Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
Addons | Glutton 1.2.3Gluttons are cursed with insatiable Hunger, which they use as a resource. It increases over time, and gives benefits and penalties depending on the current amount they have. They can Devour creatures, which they can then Digest to gain bonuses, sometimes permanent, including stat points and even talents. Since Gluttons can gain stat points from Devouring creatures, they gain no stat points per level. Since they can gain talents as well, they start with few categories. This is the basic class concept, and I hope you have fun with it. Disclaimer: the Glutton is very unbalanced right now (hence the alpha status). I welcome and encourage any feedback. Thanks to all of #tome for their help. Special thanks to FlarePusher and Draknodred for helping me flesh out the class concept and for developing talent ideas, and to natev for a lot of help but especially for letting me build off his resource code. Spellsword 1.3.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Experience Controller 1.3.3
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
---
Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 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. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Arcanum Class Pack 1.3.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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. 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: Doctornull's Class Pack 1.2.5This 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. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. 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. Exponential Leveling 1.3.3Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Damned Class 1.2.5Adds a new afflicted class. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Items Vault 1.3.0Donators/Buyers bonus! Dread Knight Class 1.2.3Dread Knight. More tactically focused than Cursed. Think Gabranth from FFXII meets Hannibal of Carthage. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 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 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: 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. 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 Hedgeknight Class 1.2.3They say that deep within the forests of The Gloom lies a mysterious hedge maze, expanding as far as the eye can see. --- This addon adds in the Hedgeknight Class, a Two-Handed warrior who uses the power of 'The Hedge' to augment his power with various summons and buffs. --- Talents Ivy All talents in this tree revolve around summoning friendly Ivy, each of which has a different effect, and scales slightly differently. Each Ivy's effect is applied when you land a melee attack on an enemy that is also within melee range of an Ivy. Additionally, all Ivy (and your Bush Guardian) are part of a Plant Network, that allows them to share damage with one another. Poison Ivy Resist All is equal to 50% of your poison resistance. Crippling Ivy Resist All is equal to 50% of your physical save. Razorleaf Ivy Resist All is equal to 50% of your bleeding resistance. Medicinal Ivy Resist All is equal to 50% of your heal mod. Thorns Offers some basic combat moves, a little bit of mobility, and a sustain that greatly increases your damage potential in extended fights. Thorn Whip Attack a nearby enemy within range 4 for Nature weapon damage. Thorn Graze Attack an enemy in melee range for Nature weapon damage. Thorn Rose Grants passive Pin, Poison, and Bleeding resistance. Thorn Body Sustain that grants passive Armor and Strength. Bush Guardian A tree that revolves around a moderate damage pet, that uses him for mobility and damage options. Bushy Beard Passively grant yourself Constitution and Accuracy. Bush Taunt Requires your Bushy Friend to be on the battlefield. Bush to Bush Requires your Bushy Friend to be on the battlefield. Bush Whacker Requires your Bushy Friend to be on the battlefield and within 2 tiles of yourself. Hedgecraft A tree that revolves around using your control over the hedge to do weave 'Impossible' feats. One With the Hedge Link yourself into your Plant Network, sharing and receiving damage though it. Hedgify Empower your weapon with the very power of the Hedge itself, and attack all targets within a range of 3 for half Nature, half Poison damage. Hedge Portal Step 'through' the Hedge to your target location, gaining bonus Armor, Defense, and Resist All for a few turns. Hedge Grasp Pull in a nearby enemy with the power of the hedge, pinning and blinding them. Petals A tree that revolves around low to mid ranged melee combat. Petal Beam Attack an enemy at short range with a Nature Weapon attack. Petal Swarm Attack an enemy at short to medium range with a Nature Weapon attack. Petal Implosion Attack an enemy in melee range with a high damage Nature Weapon attack. Petal Dance Sustain this talent to become one with your Petals. 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 | Yeek |
