will automatically be transmogrified when you leave the level. thought-forged steel dagger of massacre (18-23 power, 6 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 18.0 - 23.4(+0.0 - +1.8) Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (+3) Crit. chance: +5.0% (+2.0%) Attack speed: 100% (-) On weapon hit: * 14% chance to reduce all saves and defense by 24 Damage (Melee): +8 mind When wielded/worn: Armour: +0 (-5) Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes stats: +2 Cun / +2 Wil Changes resistances: +0%(-6%) fire Maximum wards: +0(-2) darkness Changes resistances penetration: +0%(-10%) fire Changes damage: +0%(-18%) darkness / +0%(-9%) fire Talents granted: +0(+-1) Command Staff +0(+-1) Ward Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +0 (+0 eff.) (-9 (-5 eff.)) Mental save: +0 (+0 eff.) (-7 (-3 eff.)) Spellpower: +0 (+0 eff.) (-8 (-3 eff.)) Spell crit. chance: +0% (-6%) Sharp, short and deadly. |
[vs. Zerazilahir the Flashkill (18-21 power, 3 apr, darkness element) (In main hand)] mossy mindstar 'Barkstrider' (2-2 power, 12 apr, nature damage)This item will automatically be transmogrified when you leave the level. mossy mindstar 'Barkstrider' (2-2 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8(-15.5 - -18.8) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+9) Crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) On weapon hit: * 10% chance to slow global speed by 51% Damage (Melee): +8 nature When wielded/worn: Armour: +0 (-5) Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes resistances: +3% blight / +3% temporal / +12% light / +0%(-6%) fire Maximum wards: +0(-2) darkness Changes resistances penetration: +0%(-10%) fire Changes damage: +0%(-9%) fire / +12% nature / +0%(-18%) darkness Talents granted: +0(+-1) Command Staff +1 Attune Mindstar +0(+-1) Ward Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +0 (+0 eff.) (-9 (-5 eff.)) Mental save: +0 (+0 eff.) (-7 (-3 eff.)) Disease immunity: +12% Maximum life: +40.00 Spellpower: +0 (+0 eff.) (-8 (-3 eff.)) Spell crit. chance: +0% (-6%) Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
[vs. Zerazilahir the Flashkill (18-21 power, 3 apr, darkness element) (In main hand)] BagovonThis item will automatically be transmogrified when you leave the level. Bagovon Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-3) Crit. chance: +0.0% (-3.0%) Attack speed: 100% (-) Firing range: +8 Damage (Ranged): +16 blight When wielded/worn: Armour: +0 (-5) Defense: +5 (+3 eff.) (-) Effects on ranged hit: * 20% chance to reduce all saves and defense by 24 Changes stats: +3 Dex Changes resistances: +0%(-6%) fire Maximum wards: +0(-2) darkness Changes resistances penetration: +0%(-10%) fire Changes damage: +0%(-18%) darkness / +0%(-9%) fire Talents granted: +0(+-1) Command Staff +0(+-1) Ward Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +0 (+0 eff.) (-9 (-5 eff.)) Mental save: +0 (+0 eff.) (-7 (-3 eff.)) Confusion immunity: +20% Pinning immunity: +20% Mana when firing critical spell: +2.00 Spellpower: +0 (+0 eff.) (-8 (-3 eff.)) Spell crit. chance: +0% (-6%) Longbows are used to shoot arrows at your foes. |
[vs. Zerazilahir the Flashkill (18-21 power, 3 apr, darkness element) (In main hand)] Nimbusvalor the ash longbowThis item will automatically be transmogrified when you leave the level. Nimbusvalor the ash longbow Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-3) Crit. chance: +0.0% (-3.0%) Attack speed: 100% (-) Firing range: +7 Damage (Ranged): +4 lightning Damage (radius 1) on hit: +4 temporal When wielded/worn: Accuracy: +27 (+14 eff.) Armour penetration: +11 Physical crit. chance: +3.0% Physical power: +11 (+11 eff.) Armour: +0 (-5) Defense: +0 (+0 eff.) (-5 (-3 eff.)) Damage when hit (Melee): 2 temporal Changes stats: +5 Str Changes resistances: +0%(-6%) fire Maximum wards: +0(-2) darkness Changes resistances penetration: +25% temporal / +0%(-10%) fire / +9% all Changes damage: +0%(-18%) darkness / +0%(-9%) fire Talents granted: +0(+-1) Command Staff +0(+-1) Ward Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +0 (+0 eff.) (-9 (-5 eff.)) Mental save: +0 (+0 eff.) (-7 (-3 eff.)) Spellpower: +0 (+0 eff.) (-8 (-3 eff.)) Spell crit. chance: +0% (-6%) Longbows are used to shoot arrows at your foes. |
