Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.3 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Infinite500 v2.5d: Revised high level play for ToME 1.4.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Emblazoned 1.3.0Adds additional fire and darkness trees for defiler classes, and the emblazoned class, who uses a mixture of them and Uhr'rok talents. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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! Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando 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: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. 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! Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.3.0Donators/Buyers bonus! More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Verdant Class Pack 1.3.3Content 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: Blighted Class 1.3.0Adds the Blighted class, an afflicted character who excels at dealing mind and blight damage to a single target. 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:
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. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Superhuman |
Class | Woodsman |
Level / Exp | 16 / 30% |
Size | medium |
Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
Strength | 51 (base 39) |
Dexterity | 54 (base 39) |
Constitution | 73 (base 39) |
Magic | 58 (base 39) |
Willpower | 49 (base 39) |
Cunning | 60 (base 39) |
Resources
Life | 3053/3067 |
Equilibrium | 20 |
Stamina | 438/438 |
Psi_feedback | 0/225 |
Healing Factor | 1.3 |
Regeneration | 49.705206519421 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +95% |
Spell | +200% |
Global | +275% |
Vision
Sight | 10 |
Lite | -994 |
Infravision | 20.241024410652 |
See Stealth | 6 |
See Invisible | 15 |
Stealth | 108.89306728253 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 155 |
Accuracy | 66 |
Crit Chance | 39% |
APR | 55 |
Speed | 0.27 |
Offense: Offhand
Damage | 83 |
Accuracy | 66 |
Crit Chance | 41% |
APR | 60 |
Speed | 0.33 |
Offense: Spell
Spellpower | 54.333333333333 |
Crit Chance | 31% |
Speed | 0.33333333333333 |
Cooldown Reduction | 29.25 |
Offense: Mind
Mindpower | 54.433333333333 |
Crit Chance | 34% |
Speed | 0.33333333333333 |
Defense: Base
Armour (hardiness) | 50 (80%) |
Defense | 48.848634016251 |
Ranged Defense | 48.848634016251 |
Fatigue | 0 |
Physical Save | 99.417819396567 |
Spell Save | 97.027819396567 |
Mental Save | 97.167819396567 |
Defense: Resistances
All | + 45%(100%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 24% |
Poison Resistance | 80% |
Confusion Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 250 damage for 25 turns. |
Class Talents
Technique / Archery - bows | 5.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Cunning / Stealth | 5.70 |
| 5/5 |
| 5/5 |
| 3/5 |
| 2/5 |
Wild-gift / Summoning (melee) | 6.10 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Wild-gift / Summon-commands | 1.70 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Cunning / Poisons | 5.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 6.10 |
| 5/5 |
| 5/5 |
| 3/5 |
| 2/5 |
Technique / Bow flexibility | 5.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Cunning / Tactical | 4.70 |
| 5/5 |
| 5/5 |
| 3/5 |
| 2/5 |
Technique / Archery prowess | 5.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Cunning / Woodcraft | 5.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 2/5 |
Wild-gift / Summoning (utility) | 6.90 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 3.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Cunning / Herbalism | 5.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Wild-gift / Harmony | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Wild-gift / Hunter | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Effects
talent | Deadly Poison |
talent | Exploit Weakness |
talent | Stealth |
talent | Elemental Harmony |
talent | Crippling Poison |
beneficial effect | Countering melee attacks: Has a 79% chance to get an automatic counter attack when avoiding a melee attack. (1.8 counters remaining) Counter Attacking |
detrimental effect | The target has been revealed, reducing its stealth power by 16. Luminescence |
beneficial effect | The target is getting +20 defense and +20 nature damage on hit from their summoned creatures. Hunter's Friend |
Quests
You abandoned lost anorithil to death. Escort: lost anorithil (level 1 of Old Forest) | failed |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 2 of Trollmire) | failed |
You abandoned temporal explorer to death. Escort: temporal explorer (level 3 of Trollmire) | failed |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
On feet | Falodin (0 def, 1 armour) Falodin (0 def, 1 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -9% Changes stats: +3 Dex Changes resistances penetration: +5% mind Changes damage: +6% mind Stamina each turn: +0.60 Maximum life: +64.00 Maximum hate: +4.00 Mental crit. chance: +3% See invisible: +3 Movement speed: +20% A pair of boots made of leather. |