Class | Alchemist |
Level / Exp | 66 / 54% |
Size | small |
Lifes / Deaths | Killed by Mayuriatha the ghoulking at level 66 on the 3rd Mirth 122nd year of Ascendancy at 10:10 6 / 1 |
Primary Stats
Strength | 72 (base 65) |
Dexterity | 83 (base 65) |
Constitution | 83 (base 65) |
Magic | 92 (base 65) |
Willpower | 128 (base 65) |
Cunning | 123 (base 65) |
Resources
Life | 37864/37864 |
Mana | 3211/3211 |
Psi_feedback | 50/975 |
Healing Factor | 2.5 |
Regeneration | 393.025 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +110.33333333333% |
Spell | +200% |
Global | +481.39957955368% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 16 |
See Stealth | 48 |
See Invisible | 43 |
ESP Range | 10 |
ESP Kinds | dragon, demon/major, demon/minor |
Offense: Mainhand
Damage | 100 |
Accuracy | 59 |
Crit Chance | 140% |
APR | 50 |
Speed | 0.33 |
Offense: Spell
Spellpower | 143.5 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Cooldown Reduction | 126.75 |
Offense: Mind
Mindpower | 146.1 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
All | +6% |
Defense: Base
Armour (hardiness) | 50 (80%) |
Defense | 50.516666666667 |
Ranged Defense | 56.183333333333 |
Fatigue | 0 |
Physical Save | 200.47727272727 |
Spell Save | 197.8 |
Mental Save | 210.6350718455 |
Defense: Resistances
All | +130%( 96%) |
Defense: Immunities
Stun Resistance | 87% |
Confusion Resistance | 100% |
Fear Resistance | 0% |
Poison Resistance | 60% |
Blind Resistance | 35% |
Silence Resistance | 100% |
Bleed Resistance | 80% |
Disarm Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
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 6 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 8 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: -6 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 15 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Fire alchemy | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Frost alchemy | 1.30 |
| 6/5 |
| 5/5 |
| 6/5 |
| 6/5 |
Spell / Acid alchemy | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Solar alchemy | 1.50 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Metal alchemy | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Energy alchemy | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / War alchemy | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Toxic alchemy | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 2/5 |
Spell / Explosive admixtures | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Poison alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Golemancy | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Advanced-golemancy | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Generic Talents
Spell / Mana alchemy | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Cunning / Herbalism | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Stone alchemy | 1.30 |
| 6/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.30 |
| 6/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, you included. The Brotherhood of AlchemistsYou need to collect some ingredients to make the elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. This is what you need: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' You need to collect some ingredients to make the elixir of explosive force, which can be used to permanently increase your chance to critically strike with spells by 4%. This is what you need: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one warg claw. My usual ingredient gatherers draw the line at hunting wargs. Feel free to mock them on your way back.' * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' You need to collect some ingredients to make the elixir of avoidance, which can be used to permanently increase your defense and ranged defense by six. This is what you need: * You've found the needed ritch stinger. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed green worm. You need to collect some ingredients to make the elixir of mastery, which can be used to grant you four additional stat points. This is what you need: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' You need to collect some ingredients to make the elixir of brawn, which can be used to permanently increase your strength and constitution by three. This is what you need: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' | active |
Equipment
