
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
Addons | Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Undead Heritage 1.3.0Makes undead more powerful by allowing them to stack their original racial traits onto themselves. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Ashes of Urh'Rok 1.4.0Official 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Wraith Race 1.2.5Adds a new race for the undead: Wraiths. Wraiths are incorporeal creatures born of evil and darkness. Features custom racial talents. Playable Yaech Race 1.3.0Adds Yaech as a playable race, as water breathing psionics with a leaning towards cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Damned Class 1.2.5Adds a new afflicted class. Steel Drakes 1.4.0Adds the Steel Drake category for wyrmics, and eventually also adds Steel Drakes. Dread Knight Class 1.2.3Dread Knight. More tactically focused than Cursed. Think Gabranth from FFXII meets Hannibal of Carthage. Verdant Class Pack 1.4.5Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Eternal Darkness 1.4.4Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Stunt's Tweaks 1.3.1Small tweaks and changes. Current changes: Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. The Returned 1.3.0Adds a new playable race; those returned to life by Eyal as punishment for their sins or reward for their service. Inextricably linked to the cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Illim race 1.2.3This addon adds an Illim race, an otherworldly explorers whose native world died from old age before their kind did. Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Bastion 1.4.6A complete rework for Bulwark. Myth's Minimalist UI 1.3.1This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. ZOmnibus Addon Pack 1.4.0Combines 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: Select your Escorts 1.3.3Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Playable Rhaloren Race 1.3.0Adds Rhaloren as a playable race, ideal for Corruptors and other blight-mages. Trench Strider Class 1.3.1Adds the Trench Strider class, a celestial character who wields battlefield control using cold, darkness, and physical damage. Special thanks to Nagyhal for code help and Trenggiling for the icons! This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Arcanum Class Pack 1.4.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Hedgeknight Class 1.3.1"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.", Embers of Rage 1.4.4Official 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:
Improved Auto-explore and Rest 1.4.5Quality 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. Items Vault 1.3.0Donators/Buyers bonus! Firmamancer Class 1.3.1Adds the Firmamancer class, a celestial character who wields the weather; including sunlight, rainfall, storms and gales. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Cornac Rectification 1.4.5The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. Conveyance Reward 1.3.0This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Assassin 1.4.5Reworks the Rogue class. Midnight 1.4.5Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Effigy Race 1.3.1Adds the Effigy race, artificial constructs created to carry the spirits of the dead. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Everyone Options 1.4.5Starts characters off with category points instead of categories known. Deathknight 1.4.4Adds the Deathknight class. See forum thread for details. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Necromancy Compatibility 1.3.1Sneaks in after Necromancy+, Eternal Darkness and Deathknight are done and makes all their stuff coexist. Probably makes Necromancers OP. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Adventurer Class Boost 1.3.1This mod is not intended to be balanced. For the majority of players, it will likely spoil/ruin the game. If you are one of those players, do not download or use the mod. This mod alters the Adventurer class to provide even more freedom in customizing your talents. A new elven subrace is also included which provides several talents (i.e. racial) which Adventurer does not pick up. Sufficient points and options are available to make character level the only limiting factor in your talent selections. You are not obligated to use all points provided. Given the boosts your character will receive while playing with this mod active, it is strongly recommended that you select the highest difficulty setting available to you. If you have not yet unlocked the Adventurer class, you will also need the Ignore Race/Class Locks mod. This mod was tested with TOME v1.3.1. Since it only edits the Adventurer-class-specific data and adds a sub-race, it should remain compatible with most other mods. For example, the Infinite 500 mod alters many parts of the game mechanics, but it doesn't make edits which affect Adventurers without affecting other characters, so the edits do not conflict. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Gifted |
Class | Firmamancer |
Level / Exp | 29 / 59% |
Size | medium |
Lifes / Deaths | Killed by shadow claw at level 4 on the 76th Pyre 122nd year of Ascendancy at 10:42 0 / 7Killed by The Astrologer at level 5 on the 79th Pyre 122nd year of Ascendancy at 21:19 Killed by black crystal at level 14 on the 25th Dusk 122nd year of Ascendancy at 02:28 Killed by Silokira the forest wight at level 15 on the 25th Dusk 122nd year of Ascendancy at 17:04 Killed by mad druid at level 22 on the 30th Haze 122nd year of Ascendancy at 17:29 Killed by grave wight at level 28 on the 55th Haze 122nd year of Ascendancy at 11:16 Killed by lesser vampire at level 29 on the 57th Haze 122nd year of Ascendancy at 02:22 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 12 (base 10) |
Constitution | 55 (base 52) |
Magic | 64 (base 60) |
Willpower | 40 (base 40) |