Quiver | quiver of elm arrows 'Duridodur' (18/18, 14-19.6 power, 5 apr) quiver of elm arrows 'Duridodur' (18/18, 14-19.6 power, 5 apr)Requires: - Dexterity 11 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 1 Base power: 14.0 - 19.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +7.0% Capacity: 18 On weapon hit: * 40% chance to gain 10% of a turn * 10% chance to create an air burst On weapon crit: * cripple the target Travel speed: +200% Burst (radius 1) on hit: +4 mind / +8 temporal Arrows are used with bows to pierce your foes to death. |
Light source | Elegawyn the brass lantern Elegawyn the brass lanternCrafted by a master 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Grants telepathy: Dragon Mana each turn: +0.08 Mana when firing critical spell: +2.00 Maximum mana: +60.00 Light radius: +5 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 | Eclipseresolve (0 def, 1 armour) Eclipseresolve (0 def, 1 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +12% darkness / +8% cold Changes resistances penetration: +5% temporal Allows you to breathe in: water A cap made of leather. |
Tool | Goreshear the iron torque of kinetic psionic shield [power 23] (7 cooldown) Goreshear the iron torque of kinetic psionic shield [power 23] (7 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 acid Changes resistances: +6% nature Changes resistances penetration: +10% acid Changes damage: +3% acid It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 23 for 7 turns, putting all charms on cooldown for 7 turns. When used: 100% chance to regenerate 1 psi. Torques are made by powerful psionics to store psionic powers. |
On fingers | Isama IsamaPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 arcane / 8 blight Changes resistances: +3% nature / +9% temporal Reduces incoming crit damage: 5.00% Silence immunity: +24% Mana each turn: +0.12 Rings can have magical properties. |
On fingers | copper ring 'Glanor' copper ring 'Glanor'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom * 20% chance to gain 10% of a turn Damage (Melee): 7 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 9 bleed Changes stats: +3 Mag / +2 Cun / +1 Con Changes resistances: +22% lightning Changes damage: +11% lightning Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Light radius: +1 It can be used to activate talent Bleeding Edge, placing all other charms into a 7 cooldown : Effective talent level: 3.0 Power cost: 7 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
Around waist | rough leather belt 'Murkburst' rough leather belt 'Murkburst'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 8 fire Changes stats: +2 Mag Changes resistances: +6% fire / +6% cold Changes damage: +21% darkness Mana each turn: +0.20 Maximum mana: +25.00 A belt that goes around your waist. |
In main hand | Camyroddadur the elm longbow Camyroddadur the elm longbowRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +7 fire When wielded/worn: Physical crit. chance: +2.0% Physical power: +6 (+1 eff.) Changes resistances penetration: +10% acid Changes damage: +9% fire Physical save: +6 (+1 eff.) Longbows are used to shoot arrows at your foes. |
On hands | Adoretta (0 def, 1 armour) Adoretta (0 def, 1 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 mind Changes stats: +2 Cun Changes resistances: +6% mind Changes damage: +4% mind Reduces incoming crit damage: 15.00% Infravision radius: +3 Metal gloves protecting the hands up to the middle of the lower arm. |
In off hand | Umbral Razor (25-32.5 power, 10 apr) Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Dex, 10% Mag, 45% Str Damage type: Physical Mastery: Handy Offhand Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 3 power out of 1/10) : Effective talent level: 2.0 Power cost: 3 out of 1/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 183.10 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Main armor | Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 (+3 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 6 power out of 50/50) : Effective talent level: 2.0 Power cost: 6 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 83.36 to 250.07 lightning damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Around neck | clarifying copper amulet of strength (+2) clarifying copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +10% mind Confusion immunity: +21% Amulets can have magical properties. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. 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. |
warrior's copper ring of clarity warrior's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Mental save: +5 (+1 eff.) Confusion immunity: +20% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. steel battleaxe of projection (22.5-33.75 power, 2 apr)steel battleaxe of projection (22.5-33.75 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 22.5 - 33.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 mind It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 2 turns. Massive two-handed battleaxes. |