On feet | Bregyroddantir the Stormtickler (7 def, 11 armour) Bregyroddantir the Stormtickler (7 def, 11 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+1 eff.) Armour: +11 Defense: +7 (+2 eff.) Ranged Defense: +7 (+2 eff.) Fatigue: +3% Damage when hit (Melee): 12 lightning / 12 temporal Changes stats: +4 Str / +4 Con Changes resistances: +9% temporal Changes resistances penetration: +10% lightning / +11% physical / +5% arcane Changes damage: +15% arcane Silence immunity: +76% Confusion immunity: +76% Stun/Freeze immunity: +72% Stamina each turn: +0.90 Maximum stamina: +28.00 Infravision radius: +3 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Quiver | 240 alchemist agate 240 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. |
Light source | alchemist's lamp 'Searstake' alchemist's lamp 'Searstake'Powered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 38 fire Changes stats: +7 Cun / +5 Mag Changes resistances: +3% mind / +24% fire Changes resistances penetration: +5% mind / +25% fire Changes damage: +6% darkness / +9% mind Mental save: +10 (+1 eff.) Blindness immunity: +35% Confusion immunity: +22% Spellpower: +11 (+1 eff.) Light radius: +0 Infravision radius: +6 See stealth: +31 See invisible: +27 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 47 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Isabrethra the cashmere wizard hat (6 def, 14 armour) Isabrethra the cashmere wizard hat (6 def, 14 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +14 Defense: +6 (+2 eff.) Ranged Defense: +4 (+1 eff.) Damage when hit (Melee): 8 blight Changes stats: +13 Cun / +14 Wil Changes resistances: +30% lightning / +6% temporal / +30% light / +6% fire / +6% nature / +5% acid / +6% blight / +5% cold / +6% darkness Changes damage: +16% lightning / +16% light Physical save: +30 (+3 eff.) Spell save: +12 (+1 eff.) Mental save: +42 (+4 eff.) Confusion immunity: -40% Fear immunity: -40% Mana each turn: +4.20 Mana when hit: +4.20 Maximum mana: +164.00 Spellpower: +15 (+2 eff.) Mental crit. chance: +13% Infravision radius: +7 See stealth: +17 See invisible: +16 It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 4.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 1235 mind damage and feed you 2 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 2.8. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Tool | Dagemarek [power 12] (6 cooldown) Dagemarek [power 12] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Armour penetration: +1 Fatigue: -4% Damage when hit (Melee): 16 physical Changes stats: +4 Con Maximum wards: +3 lightning / +4 temporal / +4 blight / +4 fire / +4 cold Talent cooldown: Void Blast (+6 turn) Talents granted: +4 Volcano +4 Void Blast +4 Strike +1 Ward Reduces incoming crit damage: 16.00% Healing mod.: +10% It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 12), putting all charms on cooldown for 6 turns. When used: 200% chance to regenerate 8 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Adoyawe AdoyawePowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+2 eff.) Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +10 Mag / +13 Wil / +5 Cun Changes resistances: +17% acid / +28% darkness / +18% fire / +18% cold / +6% nature / +27% lightning Changes damage: +14% darkness / +6% all Grants telepathy: Demon/Minor Demon/Major Mental save: +12 (+1 eff.) Silence immunity: +10% Stun/Freeze immunity: +15% Knockback immunity: +10% Maximum hate: +2.00 Spellpower: +26 (+3 eff.) Mindpower: +11 (+1 eff.) Rings can have magical properties. |
On fingers | The Black Ring The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+1 eff.) Spell crit. chance: +3% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
Around waist | Scaldblood ScaldbloodInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +22.0% Effects on melee hit: * 30% chance to disease Changes stats: +3 Str / +12 Dex / +8 Wil / +10 Cun / +2 Con Changes resistances: +7% acid / +11% fire / +8% lightning / +8% cold Changes damage: +6% physical Reduced damage from: +33% Summoned Critical mult.: +6.00% Reduces incoming crit damage: 5.00% Physical save: +21 (+2 eff.) Mental save: +22 (+2 eff.) Maximum life: +164.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +21% A belt that goes around your waist. |
In main hand | Apprentice Staff (10-12 power, 0 apr, arcane element) Apprentice Staff (10-12 power, 0 apr, arcane element)Requires: - Magic 15 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes resistances: +10% lightning / +10% fire / +10% arcane / +10% cold Changes damage: +10% lightning / +10% fire / +10% arcane / +10% cold Talent masteries: +0.20 Spell / Ordered hedgemagic +0.20 Spell / Force Talent granted: +1 Command Staff Spellpower: +5 (+1 eff.) Spell crit. chance: +0% A staff that has been carefully constructed for novices of the Art. |