[vs. Zerazilahir the Flashkill (18-21 power, 3 apr, darkness element) (In main hand)] mighty ash longbow of coldThis item will automatically be transmogrified when you leave the level. mighty ash longbow of cold Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-3) Crit. chance: +0.0% (-3.0%) Attack speed: 100% (-) Firing range: +7 Damage (Ranged): +9 cold When wielded/worn: Physical power: +11 (+11 eff.) Armour: +0 (-5) Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes stats: +3 Str Changes resistances: +0%(-6%) fire Maximum wards: +0(-2) darkness Changes resistances penetration: +0%(-10%) fire Changes damage: +15% cold / +0%(-18%) darkness / +0%(-9%) fire Talents granted: +0(+-1) Command Staff +0(+-1) Ward Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +0 (+0 eff.) (-9 (-5 eff.)) Mental save: +0 (+0 eff.) (-7 (-3 eff.)) Spellpower: +0 (+0 eff.) (-8 (-3 eff.)) Spell crit. chance: +0% (-6%) Longbows are used to shoot arrows at your foes. |
[vs. Zerazilahir the Flashkill (18-21 power, 3 apr, darkness element) (In main hand)] Getonik the ShiverriverThis item will automatically be transmogrified when you leave the level. Getonik the Shiverriver Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 (-3) Crit. chance: +3.0% (-) Attack speed: 100% (-) Firing range: +7 When wielded/worn: Accuracy: +5 (+3 eff.) Armour penetration: +1 Physical crit. chance: +3.0% Armour: +0 (-5) Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes stats: +1 Con Changes resistances: +0%(-6%) fire / +12% cold Maximum wards: +0(-2) darkness Changes resistances penetration: +0%(-10%) fire Changes damage: +0%(-18%) darkness / +0%(-9%) fire Talents granted: +0(+-1) Command Staff +0(+-1) Ward Critical mult.: +10.00% Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +0 (+0 eff.) (-9 (-5 eff.)) Mental save: +0 (+0 eff.) (-7 (-3 eff.)) Spellpower: +0 (+0 eff.) (-8 (-3 eff.)) Spell crit. chance: +0% (-6%) Slings are used to hurl stones or metal shots at your foes. |
[vs. Zerazilahir the Flashkill (18-21 power, 3 apr, darkness element) (In main hand)] mighty cured leather sling of acidThis item will automatically be transmogrified when you leave the level. mighty cured leather sling of acid Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 (-3) Crit. chance: +0.0% (-3.0%) Attack speed: 100% (-) Firing range: +7 Damage (Ranged): +8 acid When wielded/worn: Physical power: +6 (+6 eff.) Armour: +0 (-5) Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes stats: +2 Str Changes resistances: +0%(-6%) fire Maximum wards: +0(-2) darkness Changes resistances penetration: +0%(-10%) fire Changes damage: +9% acid / +0%(-9%) fire / +0%(-18%) darkness Talents granted: +0(+-1) Command Staff +0(+-1) Ward Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +0 (+0 eff.) (-9 (-5 eff.)) Mental save: +0 (+0 eff.) (-7 (-3 eff.)) Spellpower: +0 (+0 eff.) (-8 (-3 eff.)) Spell crit. chance: +0% (-6%) Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Duratir the Blindtitan (0 def, 4 armour, 40 block)Duratir the Blindtitan (0 def, 4 armour, 40 block) Requires: - Shield usage training - Strength 16 Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Fatigue: +8% Effects on melee hit: * 20% chance to reduce damage dealt by 20% Damage when hit (Melee): 4 lightning Changes resistances: +13% arcane / +9% darkness Changes resistances penetration: +5% darkness Talent granted: +1 Block Handheld deflection devices. |