Glitterveil (10.5-13.65 power, 5 apr) Glitterveil (10.5-13.65 power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Dex, 45% Str Damage type: Light Mastery: Handy Offhand Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 mind When wielded/worn: Physical crit. chance: +3.0% Effects on melee hit: * 30% chance to blind Changes stats: +1 Con Changes damage: +3% physical Reduces incoming crit damage: 5.00% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 2 turns. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. acidic iron dagger of massacre (15.5-20.15 power, 5 apr)acidic iron dagger of massacre (15.5-20.15 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 15.5 - 20.2 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Handy Offhand Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +4 acid Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. arcing steel dagger of projection (13.5-17.55 power, 6 apr)arcing steel dagger of projection (13.5-17.55 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Handy Offhand Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +6 lightning / +8 mind It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 2 turns. Sharp, short and deadly. |
iron dagger (10.5-13.65 power, 5 apr) iron dagger (10.5-13.65 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Handy Offhand Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. iron dagger of erosion (10-13 power, 5 apr)iron dagger of erosion (10-13 power, 5 apr) Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Handy Offhand Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +4 nature / +5 temporal Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. iron dagger of massacre (15.5-20.15 power, 5 apr)iron dagger of massacre (15.5-20.15 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 15.5 - 20.2 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Handy Offhand Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel dagger of erosion (11.5-14.95 power, 6 apr)steel dagger of erosion (11.5-14.95 power, 6 apr) Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Handy Offhand Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +5 nature / +6 temporal Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. insidious steel greatmaul of erosion (26-39 power, 2 apr)insidious steel greatmaul of erosion (26-39 power, 2 apr) Requires: - Strength 16 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.0 - 39.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +23 insidious poison / +10 temporal / +12 nature Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. hateful steel greatsword of erosion (21.5-34.4 power, 2 apr)hateful steel greatsword of erosion (21.5-34.4 power, 2 apr) Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 21.5 - 34.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +10 temporal / +10 darkness / +10 nature Damage against: +10% Living Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. insidious iron greatsword of massacre (26-41.6 power, 1 apr)insidious iron greatsword of massacre (26-41.6 power, 1 apr) Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 26.0 - 41.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +26 insidious poison Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. manaburning steel greatsword (26-41.6 power, 2 apr)manaburning steel greatsword (26-41.6 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 19 arcane resource burn Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Brightmight the ash longbowBrightmight the ash longbow Requires: - Dexterity 16 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 On weapon hit: * 20% chance to gain 10% of a turn Damage (Ranged): +9 nature When wielded/worn: Changes resistances: +9% temporal / +6% light / +5% all Changes resistances penetration: +14% physical / +7% nature / +5% light Changes damage: +12% physical Light radius: +2 Longbows are used to shoot arrows at your foes. |
elm longbow elm longbowRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. chilling steel longsword of massacre (23-32.2 power, 3 apr)chilling steel longsword of massacre (23-32.2 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 cold Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. steel mace 'Breezewing' (22-30.8 power, 3 apr)steel mace 'Breezewing' (22-30.8 power, 3 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 12% chance to daze When wielded/worn: Changes stats: +1 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +3% nature Changes resistances penetration: +7% lightning / +25% acid Changes damage: +9% acid Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. creative vined mindstar of the jelly (5-5.5 power, 18 apr, mind damage)creative vined mindstar of the jelly (5-5.5 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: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun Changes damage: +4% acid Critical mult.: +6.00% Equilibrium when hit: +0.70 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. cunning vined mindstar of life (6-6.6 power, 18 apr, mind damage)cunning vined mindstar of life (6-6.6 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: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun Critical mult.: +9.00% Life regen: +0.70 Maximum life: +18.