On hands | Thundertrail the rough leather gloves (0 def, 1 armour) Thundertrail the rough leather gloves (0 def, 1 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+3 eff.) Physical power: +7 (+1 eff.) Armour: +1 Damage (Melee): 7 cold Changes stats: +3 Str Changes resistances: +6% cold Changes resistances penetration: +10% lightning / +5% arcane / +10% blight Changes damage: +4% cold Physical save: +12 (+1 eff.) Mental save: +12 (+1 eff.) Disarm immunity: +50% Mana when firing critical spell: +2.00 Spellpower: +2 (+0 eff.) When used to modify unarmed attacks: Base power: 10.5 - 11.6 Uses stats: 140% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 1). When this weapon hits: Perfect Control (20% chance level 1). Damage (Melee): +12 lightning Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +7 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Leloregodil (8 def, 6 armour) Leloregodil (8 def, 6 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +6 Defense: +8 (+3 eff.) Changes stats: +1 Dex / +10 Mag / +5 Wil / +7 Cun Changes resistances: +24% acid / +31% light / +32% darkness Changes damage: +3% physical / +27% light / +15% darkness Critical mult.: +21.00% Maximum encumbrance: +20 Silence immunity: +36% Spellpower on spell critical (stacks up to 3 times): +5 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +2.00 Only die when reaching: -40.00 life Maximum life: +70.00 Spellpower: +12 (+2 eff.) Light radius: +2 Healing mod.: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Glasebeth the Tempestraven (8 def, 6 armour) Glasebeth the Tempestraven (8 def, 6 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +8 (+3 eff.) Effects on melee hit: * 30% chance to daze Changes stats: +3 Cun / +5 Wil Changes resistances: +3% lightning / +14% cold Changes resistances penetration: +7% arcane Changes damage: +6% arcane Critical mult.: +24.00% Physical save: +6 (+1 eff.) Mana when firing critical spell: +1.00 Maximum mana: +29.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +5% Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Glyta the Daylore Glyta the DayloreInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Fatigue: -17% Damage when hit (Melee): 8 light / 8 acid Changes stats: +7 Dex / +2 Mag / +12 Wil / +9 Cun / +13 Con Changes resistances: +13% physical Changes resistances penetration: +5% acid Changes damage: +9% physical Grants telepathy: Dragon Mental save: +26 (+2 eff.) Cut immunity: +80% Confusion immunity: +44% Life regen: +4.80 Stamina each turn: +2.10 Mindpower: +25 (+3 eff.) Movement speed: +10% Combat speed: +10% Healing mod.: +21% 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 799 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
Primal Infusion (affinity 10%; cure magical, physical, mental) Primal Infusion (affinity 10%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 10% for 9 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
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. |
This item will automatically be transmogrified when you leave the level. manasurge rune (1589% regen over 15 turns; 79 instant mana)manasurge rune (1589% regen over 15 turns; 79 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: -6 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1589% for 15 turns and instantly restoring 79 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. manasurge rune (1560% regen over 15 turns; 78 instant mana)manasurge rune (1560% regen over 15 turns; 78 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: -7 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1560% for 15 turns and instantly restoring 78 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
Hathimas the copper amulet Hathimas the copper amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +10 (+2 eff.) Damage when hit (Melee): 4 mind Changes stats: +4 Cun / +2 Dex Changes resistances: +6% mind Talent mastery: +0.16 Spell / Explosive admixtures Maximum encumbrance: +10 Maximum life: +30.00 Maximum stamina: +10.00 Amulets can have magical properties. |
Huruvon HuruvonInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +5 Defense: +7 (+2 eff.) Fatigue: -12% Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +12 Dex / +3 Wil / +5 Cun / +7 Con Changes resistances cap: +4% all Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Physical save: +28 (+3 eff.) Spell save: +16 (+2 eff.) Mental save: +25 (+2 eff.) Confusion immunity: +16% Life regen: +3.20 Stamina each turn: +0.80 Mindpower: +9 (+1 eff.) See invisible: +18 Movement speed: +10% Amulets can have magical properties. |