Cunning | 15 (base 14) |
Resources
Mana | 252/419 |
Negative | 39/144 |
Life | -182/730 |
Positive | 46/104 |
Equilibrium | 15 |
Healing Factor | 1.3782748910235 |
Regeneration | 9.662685340943 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +38.27736629665% |
Spell | 0% |
Global | +117.25107282081% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 8 |
See Invisible | 11 |
Offense: Mainhand
Damage | 28 |
Accuracy | 11 |
Crit Chance | 22% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 58 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 13 (65%) |
Defense | 10 |
Ranged Defense | 10 |
Fatigue | 1 |
Physical Save | 29 |
Spell Save | 28 |
Mental Save | 38 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 287 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Meta | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Drought | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Celestial / Calm | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Celestial / Heavens | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Firmament | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Gale | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Celestial / Forecast | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Celestial / Light | 1.00 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Wild-gift / Fungus | 0.80 |
| 4/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Effects
talent | Chant of Fortitude |
talent | Scarlet Wind |
talent | Aura of the Dawn |
talent | Words of the Sun |
talent | Spellcraft |
talent | Wild Growth |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target's spellpower has been increased by 8. Spellsurge |
detrimental effect | The target is confused, acting randomly (chance 50%), unable to perform complex actions and takes 18.67 darkness damage per turn. Bane of Confusion |
beneficial effect | The target has 12% chance to evade melee attacks and gains 4 defense. Evasion |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the lone alchemist from death by bee swarm. Escort: lone alchemist (level 4 of Old Forest) | failed |
You failed to protect the lost anorithil from death by Guru. Escort: lost anorithil (level 1 of Daikara) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved Magic by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant Acolyte (+1 level(s)). | done |
You successfully escorted the worried wilder to the recall portal on level 2 of Heart of the Gloom. Escort: worried wilder (level 2 of Heart of the Gloom)As a reward you gained talent category Wild-gift / Fungus (at mastery 0.80). | done |
You successfully escorted the worried wilder to the recall portal on level 2 of Old Forest. Escort: worried wilder (level 2 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Most of the soldiers are out in skirmishes with the hated Orcs, as a green recruit you must stay in the relative safety of the Sunwall. Holding the FortThough you itch to fight Orcs, you have been assigned two mundane tasks instead. * You have killed the strange horror causing most of the crop destruction. * The Mad Astrologer is dead, but you can't help feel a sense of impending doom... | 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 38. | 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. * 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. | done |
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! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Equipment
On feet | [vs. Soleguard (0 def, 5 armour) (On feet)] Soleguard (0 def, 5 armour)Soleguard (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 (-) Armour Hardiness: +5% (-) Fatigue: +1% (-) Physical save: +5 (+3 eff.) (-) 'I need something to protect my soul and I need it quick!' Always check the label carefully... |
Light source | [vs. Umbraphage (Light source)] UmbraphageUmbraphage Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20%(-) darkness Changes resistances penetration: +10%(-) darkness Changes damage: +15%(-) light / +15%(-) darkness Damage affinity(heal): +20%(-) darkness Talent masteries: +0.20(-) Cursed / Shadows Mental save: +10 (+5 eff.) (-) Mindpower: +10 (+5 eff.) (-) Light radius: +10 (-) Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 243.75 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | [vs. Cloud Caller (0 def, 0 armour) (On head)] Cloud Caller (0 def, 0 armour)Cloud Caller (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10%(-) light / +10%(-) lightning Changes damage: +10%(-) light / +10%(-) lightning It can be used to activate talent Call Lightning (costing 20 power out of 30/30) : Effective talent level: 1.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 48.26 to 144.77 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
Tool | [vs. Astrolabe (Tool)] AstrolabeAstrolabe Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes damage: +10%(-) darkness Spellpower: +5 (+2 eff.) (-) Infravision radius: +2 (-) A carefully constructed device for measuring and predicting the movements of celestial bodies. |
On fingers | [vs. copper ring of power (On fingers, 1 of 2)] copper ring of powercopper ring of power Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+6 eff.) (-) Spellpower: +5 (+2 eff.) (-) Mindpower: +6 (+3 eff.) (-) Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | [vs. copper ring of power (On fingers, 1 of 2)] CorrosionCorrosion Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-6 (-6 eff.)) Damage (Melee): 5 acid Damage (Ranged): 5 acid Damage when hit (Melee): 5 acid Changes resistances: +10% acid Changes damage: +10% acid Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Mindpower: +0 (+0 eff.) (-6 (-3 eff.)) It can be used to activate talent Corrosive Vapour (costing 30 power out of 30/30) : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a spell Description: Corrosive fumes rise from the ground doing 18.37 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. Tap to cycle through comparison choices |