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. horrifying vined mindstar of the jelly (4-4.4 power, 18 apr, mind damage)horrifying vined mindstar of the jelly (4-4.4 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: 4.0 - 4.4 Uses stats: 35% Wil, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 2 mind / 3 darkness Changes damage: +3% acid / +3% mind / +2% darkness Equilibrium when hit: +0.50 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. hunting thorny mindstar of balance (8.5-9.35 power, 24 apr, mind damage)hunting thorny mindstar of balance (8.5-9.35 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% Damage against: +5% Animal When wielded/worn: Damage (Melee): 7 nature Physical save: +3 (+1 eff.) Spell save: +3 (+1 eff.) Mental save: +4 (+1 eff.) Equilibrium when hit: +1.20 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Infravision radius: +2 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. ash magestaff 'Brenotir' (15-18 power, 3 apr, fire element)ash magestaff 'Brenotir' (15-18 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +8 arcane When wielded/worn: Physical crit. chance: +8.0% Damage (Melee): 23 arcane Damage when hit (Melee): 4 arcane Changes stats: +1 Mag / +2 Wil / +2 Con Changes damage: +15% fire Talent granted: +1 Command Staff Maximum mana: +52.00 Spellpower: +17 (+6 eff.) Spell crit. chance: +2% Light radius: +1 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash magestaff of illumination (15-18 power, 3 apr, fire element)ash magestaff of illumination (15-18 power, 3 apr, fire element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +5 (+2 eff.) Effects on melee hit: * 7% chance to blind Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 2 cooldown : Effective talent level: 1.0 Power cost: 2 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 89.04 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash starstaff of illumination (15-18 power, 3 apr, temporal element)ash starstaff of illumination (15-18 power, 3 apr, temporal element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +7 (+2 eff.) Effects on melee hit: * 8% chance to blind Changes damage: +15% temporal Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 2 cooldown : Effective talent level: 2.0 Power cost: 2 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 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 119.91 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel yew magestaff of illumination (20-24 power, 4 apr, arcane element)cruel yew magestaff of illumination (20-24 power, 4 apr, arcane element) Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Defense: +8 (+3 eff.) Effects on melee hit: * 7% chance to blind Changes damage: +20% arcane Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 2 cooldown : Effective talent level: 1.0 Power cost: 2 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 89.04 light damage. Staves designed for wielders of magic, by the greats of the art. |
insulating rough leather belt insulating rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% fire / +6% cold A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Brightstake (0 def, 0 armour)Brightstake (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 12 fire Changes stats: +5 Mag / +9 Wil Changes resistances penetration: +7% mind Changes damage: +8% mind Spell save: +9 (+2 eff.) Mana each turn: +0.16 Psi each turn: +0.66 Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum psi: +18.00 Spell crit. chance: +2% Mindpower: +6 (+2 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. linen robe of darkness (+15%) (0 def, 0 armour)linen robe of darkness (+15%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% darkness Changes damage: +10% darkness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven cashmere robe (2 def, 0 armour)mindwoven cashmere robe (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Mental save: +18 (+3 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven elven-silk robe (5 def, 0 armour)mindwoven elven-silk robe (5 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Mental save: +17 (+3 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. woollen robe of frost (+15%) (0 def, 0 armour)woollen robe of frost (+15%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +15% cold Changes damage: +10% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. woollen robe of protection (3 def, 2 armour)woollen robe of protection (3 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Physical save: +15 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Wildwolf (0 def, 1 armour)Wildwolf (0 def, 1 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 20 blight Changes stats: +2 Mag Changes resistances: +6% fire / +7% cold Changes resistances penetration: +5% blight Changes damage: +3% arcane / +9% nature Spell save: +8 (+2 eff.) Lowers spell cool-downs by: 10% A pair of boots made of leather. |