Emoma the steel ring Emoma the steel ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +11 Physical power: +10 (+2 eff.) Defense: +11 (+4 eff.) Fatigue: -7% Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 13 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 12 bleed Damage when hit (Melee): 12 arcane / 12 blight Changes stats: +11 Cun / +6 Wil Changes resistances: +26% blight / +5% arcane / +12% acid Changes resistances penetration: +5% acid Changes damage: +17% blight / +6% all Maximum encumbrance: +27 Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Spellpower: +11 (+1 eff.) Mindpower: +20 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
marksman's copper ring of darkness (+20%) marksman's copper ring of darkness (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +20% darkness Changes damage: +10% darkness Rings can have magical properties. |
iron battleaxe (15.5-23.25 power, 1 apr) iron battleaxe (15.5-23.25 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 15.5 - 23.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. steel battleaxe of torment (22.5-33.75 power, 2 apr)steel battleaxe of torment (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 Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Changes resistances penetration: +13% mind / +13% darkness Massive two-handed battleaxes. |
Moon (30-39 power, 30 apr) Moon (30-39 power, 30 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0 Uses stats: 45% Dex, 45% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
This item will automatically be transmogrified when you leave the level. balanced steel dagger of projection (12.5-16.25 power, 6 apr)balanced steel dagger of projection (12.5-16.25 power, 6 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.3 Uses stats: 45% Dex, 45% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +9 mind When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +8 (+3 eff.) Disarm immunity: +26% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. blazebringer's voratun dagger (38-49.4 power, 9 apr)blazebringer's voratun dagger (38-49.4 power, 9 apr) Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Dex, 45% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Burst (radius 2) on crit: +16 fire When wielded/worn: Changes resistances penetration: +11% fire Global speed: +4% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. quick voratun dagger (37.5-48.75 power, 9 apr)quick voratun dagger (37.5-48.75 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Dex, 45% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 111% When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +6 Dex Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. sharp voratun dagger of erosion (42.5-55.25 power, 9 apr)sharp voratun dagger of erosion (42.5-55.25 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 42.5 - 55.3 Uses stats: 45% Dex, 45% Cun Damage type: Physical Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +14.0% Attack speed: 100% Damage (Melee): +16 nature / +16 temporal Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. slime-covered dwarven-steel dagger of massacre (28-36.4 power, 7 apr)slime-covered dwarven-steel dagger of massacre (28-36.4 power, 7 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 28.0 - 36.4 Uses stats: 45% Dex, 45% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * Slows global speed by 12% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. thunderous steel dagger of projection (13-16.9 power, 6 apr)thunderous steel dagger of projection (13-16.9 power, 6 apr) Requires: - Dexterity 16 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 45% Dex, 45% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 14% chance to daze Damage (Melee): +9 mind When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +8% lightning It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. warbringer's dwarven-steel dagger of nature (16-20.8 power, 7 apr)warbringer's dwarven-steel dagger of nature (16-20.8 power, 7 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.0 - 20.8 Uses stats: 45% Dex, 45% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +4 Con Changes resistances: +6% all Changes resistances penetration: +9% nature / +9% physical Disarm immunity: +20% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. paladin's steel greatmaul of nature (26-39 power, 2 apr)paladin's steel greatmaul of nature (26-39 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 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 Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Burst (radius 1) on hit: +16 light Damage conversion: 45% light When wielded/worn: Changes resistances: +9% all Changes resistances penetration: +13% light / +13% nature Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. steel greatmaul 'Glinn' (40.5-60.75 power, 2 apr)steel greatmaul 'Glinn' (40.5-60.75 power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 40.5 - 60.