Around waist | [vs. grounding rough leather belt of life (Around waist)] grounding rough leather belt of lifegrounding rough leather belt of life Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5%(-) lightning / +5%(-) temporal Life regen: +0.60 (-) Healing mod.: +13% (-) A belt that goes around your waist. |
In main hand | [vs. Glintsin (20-24 power, 4 apr, physical element) (In main hand)] Glintsin (20-24 power, 4 apr, physical element)Glintsin (20-24 power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-) Physical crit. chance: +3.5% (-) Attack speed: 100% (-) Burst (radius 1) on hit: +4(-) light When wielded/worn: Physical crit. chance: +9.0% (-) Damage (Melee): 27(-) arcane / 26(-) fire Damage when hit (Melee): 12(-) arcane / 20(-) light Changes resistances penetration: +10%(-) arcane Changes damage: +3%(-) arcane / +20%(-) physical Talents granted: +1.00(-) Command Staff Critical mult.: +24.00% (-) Spellpower on spell critical (stacks up to 3 times): +8 (-) Maximum mana: +43.00 (-) Spellpower: +23 (+8 eff.) (-) Spell crit. chance: +3% (-) See invisible: +11 (-) Staves designed for wielders of magic, by the greats of the art. |
On hands | [vs. steady rough leather gloves (0 def, 1 armour) (On hands)] steady rough leather gloves (0 def, 1 armour)steady rough leather gloves (0 def, 1 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+5 eff.) (-) Armour: +1 (-) Physical save: +6 (+3 eff.) (-) Mental save: +5 (+3 eff.) (-) Disarm immunity: +20% (-) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | [vs. Robes of Deflection (0 def, 7 armour) (Main armor)] Robes of Deflection (0 def, 7 armour)Robes of Deflection (0 def, 7 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 (-) Armour Hardiness: +30% (-) Changes stats: +3(-) Mag / +3(-) Con Spellpower: +4 (+2 eff.) (-) Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. |
Cloak | [vs. enveloping linen cloak of Eldoral (6 def, 0 armour) (Cloak)] enveloping linen cloak of Eldoral (6 def, 0 armour)enveloping linen cloak of Eldoral (6 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+6 eff.) (-) Changes stats: +1(-) Cun / +2(-) Dex Physical save: +5 (+3 eff.) (-) 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. The Black Core (Around neck)] The Black CoreThe Black Core Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15%(-) darkness Talent masteries: +0.20(-) Corruption / Black-magic Blindness immunity: +100% (-) Only die when reaching: -100.00 life (-) Spellpower: +5 (+2 eff.) (-) Infravision radius: +6 (-) Shadow Power: +5 (-) Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
This item will automatically be transmogrified when you leave the level. oxygen infusion (stamina 213 over 10 turns)oxygen infusion (stamina 213 over 10 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to restore 213 stamina and air over 10 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. vine lasso infusion (4 turns, 59 physical damage)vine lasso infusion (4 turns, 59 physical damage) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Grab a target and drag it to your side, holding it down and strangling it for 4 turns. The grab will also deal 59.41 physical damage per turn. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. heroism infusion of the psychic (+11 for 9 turns, die at -497)heroism infusion of the psychic (+11 for 9 turns, die at -497) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 11 for 9 turns. While Heroism is active, you will only die when reaching -497 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. invisibility rune (power 10 for 5 turns)invisibility rune (power 10 for 5 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 10) for 5 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. controlled phase door rune (range 7)controlled phase door rune (range 7) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 7. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. The Black Core (Around neck)] grounding steel amulet of healinggrounding steel amulet of healing Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% lightning / +0%(-15%) darkness Talent mastery: +0.00(-0.20) Corruption / Black-magic Blindness immunity: +0% (-100%) Cut immunity: +50% Stun/Freeze immunity: +26% Only die when reaching: +0.00 life (+100.00 life) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Infravision radius: +0 (-6) Healing mod.: +14% Shadow Power: +0 (-5) It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 248 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
[vs. The Black Core (Around neck)] savior's stralite amulet of visionThis item will automatically be transmogrified when you leave the level. savior's stralite amulet of vision Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +0%(-15%) darkness Talent mastery: +0.00(-0.20) Corruption / Black-magic Physical save: +15 (+7 eff.) Spell save: +11 (+5 eff.) Mental save: +17 (+6 eff.) Blindness immunity: +16% (-84%) Only die when reaching: +0.00 life (+100.00 life) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Infravision radius: +3 (-3) Sight radius: +2 See invisible: +8 Shadow Power: +0 (-5) Amulets can have magical properties. |
[vs. The Black Core (Around neck)] starlit stralite amulet of perfection (0.31 Celestial / Drought,0.31 Celestial / Hymns)This item will automatically be transmogrified when you leave the level. starlit stralite amulet of perfection (0.31 Celestial / Drought,0.31 Celestial / Hymns) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +16% light / +15%(-) darkness Talent masteries: +0.00(-0.20) Corruption / Black-magic +0.31 Celestial / Drought +0.31 Celestial / Hymns Blindness immunity: +28% (-72%) Only die when reaching: +0.00 life (+100.00 life) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Infravision radius: +0 (-6) Shadow Power: +0 (-5) Amulets can have magical properties. |