scholar's pair of rough leather boots (0 def, 1 armour) scholar's pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Spellpower: +4 (+1 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. rough leather gloves 'Blindrot' (0 def, 1 armour)rough leather gloves 'Blindrot' (0 def, 1 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 40% chance to daze * 40% chance to inflict damage reduction Damage (Melee): 14 lightning Changes resistances: +12% lightning Changes damage: +8% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Urthithel the linen wizard hat (1 def, 0 armour) Urthithel the linen wizard hat (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 15% chance to corrode armour Changes stats: +2 Dex / +3 Cun / +1 Con Mental save: +6 (+1 eff.) Light radius: +1 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Woestone the iron helm (0 def, 5 armour)Woestone the iron helm (0 def, 5 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 mind / 8 darkness Changes stats: +4 Str / +4 Wil Changes resistances: +6% physical Changes resistances penetration: +5% mind Changes damage: +21% mind Physical save: +7 (+1 eff.) Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. grounding rough leather cap (0 def, 1 armour)grounding rough leather cap (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +6% temporal A cap made of leather. |
This item will automatically be transmogrified when you leave the level. rough leather cap of strength (+3) (0 def, 1 armour)rough leather cap of strength (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str A cap made of leather. |
This item will automatically be transmogrified when you leave the level. rough leather cap of strength (+3) (0 def, 1 armour)rough leather cap of strength (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str A cap made of leather. |
This item will automatically be transmogrified when you leave the level. stabilizing iron helm of dexterity (+3) (0 def, 3 armour)stabilizing iron helm of dexterity (+3) (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex Physical save: +11 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. Betawen the Oakclash (2 def, 4 armour)Betawen the Oakclash (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Effects on melee hit: * Slows global speed by 15% * 15% chance to corrode armour Damage when hit (Melee): 8 acid / 12 nature Changes stats: +3 Str / +3 Con Changes resistances: +11% light / +11% darkness / +3% nature Changes resistances penetration: +15% nature Maximum life: +38.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cleansing iron mail armour (2 def, 4 armour)cleansing iron mail armour (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +11% nature / +11% blight A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. radiant dwarven-steel mail armour (3 def, 8 armour)radiant dwarven-steel mail armour (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 6 light Changes stats: +2 Wil Changes resistances: +13% blight / +13% darkness Light radius: +2 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked steel mail armour of cold resistance (2 def, 6 armour)spiked steel mail armour of cold resistance (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 11 physical Changes resistances: +19% cold A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. steel mail armour of lightning resistance (2 def, 6 armour)steel mail armour of lightning resistance (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +16% lightning A suit of armour made of mail. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
rough leather armour 'Bethussra' (1 def, 2 armour) rough leather armour 'Bethussra' (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes stats: +2 Str / +1 Wil Changes resistances: +16% acid Changes resistances penetration: +5% arcane Critical mult.: +5.00% Infravision radius: +2 A suit of armour made of leather. |
rough leather armour 'Ebonywar' (1 def, 2 armour) rough leather armour 'Ebonywar' (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 10 physical Changes resistances: +5% arcane Changes resistances penetration: +10% darkness Changes damage: +3% darkness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked cured leather armour of acid resistance (2 def, 4 armour)spiked cured leather armour of acid resistance (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 11 physical Changes resistances: +17% acid A suit of armour made of leather. |
spiked rough leather armour (1 def, 2 armour) spiked rough leather armour (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic steel plate armour (4 def, 9 armour)prismatic steel plate armour (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Changes resistances: +10% light / +11% darkness A suit of armour made of metal plates. |