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 24% chance to daze On weapon crit: * cripple the target Damage (Melee): +16 nature / +14 temporal When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +26 Physical crit. chance: +13.0% Armour: +2 Defense: +13 (+4 eff.) Changes stats: +5 Str / +3 Dex / +3 Mag / +5 Wil / +3 Cun / +5 Con Changes resistances: +6% acid / +9% fire / +6% nature / +6% light Changes resistances penetration: +12% lightning / +26% physical Changes damage: +26% physical Grants telepathy: Demon/Minor Demon/Major Disarm immunity: +45% Equilibrium when hit: +0.08 Massive two-handed mauls. |
Flashbliss (28-44.8 power, 1 apr) Flashbliss (28-44.8 power, 1 apr)Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 28.0 - 44.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +1.2% crit.pwr / acc This weapon will act as a psionic focus. Armour Penetration: +1 Physical crit. chance: +5.5% Attack speed: 100% On weapon hit: * 20% chance to disease * 21% chance to cause random gloom Damage (Melee): +4 blight / +10 mind Burst (radius 2) on crit: +4 lightning When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +3 Cun / +3 Wil Changes resistances: +9% blight / +3% lightning Changes resistances penetration: +10% blight Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Issygar the Windfoe (39.5-63.2 power, 1 apr)Issygar the Windfoe (39.5-63.2 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 39.5 - 63.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 12% chance to inflict damage reduction * 12% chance to disease * 20% chance to curse the target On weapon crit: * cripple the target Damage (Melee): +12 blight / +8 nature Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +12 nature When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +10.0% Physical power: +10 (+2 eff.) Damage when hit (Melee): 20 nature Changes stats: +3 Str / +1 Wil / +3 Con Changes resistances penetration: +10% physical Changes damage: +10% physical Mental save: +30 (+3 eff.) Disease immunity: +21% Disarm immunity: +20% Stamina when hit: +1.26 Mindpower: +6 (+1 eff.) * Grants [Heavy Strike] Talent Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. chilling voratun greatsword of massacre (79.5-127.2 power, 4 apr)chilling voratun greatsword of massacre (79.5-127.2 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 79.5 - 127.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +42 cold Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. flaming dwarven-steel greatsword of amnesia (36-57.6 power, 2 apr)flaming dwarven-steel greatsword of amnesia (36-57.6 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Burst (radius 1) on hit: +20 fire When wielded/worn: Massive two-handed swords. |
stralite longsword 'Voromina' (32.5-45.5 power, 5 apr) stralite longsword 'Voromina' (32.5-45.5 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 32.5 - 45.5 Uses stat: 100% Str Damage type: Blight Accuracy bonus: +0.4% crit.pwr / acc This weapon will act as a psionic focus. Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 27% chance to inflict damage reduction * 20% chance to disease * 30% chance to cause random gloom * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing * splashes the target with acid Damage (Melee): +15 acid / +16 temporal / +17 light / +31 mind Burst (radius 1) on hit: +8 blight Burst (radius 2) on crit: +4 blight / +8 arcane / +8 mind Damage against: +25% Undead When wielded/worn: Armour penetration: +13 Physical crit. chance: +22.0% Physical power: +12 (+2 eff.) Damage when hit (Melee): 16 temporal Changes stats: +5 Cun / +4 Wil Changes resistances: +3% blight / +16% temporal Changes resistances penetration: +10% arcane Changes damage: +6% blight Critical mult.: +18.00% Sharp, long, and deadly. |
Charged Focus (10-11 power, 24 apr, lightning damage) Charged Focus (10-11 power, 24 apr, lightning damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 10.0 - 11.0 Uses stats: 40% Wil, 20% Cun Damage type: Lightning Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+1 eff.) Maximum psi: +30.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +6% Electrical energies are focussed in the core of this mindstar. |