[vs. Robe of Force (12 def, 8 armour) (Main armor)] Tarraromagrim (10 def, 0 armour)This item will automatically be transmogrified when you leave the level. Tarraromagrim (10 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour penetration: +2 Armour: +0 (-8) Defense: +10 (+9 eff.) (-2 (-1 eff.)) Damage when hit (Melee): 2 physical Changes stats: +4 Dex / +0(-3) Cun / +0(-4) Wil Changes resistances: +0%(-15%) acid / +3%(-9%) physical / +9%(-) all Changes resistances penetration: +0%(-10%) mind / +0%(-10%) physical Changes damage: +0%(-5%) mind / +0%(-5%) physical Physical save: +0 (+0 eff.) (-10 (-5 eff.)) Mental save: +17 (+8 eff.) Mindpower: +3 (+2 eff.) (-5 (-2 eff.)) Mental crit. chance: +3% (-1%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Robe of Force (12 def, 8 armour) (Main armor)] verdant woollen robe of power (0 def, 0 armour)This item will automatically be transmogrified when you leave the level. verdant woollen robe of power (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-10 eff.)) Changes stats: +0(-4) Wil / +0(-3) Cun / +3 Con Changes resistances: +0%(-15%) acid / +0%(-12%) physical / +9%(-) all Changes resistances penetration: +0%(-10%) mind / +0%(-10%) physical Changes damage: +0%(-5%) mind / +0%(-5%) physical / +7% nature / +7% all Physical save: +0 (+0 eff.) (-10 (-5 eff.)) Poison immunity: +24% Disease immunity: +20% Spellpower: +11 (+3 eff.) Mindpower: +0 (+0 eff.) (-8 (-4 eff.)) Mental crit. chance: +0% (-4%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Robe of Force (12 def, 8 armour) (Main armor)] rejuvenating rough leather armour of lightning resistance (3 def, 2 armour)This item will automatically be transmogrified when you leave the level. rejuvenating rough leather armour of lightning resistance (3 def, 2 armour) Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-6) Defense: +3 (+3 eff.) (-9 (-7 eff.)) Fatigue: +6% Changes stats: +0(-3) Cun / +0(-4) Wil Changes resistances: +16% lightning / +0%(-12%) physical / +0%(-15%) acid / +0%(-9%) all Changes resistances penetration: +0%(-10%) mind / +0%(-10%) physical Changes damage: +0%(-5%) mind / +0%(-5%) physical Physical save: +0 (+0 eff.) (-10 (-5 eff.)) Life regen: +2.20 Stamina each turn: +0.60 Mindpower: +0 (+0 eff.) (-8 (-4 eff.)) Mental crit. chance: +0% (-4%) A suit of armour made of leather. |
[vs. Robe of Force (12 def, 8 armour) (Main armor)] cured leather armour of cold resistance (6 def, 4 armour)This item will automatically be transmogrified when you leave the level. cured leather armour of cold resistance (6 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-4) Defense: +6 (+6 eff.) (-6 (-4 eff.)) Fatigue: +7% Changes stats: +0(-3) Cun / +0(-4) Wil Changes resistances: +0%(-15%) acid / +17% cold / +0%(-12%) physical / +0%(-9%) all Changes resistances penetration: +0%(-10%) mind / +0%(-10%) physical Changes damage: +0%(-5%) mind / +0%(-5%) physical Physical save: +0 (+0 eff.) (-10 (-5 eff.)) Mindpower: +0 (+0 eff.) (-8 (-4 eff.)) Mental crit. chance: +0% (-4%) A suit of armour made of leather. |
[vs. Robe of Force (12 def, 8 armour) (Main armor)] cured leather armour of resilience (6 def, 4 armour)This item will automatically be transmogrified when you leave the level. cured leather armour of resilience (6 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-4) Defense: +6 (+6 eff.) (-6 (-4 eff.)) Fatigue: +7% Changes stats: +0(-3) Cun / +0(-4) Wil Changes resistances: +0%(-15%) acid / +0%(-12%) physical / +0%(-9%) all Changes resistances penetration: +0%(-10%) mind / +0%(-10%) physical Changes damage: +0%(-5%) mind / +0%(-5%) physical Physical save: +0 (+0 eff.) (-10 (-5 eff.)) Maximum life: +22.00 Mindpower: +0 (+0 eff.) (-8 (-4 eff.)) Mental crit. chance: +0% (-4%) A suit of armour made of leather. |