[vs. copper ring of power (On fingers, 1 of 2)] gold ring of arcana(+0.10/turn)This item will automatically be transmogrified when you leave the level. gold ring of arcana(+0.10/turn) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-6 (-6 eff.)) Silence immunity: +22% Mana each turn: +0.10 Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Mindpower: +0 (+0 eff.) (-6 (-3 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. copper ring of power (On fingers, 1 of 2)] sneakthief's gold ringThis item will automatically be transmogrified when you leave the level. sneakthief's gold ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+4 eff.) Physical power: +0 (+0 eff.) (-6 (-6 eff.)) Changes stats: +8 Cun / +6 Dex Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Mindpower: +0 (+0 eff.) (-6 (-3 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. copper ring of power (On fingers, 1 of 2)] savage's stralite ring of lifeThis item will automatically be transmogrified when you leave the level. savage's stralite ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +0 (+0 eff.) (-6 (-6 eff.)) Changes stats: +2 Con Spell save: +14 (+7 eff.) Life regen: +0.50 Maximum life: +40.00 Maximum stamina: +19.00 Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Mindpower: +0 (+0 eff.) (-6 (-3 eff.)) Healing mod.: +15% Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Glintsin (20-24 power, 4 apr, physical element) (In main hand)] Nimbusbearer the elm magestaff (10-12 power, 2 apr, lightning element)Nimbusbearer the elm magestaff (10-12 power, 2 apr, lightning element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-10.0 - -12.0) Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 (-2) Physical crit. chance: +2.5% (-1.0%) Attack speed: 100% (-) Damage (Melee): +12 lightning Burst (radius 1) on hit: +0(-4) light When wielded/worn: Physical crit. chance: +0.0% (-9.0%) Defense: +6 (+6 eff.) Effects on melee hit: * 5% chance to blind Damage (Melee): 0(-27) arcane / 0(-26) fire Damage when hit (Melee): 0(-12) arcane / 0(-20) light Changes resistances penetration: +0%(-10%) arcane Changes damage: +10% lightning / +0%(-20%) physical / +6% light / +0%(-3%) arcane Talents granted: +1.00(-) Command Staff Critical mult.: +0.00% (-24.00%) Spellpower on spell critical (stacks up to 3 times): +0 (-8) Maximum mana: +0.00 (-43.00) Spellpower: +3 (+1 eff.) (-20 (-7 eff.)) Spell crit. chance: +1% (-2%) Light radius: +3 See invisible: +0 (-11) It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 93.88 light damage. Staves designed for wielders of magic, by the greats of the art. |
[vs. Glintsin (20-24 power, 4 apr, physical element) (In main hand)] shimmering yew magestaff of projection (20-24 power, 4 apr, lightning element)This item will automatically be transmogrified when you leave the level. shimmering yew magestaff of projection (20-24 power, 4 apr, lightning element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-) Physical crit. chance: +3.5% (-) Attack speed: 100% (-) Burst (radius 1) on hit: +0(-4) light When wielded/worn: Physical crit. chance: +0.0% (-9.0%) Damage (Melee): 0(-27) arcane / 0(-26) fire Damage when hit (Melee): 0(-12) arcane / 0(-20) light Changes resistances penetration: +0%(-10%) arcane Changes damage: +20% lightning / +0%(-20%) physical / +0%(-3%) arcane Talents granted: +1.00(-) Command Staff Critical mult.: +0.00% (-24.00%) Mana each turn: +0.15 Spellpower on spell critical (stacks up to 3 times): +0 (-8) Maximum mana: +52.00 (+9.00) Spellpower: +12 (+4 eff.) (-11 (-4 eff.)) Spell crit. chance: +5% (+2%) See invisible: +0 (-11) It can be used to project a bolt elemental energy from the staff (to range 8) dealing 27.65 to 33.18 lightning damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
[vs. Glintsin (20-24 power, 4 apr, physical element) (In main hand)] yew magestaff (20-24 power, 4 apr, cold element)This item will automatically be transmogrified when you leave the level. yew magestaff (20-24 power, 4 apr, cold element) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-) Physical crit. chance: +3.5% (-) Attack speed: 100% (-) Burst (radius 1) on hit: +0(-4) light When wielded/worn: Physical crit. chance: +0.0% (-9.0%) Damage (Melee): 0(-27) arcane / 0(-26) fire Damage when hit (Melee): 0(-12) arcane / 0(-20) light Changes resistances penetration: +0%(-10%) arcane Changes damage: +20% cold / +0%(-3%) arcane / +0%(-20%) physical Talents granted: +1.00(-) Command Staff Critical mult.: +0.00% (-24.00%) Spellpower on spell critical (stacks up to 3 times): +0 (-8) Maximum mana: +0.00 (-43.00) Spellpower: +9 (+3 eff.) (-14 (-5 eff.)) Spell crit. chance: +3% (-) See invisible: +0 (-11) Staves designed for wielders of magic, by the greats of the art. |
[vs. Glintsin (20-24 power, 4 apr, physical element) (In main hand)] yew starstaff (20-24 power, 4 apr, light element)This item will automatically be transmogrified when you leave the level. yew starstaff (20-24 power, 4 apr, light element) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-) Physical crit. chance: +3.5% (-) Attack speed: 100% (-) Burst (radius 1) on hit: +0(-4) light When wielded/worn: Physical crit. chance: +0.0% (-9.0%) Damage (Melee): 0(-27) arcane / 0(-26) fire Damage when hit (Melee): 0(-12) arcane / 0(-20) light Changes resistances penetration: +0%(-10%) arcane Changes damage: +0%(-20%) physical / +20% light / +0%(-3%) arcane Talents granted: +1.00(-) Command Staff Critical mult.: +0.00% (-24.00%) Spellpower on spell critical (stacks up to 3 times): +0 (-8) Maximum mana: +0.00 (-43.00) Spellpower: +9 (+3 eff.) (-14 (-5 eff.)) Spell crit. chance: +3% (-) See invisible: +0 (-11) Staves designed for wielders of magic, by the greats of the art. |