iron shield (4 def, 2 armour, 21 block) iron shield (4 def, 2 armour, 21 block)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. barbed quiver of ash arrows of accuracy (17/17, 18.5-25.9 power, 7 apr)barbed quiver of ash arrows of accuracy (17/17, 18.5-25.9 power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 18.5 - 25.9 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 17 On weapon crit: * wounds the target Damage (Ranged): +7 bleed Arrows are used with bows to pierce your foes to death. |
deadly quiver of elm arrows of wind (13/13, 17-23.8 power, 5 apr) deadly quiver of elm arrows of wind (13/13, 17-23.8 power, 5 apr)Requires: - Dexterity 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 17.0 - 23.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 13 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. hateful quiver of ash arrows (14/14, 21.5-30.1 power, 7 apr)hateful quiver of ash arrows (14/14, 21.5-30.1 power, 7 apr) Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.5 - 30.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 14 Damage (Ranged): +7 darkness Damage against: +8% Living Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows (22/22, 14.5-20.3 power, 5 apr) quiver of elm arrows (22/22, 14.5-20.3 power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.5 - 20.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 22 Arrows are used with bows to pierce your foes to death. |
520 alchemist agate 520 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% 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. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (6/6) Rod of Recall (6/6)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 65 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Layobreyarin the pouch of iron shots (17/17, 15-18 power, 1 apr) Layobreyarin the pouch of iron shots (17/17, 15-18 power, 1 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 1 Base power: 15.0 - 18.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 17 Burst (radius 1) on hit: +20 acid / +11 fire Burst (radius 2) on crit: +8 acid Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. The JoltThe Jolt Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
Deepsbone [power 15] (7 cooldown) Deepsbone [power 15] (7 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +5% darkness It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30%, putting all charms on cooldown for 7 turns. When used: 100% chance to regenerate 2 equilibrium. Natural totems are made by powerful wilders to store nature power. |
3 ametrine 3 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. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 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. |
Achievements
By ghoast the Superhuman Woodsman level 9
74th Pyre 122nd year of Ascendancy at 20:05 see stats
By ghoast the Superhuman Woodsman level 12
75th Pyre 122nd year of Ascendancy at 04:14 see stats
By ghoast the Superhuman Woodsman level 10
74th Pyre 122nd year of Ascendancy at 22:19 see stats
By ghoast the Superhuman Woodsman level 13
77th Pyre 122nd year of Ascendancy at 04:56 see stats
By ghoast the Superhuman Woodsman level 9
74th Pyre 122nd year of Ascendancy at 20:53 see stats
By ghoast the Superhuman Woodsman level 4
74th Pyre 122nd year of Ascendancy at 12:22 see stats
By ghoast the Superhuman Woodsman level 2
74th Pyre 122nd year of Ascendancy at 11:11 see stats
Log
Glivea the giant army ant starts to bleed.
Ghoast's Shoot hits Glivea the giant army ant for 1135 physical, 3 physical (1137 total damage).
ghoast hits Golem (servant of Glivea the giant army ant) for 1325 physical damage.
ghoast hits Glivea the giant army ant for 13 fire damage.
Vorolebretira the giant army ant briefly catches sight of you!
Vorolebretira the giant army ant uses Sleep.
Thought-forged bowman briefly catches sight of you!
ghoast killed Golem (servant of Glivea the giant army ant)!
ghoast killed Glivea the giant army ant!
Ghoast picks up (M.): Betawen the Oakclash (2 def, 4 armour).
Ghoast picks up (n.): manaburning steel greatsword (26-41.6 power, 2 apr).
Ghoast picks up (Z.): barbed quiver of ash arrows of accuracy (17/17, 18.5-25.9 power, 7 apr).
Ghoast picks up (B.): mindwoven cashmere robe (2 def, 0 armour).
Ghoast picks up (s.): creative vined mindstar of the jelly (5-5.5 power, 18 apr, mind damage).
Ghoast picks up (u.): horrifying vined mindstar of the jelly (4-4.4 power, 18 apr, mind damage).
Ghoast wears: Umbral Razor (25-32.5 power, 10 apr).
Ghoast wears (replacing scholar's pair of rough leather boots (0 def, 1 armour)): Falodin (0 def, 1 armour).
Talent Explosion Trap is ready to use.
Giant spider is no longer blood locked.
Ghoast deactivates Exploit Weakness.
Ghoast deactivates Stealth.
Ghoast deactivates Deadly Poison.
Ghoast deactivates Crippling Poison.
Ghoast deactivates Elemental Harmony.
Ghoast is no longer illuminated.