[vs. Robe of Force (12 def, 8 armour) (Main armor)] troll-hide cured leather armour (6 def, 4 armour)This item will automatically be transmogrified when you leave the level. troll-hide cured leather armour (6 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-4) Defense: +6 (+6 eff.) (-6 (-4 eff.)) Fatigue: +7% Changes stats: +0(-3) Cun / +0(-4) Wil Changes resistances: +0%(-15%) acid / +0%(-12%) physical / +0%(-9%) all Changes resistances penetration: +0%(-10%) mind / +0%(-10%) physical Changes damage: +0%(-5%) mind / +0%(-5%) physical Physical save: +0 (+0 eff.) (-10 (-5 eff.)) Life regen: +3.00 Maximum life: +35.00 Mindpower: +0 (+0 eff.) (-8 (-4 eff.)) Mental crit. chance: +0% (-4%) Healing mod.: +12% A suit of armour made of leather. |
[vs. Robe of Force (12 def, 8 armour) (Main armor)] steel mail armour (2 def, 6 armour)This item will automatically be transmogrified when you leave the level. steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (-2) Defense: +2 (+2 eff.) (-10 (-8 eff.)) Fatigue: +12% Changes stats: +0(-3) Cun / +0(-4) Wil Changes resistances: +0%(-15%) acid / +0%(-12%) physical / +0%(-9%) all Changes resistances penetration: +0%(-10%) mind / +0%(-10%) physical Changes damage: +0%(-5%) mind / +0%(-5%) physical Physical save: +0 (+0 eff.) (-10 (-5 eff.)) Mindpower: +0 (+0 eff.) (-8 (-4 eff.)) Mental crit. chance: +0% (-4%) A suit of armour made of mail. |
[vs. Mighty Girdle (Around waist)] Lisebrewyn the rough leather beltThis item will automatically be transmogrified when you leave the level. Lisebrewyn the rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+4 eff.) Armour: +0 (-4) Fatigue: +0% (+10%) Changes resistances: +3% temporal / +6% nature / +3% darkness Critical mult.: +5.00% Maximum encumbrance: +0 (-70) Physical save: +18 (+9 eff.) Silence immunity: +10% Knockback immunity: +0% (-40%) Maximum life: +0.00 (-40.00) A belt that goes around your waist. |
[vs. Beruthad (1 def, 0 armour) (Cloak)] Runevon (7 def, 0 armour)This item will automatically be transmogrified when you leave the level. Runevon (7 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +10 (+10 eff.) Defense: +7 (+3 eff.) (+6 (+3 eff.)) Changes stats: +0(-1) Str / +0(-1) Dex / +0(-3) Mag / +0(-1) Cun / +5 Con Changes resistances: +0%(-3%) acid Changes resistances penetration: +0%(-5%) acid Changes damage: +12% physical Physical save: +12 (+6 eff.) Infravision radius: +0 (-1) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Beruthad (1 def, 0 armour) (Cloak)] Starnigh the linen cloak (6 def, 0 armour)This item will automatically be transmogrified when you leave the level. Starnigh the linen cloak (6 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) (+5 (+3 eff.)) Damage when hit (Melee): 6 light Changes stats: +0(-1) Str / +0(-1) Dex / +0(-3) Mag / +0(-1) Cun Changes resistances: +0%(-3%) acid / +6% mind / +9% darkness Changes resistances penetration: +0%(-5%) acid Spell save: +7 (+3 eff.) Mental save: +18 (+9 eff.) Infravision radius: +0 (-1) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Beruthad (1 def, 0 armour) (Cloak)] enveloping linen cloak of conjuring (8 def, 0 armour)This item will automatically be transmogrified when you leave the level. enveloping linen cloak of conjuring (8 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +8 (+4 eff.) (+7 (+4 eff.)) Changes stats: +0(-1) Str / +0(-1) Dex / +0(-3) Mag / +0(-1) Cun Changes resistances: +0%(-3%) acid Changes resistances penetration: +6% arcane / +0%(-5%) acid Changes damage: +6% arcane Critical mult.: +11.00% Physical save: +6 (+3 eff.) Maximum mana: +22.