[vs. Glintsin (20-24 power, 4 apr, physical element) (In main hand)] dwarven-steel battleaxe (31-46.5 power, 2 apr)This item will automatically be transmogrified when you leave the level. dwarven-steel battleaxe (31-46.5 power, 2 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.0 - 46.5(+11.0 - +22.5) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-2) Physical crit. chance: +6.5% (+3.0%) Attack speed: 100% (-) Burst (radius 1) on hit: +0(-4) light When wielded/worn: Physical crit. chance: +0.0% (-9.0%) Damage (Melee): 0(-27) arcane / 0(-26) fire Damage when hit (Melee): 0(-12) arcane / 0(-20) light Changes resistances penetration: +0%(-10%) arcane Changes damage: +0%(-3%) arcane / +0%(-20%) physical Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-24.00%) Spellpower on spell critical (stacks up to 3 times): +0 (-8) Maximum mana: +0.00 (-43.00) Spellpower: +0 (+0 eff.) (-23 (-8 eff.)) Spell crit. chance: +0% (-3%) See invisible: +0 (-11) Massive two-handed battleaxes. |
[vs. Glintsin (20-24 power, 4 apr, physical element) (In main hand)] Obliterator (48-72 power, 10 apr)This item will automatically be transmogrified when you leave the level. Obliterator (48-72 power, 10 apr) Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 48.0 - 72.0(+28.0 - +48.0) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 (+6) Physical crit. chance: +0.0% (-3.5%) Attack speed: 100% (-) Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. Burst (radius 1) on hit: +0(-4) light When wielded/worn: Physical crit. chance: +0.0% (-9.0%) Damage (Melee): 0(-27) arcane / 0(-26) fire Damage when hit (Melee): 0(-12) arcane / 0(-20) light Changes stats: +5 Str / +5 Con Changes resistances penetration: +0%(-10%) arcane Changes damage: +0%(-3%) arcane / +0%(-20%) physical Talent granted: +0(+-1) Command Staff Critical mult.: +10.00% (-14.00%) Spellpower on spell critical (stacks up to 3 times): +0 (-8) Maximum mana: +0.00 (-43.00) Spellpower: +0 (+0 eff.) (-23 (-8 eff.)) Spell crit. chance: +0% (-3%) See invisible: +0 (-11) This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
[vs. Glintsin (20-24 power, 4 apr, physical element) (In main hand)] blazebringer's stralite longsword (32.5-45.5 power, 5 apr)This item will automatically be transmogrified when you leave the level. blazebringer's stralite longsword (32.5-45.5 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 32.5 - 45.5(+12.5 - +21.5) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 (+1) Physical crit. chance: +4.5% (+1.0%) Attack speed: 100% (-) Burst (radius 1) on hit: +0(-4) light Burst (radius 2) on crit: +12 fire When wielded/worn: Physical crit. chance: +0.0% (-9.0%) Damage (Melee): 0(-27) arcane / 0(-26) fire Damage when hit (Melee): 0(-12) arcane / 0(-20) light Changes resistances penetration: +0%(-10%) arcane / +8% fire Changes damage: +0%(-3%) arcane / +0%(-20%) physical Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-24.00%) Spellpower on spell critical (stacks up to 3 times): +0 (-8) Maximum mana: +0.00 (-43.00) Spellpower: +0 (+0 eff.) (-23 (-8 eff.)) Spell crit. chance: +0% (-3%) See invisible: +0 (-11) Global speed: +2% Sharp, long, and deadly. |
[vs. Glintsin (20-24 power, 4 apr, physical element) (In main hand)] thunderous stralite longsword of purging (36.5-51.1 power, 5 apr)This item will automatically be transmogrified when you leave the level. thunderous stralite longsword of purging (36.5-51.1 power, 5 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 36.5 - 51.1(+16.5 - +27.1) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 (+1) Physical crit. chance: +4.5% (+1.0%) Attack speed: 100% (-) On weapon hit: * 12% chance to daze (+12%) + 25% chance to remove a magical effect Damage (Melee): +9 nature Burst (radius 1) on hit: +0(-4) light When wielded/worn: Physical crit. chance: +0.0% (-9.0%) Damage (Melee): 0(-27) arcane / 0(-26) fire Damage when hit (Melee): 0(-12) arcane / 0(-20) light Changes stats: +1 Str / +2 Dex / +1 Mag / +1 Wil / +2 Cun / +1 Con Changes resistances penetration: +9% lightning / +0%(-10%) arcane Changes damage: +0%(-3%) arcane / +0%(-20%) physical Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-24.00%) Spellpower on spell critical (stacks up to 3 times): +0 (-8) Maximum mana: +0.00 (-43.00) Spellpower: +0 (+0 eff.) (-23 (-8 eff.)) Spell crit. chance: +0% (-3%) See invisible: +0 (-11) Sharp, long, and deadly. |
[vs. Glintsin (20-24 power, 4 apr, physical element) (In main hand)] dwarven-steel mace (26.5-37.1 power, 4 apr)This item will automatically be transmogrified when you leave the level. dwarven-steel mace (26.5-37.1 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.5 - 37.1(+6.5 - +13.1) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 (-) Physical crit. chance: +1.5% (-2.0%) Attack speed: 100% (-) Burst (radius 1) on hit: +0(-4) light When wielded/worn: Physical crit. chance: +0.0% (-9.0%) Damage (Melee): 0(-27) arcane / 0(-26) fire Damage when hit (Melee): 0(-12) arcane / 0(-20) light Changes resistances penetration: +0%(-10%) arcane Changes damage: +0%(-3%) arcane / +0%(-20%) physical Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-24.00%) Spellpower on spell critical (stacks up to 3 times): +0 (-8) Maximum mana: +0.00 (-43.00) Spellpower: +0 (+0 eff.) (-23 (-8 eff.)) Spell crit. chance: +0% (-3%) See invisible: +0 (-11) Blunt and deadly. |
[vs. Glintsin (20-24 power, 4 apr, physical element) (In main hand)] dwarven-steel mace (28-39.2 power, 4 apr)This item will automatically be transmogrified when you leave the level. dwarven-steel mace (28-39.2 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.0 - 39.2(+8.0 - +15.2) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 (-) Physical crit. chance: +1.5% (-2.0%) Attack speed: 100% (-) Burst (radius 1) on hit: +0(-4) light When wielded/worn: Physical crit. chance: +0.0% (-9.0%) Damage (Melee): 0(-27) arcane / 0(-26) fire Damage when hit (Melee): 0(-12) arcane / 0(-20) light Changes resistances penetration: +0%(-10%) arcane Changes damage: +0%(-3%) arcane / +0%(-20%) physical Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-24.00%) Spellpower on spell critical (stacks up to 3 times): +0 (-8) Maximum mana: +0.00 (-43.00) Spellpower: +0 (+0 eff.) (-23 (-8 eff.)) Spell crit. chance: +0% (-3%) See invisible: +0 (-11) Blunt and deadly. |