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +3% Infravision radius: +0 (-1) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Flamewrought (0 def, 2 armour) (On hands)] Adydhetta (10 def, 2 armour)This item will automatically be transmogrified when you leave the level. Adydhetta (10 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (-) Defense: +10 (+5 eff.) Effects on melee hit: * 20% chance to slow global speed by 51% Changes stats: +0(-2) Cun / +0(-3) Wil Changes resistances: +6% light / +0%(-10%) fire Changes damage: +0%(-5%) fire Stun/Freeze immunity: +10% Teleport immunity: +10% Life regen: +2.70 Stamina each turn: +0.60 Psi each turn: +0.15 Only die when reaching: -40.00 life Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Flamewrought (0 def, 2 armour) (On hands)] heroic hardened leather gloves of dexterity (+4) (0 def, 5 armour)This item will automatically be transmogrified when you leave the level. heroic hardened leather gloves of dexterity (+4) (0 def, 5 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +5 (+3) Changes stats: +4 Dex / +0(-2) Cun / +0(-3) Wil Changes resistances: +0%(-10%) fire Changes damage: +0%(-5%) fire Mental save: +7 (+4 eff.) Maximum life: +49.00 Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Flamewrought (0 def, 2 armour) (On hands)] naturalist's hardened leather gloves of strength (+3) (0 def, 2 armour)This item will automatically be transmogrified when you leave the level. naturalist's hardened leather gloves of strength (+3) (0 def, 2 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+7 eff.) Armour: +2 (-) Damage (Melee): 8 nature Changes stats: +3 Str / +0(-2) Cun / +0(-3) Wil Changes resistances: +5% nature / +0%(-10%) fire Changes damage: +5% nature / +0%(-5%) fire Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Flamewrought (0 def, 2 armour) (On hands)] restful dwarven-steel gauntlets (0 def, 2 armour)This item will automatically be transmogrified when you leave the level. restful dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (-) Fatigue: +3% Changes stats: +0(-2) Cun / +0(-3) Wil Changes resistances: +0%(-10%) fire Changes damage: +0%(-5%) fire Life regen: +4.00 Stamina each turn: +0.60 Maximum stamina: +13.00 Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
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. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 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. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
[vs. ash totem of stinging 'Erorion' [power 176] (13 cooldown) (Tool)] Tooth of the Mouth (dig speed 12 turns)Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes resistances: +0%(-9%) mind Changes resistances penetration: +0%(-5%) mind Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
[vs. ash totem of stinging 'Erorion' [power 176] (13 cooldown) (Tool)] miner's iron pickaxe (dig speed 29 turns)miner's iron pickaxe (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +0%(-9%) mind Changes resistances penetration: +0%(-5%) mind Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 26 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