[vs. Glintsin (20-24 power, 4 apr, physical element) (In main hand)] hateful steel waraxe of purging (10-14 power, 3 apr)This item will automatically be transmogrified when you leave the level. hateful steel waraxe of purging (10-14 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 10.0 - 14.0(-10.0 - -10.0) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 (-1) Physical crit. chance: +4.0% (+0.5%) Attack speed: 100% (-) On weapon hit: + 25% chance to remove a magical effect Damage (Melee): +6 nature / +6 darkness Burst (radius 1) on hit: +0(-4) light Damage against: +5% Living When wielded/worn: Physical crit. chance: +0.0% (-9.0%) Damage (Melee): 0(-27) arcane / 0(-26) fire Damage when hit (Melee): 0(-12) arcane / 0(-20) light Changes resistances penetration: +0%(-10%) arcane Changes damage: +0%(-3%) arcane / +0%(-20%) physical Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-24.00%) Spellpower on spell critical (stacks up to 3 times): +0 (-8) Maximum mana: +0.00 (-43.00) Spellpower: +0 (+0 eff.) (-23 (-8 eff.)) Spell crit. chance: +0% (-3%) See invisible: +0 (-11) One-handed war axes. |
[vs. Glintsin (20-24 power, 4 apr, physical element) (In main hand)] flaming dwarven-steel waraxe of paradox (19-26.6 power, 4 apr)This item will automatically be transmogrified when you leave the level. flaming dwarven-steel waraxe of paradox (19-26.6 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6(-1.0 - +2.6) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 (-) Physical crit. chance: +4.5% (+1.0%) Attack speed: 100% (-) Damage (Melee): +5 temporal Burst (radius 1) on hit: +0(-4) light / +7 fire When wielded/worn: Physical crit. chance: +0.0% (-9.0%) Damage (Melee): 0(-27) arcane / 0(-26) fire Damage when hit (Melee): 8 temporal / 0(-12) arcane / 0(-20) light Changes resistances: +11% temporal Changes resistances penetration: +0%(-10%) arcane Changes damage: +0%(-3%) arcane / +0%(-20%) physical Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-24.00%) Spellpower on spell critical (stacks up to 3 times): +0 (-8) Maximum mana: +0.00 (-43.00) Spellpower: +0 (+0 eff.) (-23 (-8 eff.)) Spell crit. chance: +0% (-3%) See invisible: +0 (-11) One-handed war axes. |
[vs. Glintsin (20-24 power, 4 apr, physical element) (In main hand)] acidic dwarven-steel dagger (19.5-25.35 power, 7 apr)This item will automatically be transmogrified when you leave the level. acidic dwarven-steel dagger (19.5-25.35 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.5 - 25.4(-0.5 - +1.4) Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 (+3) Physical crit. chance: +6.0% (+2.5%) Attack speed: 100% (-) On weapon crit: + splashes the target with acid Damage (Melee): +6 acid Burst (radius 1) on hit: +0(-4) light When wielded/worn: Physical crit. chance: +0.0% (-9.0%) Damage (Melee): 0(-27) arcane / 0(-26) fire Damage when hit (Melee): 0(-12) arcane / 0(-20) light Changes resistances penetration: +0%(-10%) arcane Changes damage: +0%(-3%) arcane / +0%(-20%) physical Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-24.00%) Spellpower on spell critical (stacks up to 3 times): +0 (-8) Maximum mana: +0.00 (-43.00) Spellpower: +0 (+0 eff.) (-23 (-8 eff.)) Spell crit. chance: +0% (-3%) See invisible: +0 (-11) Sharp, short and deadly. |
[vs. Glintsin (20-24 power, 4 apr, physical element) (In main hand)] cunning vined mindstar of life (4.5-4.95 power, 18 apr, mind damage)This item will automatically be transmogrified when you leave the level. cunning vined mindstar of life (4.5-4.95 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0(-15.5 - -19.1) Uses stats: 35% Wil, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+14) Physical crit. chance: +3.0% (-0.5%) Attack speed: 100% (-) Burst (radius 1) on hit: +0(-4) light When wielded/worn: Physical crit. chance: +0.0% (-9.0%) Damage (Melee): 0(-27) arcane / 0(-26) fire Damage when hit (Melee): 0(-12) arcane / 0(-20) light Changes stats: +3 Cun Changes resistances penetration: +0%(-10%) arcane Changes damage: +0%(-3%) arcane / +0%(-20%) physical Talent granted: +0(+-1) Command Staff Critical mult.: +9.00% (-15.00%) Life regen: +1.00 Spellpower on spell critical (stacks up to 3 times): +0 (-8) Maximum life: +15.00 Maximum mana: +0.00 (-43.00) Spellpower: +0 (+0 eff.) (-23 (-8 eff.)) Spell crit. chance: +0% (-3%) Mindpower: +4 (+2 eff.) Mental crit. chance: +2% See invisible: +0 (-11) 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. Glintsin (20-24 power, 4 apr, physical element) (In main hand)] kinetic thorny mindstar of storms (9.5-10.45 power, 24 apr, nature damage)This item will automatically be transmogrified when you leave the level. kinetic thorny mindstar of storms (9.5-10.45 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 9.5 - 10.5(-10.5 - -13.5) Uses stats: 40% Wil, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 (+20) Physical crit. chance: +3.5% (-) Attack speed: 100% (-) Damage (Melee): +10 physical Burst (radius 1) on hit: +0(-4) light When wielded/worn: Physical crit. chance: +0.0% (-9.0%) Damage (Melee): 0(-27) arcane / 0(-26) fire Damage when hit (Melee): 6 lightning / 0(-12) arcane / 0(-20) light Changes stats: +2 Str / +2 Dex / +1 Mag / +1 Wil / +3 Cun / +2 Con Changes resistances: +7% acid / +6% physical / +7% lightning Changes resistances penetration: +13% lightning / +0%(-10%) arcane Changes damage: +5% lightning / +12%(-8%) physical / +0%(-3%) arcane Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-24.00%) Spellpower on spell critical (stacks up to 3 times): +0 (-8) Maximum mana: +0.00 (-43.00) Spellpower: +0 (+0 eff.) (-23 (-8 eff.)) Spell crit. chance: +0% (-3%) Mindpower: +6 (+3 eff.) Mental crit. chance: +3% See invisible: +0 (-11) 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. Glintsin (20-24 power, 4 apr, physical element) (In main hand)] thorny mindstar (9-9.9 power, 24 apr, nature damage)This item will automatically be transmogrified when you leave the level. thorny mindstar (9-9.9 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9(-11.0 - -14.1) Uses stats: 40% Wil, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 (+20) Physical crit. chance: +3.5% (-) Attack speed: 100% (-) Burst (radius 1) on hit: +0(-4) light When wielded/worn: Physical crit. chance: +0.0% (-9.0%) Damage (Melee): 0(-27) arcane / 0(-26) fire Damage when hit (Melee): 0(-12) arcane / 0(-20) light Changes resistances penetration: +0%(-10%) arcane Changes damage: +0%(-3%) arcane / +0%(-20%) physical Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-24.00%) Spellpower on spell critical (stacks up to 3 times): +0 (-8) Maximum mana: +0.00 (-43.00) Spellpower: +0 (+0 eff.) (-23 (-8 eff.)) Spell crit. chance: +0% (-3%) Mindpower: +6 (+3 eff.) Mental crit. chance: +3% See invisible: +0 (-11) 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. Glintsin (20-24 power, 4 apr, physical element) (In main hand)] ranger's yew longbow of coldThis item will automatically be transmogrified when you leave the level. ranger's yew longbow of cold Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 (-4) Physical crit. chance: +0.0% (-3.5%) Attack speed: 125% (+25%) Firing range: +9 Damage (Ranged): +8 cold Burst (radius 1) on hit: +0(-4) light When wielded/worn: Physical crit. chance: +0.0% (-9.0%) Damage (Melee): 0(-27) arcane / 0(-26) fire Damage when hit (Melee): 0(-12) arcane / 0(-20) light Changes stats: +1 Dex Changes resistances penetration: +0%(-10%) arcane Changes damage: +8% cold / +0%(-3%) arcane / +0%(-20%) physical Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-24.00%) Spellpower on spell critical (stacks up to 3 times): +0 (-8) Maximum mana: +0.00 (-43.00) Spellpower: +0 (+0 eff.) (-23 (-8 eff.)) Spell crit. chance: +0% (-3%) See invisible: +0 (-11) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Hornet Stingers (20/20, 18-25.2 power, 10 apr)Hornet Stingers (20/20, 18-25.2 power, 10 apr) Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +5.0% Capacity: 20 Damage (Ranged): +45 crippling poison A vile poison drips from the tips of these arrows. |
This item will automatically be transmogrified when you leave the level. acidic stralite shield of mind resistance (+13%) (10 def, 2 armour, 132.5 block)acidic stralite shield of mind resistance (+13%) (10 def, 2 armour, 132.5 block) Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+10 eff.) Ranged Defense: +10 (+10 eff.) Fatigue: +14% Damage (Melee): 7 acid Damage when hit (Melee): 10 acid Changes resistances: +13% mind Talent granted: +4 Block Handheld deflection devices. |
[vs. Robes of Deflection (0 def, 7 armour) (Main armor)] spiked stralite mail armour of implacability (4 def, 13 armour)This item will automatically be transmogrified when you leave the level. spiked stralite mail armour of implacability (4 def, 13 armour) Requires: - Strength 38 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +13 (+6) Armour Hardiness: +0% (-30%) Defense: +4 (+4 eff.) Fatigue: +10% Damage when hit (Melee): 13 physical Changes stats: +0(-3) Mag / +0(-3) Con Physical save: +8 (+4 eff.) Spellpower: +0 (+0 eff.) (-4 (-2 eff.)) A suit of armour made of mail. |
[vs. Robes of Deflection (0 def, 7 armour) (Main armor)] dwarven-steel plate armour (5 def, 11 armour)This item will automatically be transmogrified when you leave the level. dwarven-steel plate armour (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 (+4) Armour Hardiness: +0% (-30%) Defense: +5 (+5 eff.) Fatigue: +24% Changes stats: +0(-3) Mag / +0(-3) Con Spellpower: +0 (+0 eff.) (-4 (-2 eff.)) A suit of armour made of metal plates. |
[vs. grounding rough leather belt of life (Around waist)] hardened leather belt of the giantsThis item will automatically be transmogrified when you leave the level. hardened leather belt of the giants Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+4 eff.) Changes resistances: +0%(-5%) lightning / +0%(-5%) temporal Spell save: +7 (+3 eff.) Life regen: +0.00 (-0.60) Healing mod.: +0% (-13%) Size category: +1 A belt that goes around your waist. |
[vs. steady rough leather gloves (0 def, 1 armour) (On hands)] hardened leather gloves of the starseeker (0 def, 2 armour)This item will automatically be transmogrified when you leave the level. hardened leather gloves of the starseeker (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-5 eff.)) Armour: +2 (+1) Changes stats: +1 Cun / +3 Mag Changes resistances: +7% light / +6% darkness Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +0 (+0 eff.) (-5 (-3 eff.)) Disarm immunity: +0% (-20%) Infravision radius: +1 It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 84.41 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Cloud Caller (0 def, 0 armour) (On head)] catburglar's hardened leather cap of knowledge (0 def, 3 armour)This item will automatically be transmogrified when you leave the level. catburglar's hardened leather cap of knowledge (0 def, 3 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Dex / +3 Wil / +3 Cun Changes resistances: +0%(-10%) lightning / +12% darkness / +0%(-10%) light Changes damage: +0%(-10%) light / +0%(-10%) lightning Mindpower: +4 (+2 eff.) Infravision radius: +4 A cap made of leather. |