[vs. ash totem of stinging 'Erorion' [power 176] (13 cooldown) (Tool)] steel torque of mindblast [power 170] (13 cooldown)This item will automatically be transmogrified when you leave the level. steel torque of mindblast [power 170] (13 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +0%(-9%) mind Changes resistances penetration: +0%(-5%) mind It can be used to blast the opponent's mind dealing 173 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. ash totem of stinging 'Erorion' [power 176] (13 cooldown) (Tool)] ash totem of stinging 'Fuluchik' [power 170] (13 cooldown)This item will automatically be transmogrified when you leave the level. ash totem of stinging 'Fuluchik' [power 170] (13 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 24 Damage when hit (Melee): 4 mind Changes resistances: +3% blight / +0%(-9%) mind Changes resistances penetration: +0%(-5%) mind Changes damage: +12% mind Poison immunity: +20% It can be used to sting an enemy dealing 144 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. ash totem of stinging 'Erorion' [power 176] (13 cooldown) (Tool)] soothing ash wand of clairvoyance [power 10] (13 cooldown)This item will automatically be transmogrified when you leave the level. soothing ash wand of clairvoyance [power 10] (13 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +0%(-9%) mind Changes resistances penetration: +0%(-5%) mind It can be used to reveal the area around you, dispelling darkness (radius 10, power 65 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 13 turns. When used: * Heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Lchmelor the Shalore Necromancer level 15
22nd Dusk 122nd year of Ascendancy at 03:20 see stats
By Lchmelor the Shalore Necromancer level 10
8th Mirth 122nd year of Ascendancy at 12:12 see stats
By Lchmelor the Shalore Necromancer level 6
76th Pyre 122nd year of Ascendancy at 06:10 see stats
By Lchmelor the Shalore Necromancer level 10
9th Mirth 122nd year of Ascendancy at 12:15 see stats
By Lchmelor the Shalore Necromancer level 14
9th Flare 122nd year of Ascendancy at 04:05 see stats
Log
Lchmelor's desolate waste area effect hits Shadow for 13 cold damage.
Lchmelor's desolate waste area effect hits Isogatira the netherworm mass for 10 cold damage.
Lchmelor's desolate waste area effect hits Shadow for 13 cold damage.
Lchmelor's desolate waste area effect hits Shadow for 13 cold damage.
Lchmelor's desolate waste area effect hits Isogatira the netherworm mass for 10 cold damage.
Lchmelor's desolate waste area effect hits Shadow for 13 cold damage.
Lchmelor's desolate waste area effect hits Shadow for 13 cold damage.
Lchmelor's desolate waste area effect hits Isogatira the netherworm mass for 10 cold damage.
Lchmelor's desolate waste area effect hits Shadow for 13 cold damage.
Armoured skeleton warrior is stunned!
Isogatira the netherworm mass leeches life from Armoured skeleton warrior!
Isogatira the netherworm mass hits Armoured skeleton warrior for 38 mind damage.
Isogatira the netherworm mass receives 34 healing from Armoured skeleton warrior.
Your shield crumbles under the damage!
The shield around Lchmelor crumbles.
Shadow uses Dominate.
Lchmelor shrugs off Shadow's 'Dominated'!
Shadow hits Lchmelor for (0 absorbed), 26 physical (27 total damage).
Shadow hits Lchmelor for 26 physical damage.
Dire Plague from Lchmelor hits Polovea the king cobra for 63 darkness damage.
Bleeding from Lchmelor hits Polovea the king cobra for 17 physical damage.
Dire Plague from Lchmelor hits Isogatira the netherworm mass for 39 darkness damage.
Bleeding from Lchmelor hits Isogatira the netherworm mass for 12 physical damage.
Arcane Vortex from Skeleton master archer hits Shadow for 18 arcane damage.
Arcane Vortex from Skeleton master archer hits Armoured skeleton warrior for 0 arcane damage.
Arcane Vortex from Skeleton master archer hits Polovea the king cobra for 18 arcane damage.
Arcane Vortex from Skeleton master archer hits Shadow for 18 arcane damage.
The eerie night around Lchmelor fades away.
Isogatira the netherworm mass shrugs off the effect 'Spike of Decrepitude'!
Talent Invoke Darkness is ready to use.