[vs. Cloud Caller (0 def, 0 armour) (On head)] Decayed Visage (0 def, 0 armour)This item will automatically be transmogrified when you leave the level. Decayed Visage (0 def, 0 armour) Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 10 vim draining blight Changes stats: +5 Mag / +7 Wil / +4 Cun Changes resistances: +0%(-10%) light / +0%(-10%) lightning Changes damage: +9% blight / +0%(-10%) lightning / +8% arcane / +0%(-10%) light Physical save: +12 (+6 eff.) Maximum vim: +25.00 Spell crit. chance: +3% Mindpower: +3 (+1 eff.) Infravision radius: +2 It can be used to activate talent Vimsense (costing 25 power out of 45/45) : Effective talent level: 2.0 Power cost: 25 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 21%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
[vs. Cloud Caller (0 def, 0 armour) (On head)] bladed dwarven-steel helm of knowledge (0 def, 4 armour)This item will automatically be transmogrified when you leave the level. bladed dwarven-steel helm of knowledge (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 5 physical Changes stats: +3 Str / +3 Wil / +3 Cun Changes resistances: +0%(-10%) light / +0%(-10%) lightning Changes damage: +0%(-10%) light / +0%(-10%) lightning Mindpower: +4 (+2 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 29.5 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Cloud Caller (0 def, 0 armour) (On head)] dwarven-steel helm (0 def, 4 armour)This item will automatically be transmogrified when you leave the level. dwarven-steel helm (0 def, 4 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +0%(-10%) light / +0%(-10%) lightning Changes damage: +0%(-10%) light / +0%(-10%) lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Umbraphage (Light source)] brass lantern of healthbrass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +0%(-20%) darkness Changes resistances penetration: +0%(-10%) darkness Changes damage: +0%(-15%) light / +0%(-15%) darkness Damage affinity(heal): +0%(-20%) darkness Talent mastery: +0.00(-0.20) Cursed / Shadows Mental save: +0 (+0 eff.) (-10 (-5 eff.)) Maximum life: +40.00 Mindpower: +0 (+0 eff.) (-10 (-5 eff.)) Light radius: +2 (-8) 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. Astrolabe (Tool)] woodsman's iron pickaxe (dig speed 38 turns)woodsman's iron pickaxe (dig speed 38 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature / +0%(-10%) darkness Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Infravision radius: +0 (-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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. Astrolabe (Tool)] warded yew wand of conjuration [power 241] (10 cooldown)This item will automatically be transmogrified when you leave the level. warded yew wand of conjuration [power 241] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Maximum wards: +2 lightning / +1 temporal / +3 blight / +1 fire / +2 cold Changes damage: +0%(-10%) darkness Talent granted: +1 Ward Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Infravision radius: +0 (-2) It can be used to fire a bolt of a random element with (base) damage 120 to 241, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Guru the Gifted Firmamancer level 19
53rd Dusk 122nd year of Ascendancy at 02:37 see stats
By Guru the Gifted Firmamancer level 21
4th Haze 122nd year of Ascendancy at 16:42 see stats
By Guru the Gifted Firmamancer level 20
53rd Dusk 122nd year of Ascendancy at 17:26 see stats
By Guru the Gifted Firmamancer level 20
54th Dusk 122nd year of Ascendancy at 08:51 see stats
By Guru the Gifted Firmamancer level 24
36th Haze 122nd year of Ascendancy at 12:37 see stats
By Guru the Gifted Firmamancer level 23
30th Haze 122nd year of Ascendancy at 20:37 see stats
By Guru the Gifted Firmamancer level 27
39th Haze 122nd year of Ascendancy at 14:33 see stats
By Guru the Gifted Firmamancer level 10
4th Mirth 122nd year of Ascendancy at 14:09 see stats
By Guru the Gifted Firmamancer level 20
53rd Dusk 122nd year of Ascendancy at 09:59 see stats
By Guru the Gifted Firmamancer level 8
4th Mirth 122nd year of Ascendancy at 12:25 see stats
By Guru the Gifted Firmamancer level 24
36th Haze 122nd year of Ascendancy at 12:27 see stats
By Guru the Gifted Firmamancer level 24
35th Haze 122nd year of Ascendancy at 20:32 see stats
By Guru the Gifted Firmamancer level 20
54th Dusk 122nd year of Ascendancy at 16:59 see stats
Log
Scarlet Wind hits Barrow wight for 61 physical damage.
Scarlet Wind hits Lesser vampire for 86 physical damage.
Bane of Confusion from Vampire hits Guru for 10 darkness, 5 healing (10 total damage) [5 healing].
Lesser vampire drains life from Guru!
Lesser vampire leeches life from Guru!
Lesser vampire hits Guru for 79 blight damage.
Guru hits Lesser vampire for 8 healing, 32 healing, 67 lightning, 15 arcane, 47 light, 7 acid (135 total damage) [40 healing].
Guru is confused and fails to use Healing Light.
Lesser vampire resists the baneful energy!
Barrow wight resists the baneful energy!
Barrow wight's glacial vapour area effect hits Guru for 31 cold damage.
Barrow wight's glacial vapour area effect hits Dreadmaster for 24 cold damage.
Barrow wight's glacial vapour area effect hits Barrow wight for 9 cold damage.
Barrow wight's glacial vapour area effect hits Lesser vampire for 9 cold damage.
Ghoul's purging blight area effect hits Guru for 36 blight damage.
Barrow wight receives 63 healing from Ghoul's purging blight area effect.
Lesser vampire receives 63 healing from Ghoul's purging blight area effect.
Ghoul uses Ghoulish Leap.
Guru shrugs off the effect 'Confused'!
Dreadmaster uses Silence.
Guru feels pain again.
Guru seems more focused.
Talent Hunger is ready to use.
Guru HEALS from darkness damage!
Scarlet Wind hits Ghoul for 94 physical damage.
Scarlet Wind hits Barrow wight for 73 physical damage.
Scarlet Wind hits Lesser vampire for 86 physical damage.
Bane of Confusion from Vampire hits Guru for 10 darkness, 5 healing (10 total damage) [5 healing].
Saving game...