Dawnbile (8.5-9.35 power, 24 apr, mind damage) Dawnbile (8.5-9.35 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. 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 Shield penetration (this weapon only): +10% Damage (Melee): +5 cold / +7 temporal Burst (radius 1) on hit: +8 arcane / +12 light Burst (radius 2) on crit: +12 light Damage against: +35% Undead When wielded/worn: Damage when hit (Melee): 4 arcane / 6 mind / 7 darkness Changes resistances: +7% light / +18% blight / +7% fire / +22% nature / +35% darkness Changes damage: +11% temporal / +14% darkness / +3% blight / +7% cold / +7% mind / +3% arcane Life regen: +1.40 Mana each turn: +0.04 Stamina when hit: +2.90 Hate when firing a critical mind attack: +4.00 Maximum life: +33.00 Maximum hate: +14.00 Maximum vim: +10.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Infravision radius: +3 Life leech chance: +17% Life leech: +17% 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. honing thorny mindstar of the equinox (9-9.9 power, 24 apr, mind damage)honing thorny mindstar of the equinox (9-9.9 power, 24 apr, mind 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 honing mindstar will focus other psionic mindstars. Base power: 9.0 - 9.9 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 (Melee): +7 temporal / +7 blinding light When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +8 (+3 eff.) Changes stats: +3 Cun / +3 Wil Changes resistances: +5% physical Changes resistances penetration: +7% physical Changes damage: +7% physical / +7% light / +7% darkness Mindpower: +6 (+1 eff.) Mental crit. chance: +3% 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 vined mindstar of balance (4.5-4.95 power, 18 apr, mind damage)hunting vined mindstar of balance (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 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% Damage against: +15% Animal When wielded/worn: Damage (Melee): 8 nature Physical save: +5 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +6 (+1 eff.) Equilibrium when hit: +1.20 Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Infravision radius: +3 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. nature's living mindstar of balance (16.5-18.15 power, 40 apr, mind damage)nature's living mindstar of balance (16.5-18.15 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +7% blight Changes damage: +10% nature Physical save: +10 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +10 (+1 eff.) Disease immunity: +24% Equilibrium when hit: +2.20 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% 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. stalking pulsing mindstar of vitality (12-13.2 power, 32 apr, mind damage)stalking pulsing mindstar of vitality (12-13.2 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.0 - 13.2 Uses stats: 45% Wil, 25% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% On weapon crit: * wounds the target Damage (Melee): +11 bleed Damage against: +25% Undead When wielded/worn: Physical crit. chance: +13.0% Changes resistances: +13% blight / +22% darkness / +13% nature Changes damage: +10% physical Stamina when hit: +2.10 Mindpower: +8 (+1 eff.) Mental crit. chance: +17% Infravision radius: +4 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. Arcguile the dragonbone starstaff (66-79.2 power, 6 apr, darkness element)Arcguile the dragonbone starstaff (66-79.2 power, 6 apr, darkness element) Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 66.0 - 79.2 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 48% chance to gain 10% of a turn Damage (Melee): +37 physical Damage conversion: 50% nature When wielded/worn: Accuracy: +40 (+10 eff.) Physical crit. chance: +29.0% Defense: +30 (+10 eff.) Effects on melee hit: * 39% chance to blind Damage when hit (Melee): 12 lightning Changes stats: +6 Wil / +21 Con Changes resistances: +6% temporal / +9% fire Changes resistances penetration: +15% nature / +10% lightning Changes damage: +15% temporal / +6% fire / +30% nature / +30% darkness Talent granted: +1 Command Staff Life regen: +5.50 Spellpower: +44 (+6 eff.) Spell crit. chance: +5% Light radius: +10 Healing mod.: +87% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 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 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 552.01 light damage. Staves designed for wielders of magic, by the greats of the art. |
Smolderdredge (13-15.6 power, 2 apr, blight element) Smolderdredge (13-15.6 power, 2 apr, blight element)Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 13.0 - 15.6 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +4 mind / +8 fire When wielded/worn: Physical crit. chance: +6.0% Damage when hit (Melee): 20 fire Changes stats: +2 Cun Changes resistances: +3% fire Changes damage: +13% blight / +3% mind Talent granted: +1 Command Staff Critical mult.: +11.00% Mana each turn: +0.13 Maximum mana: +37.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +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 'Duathelqueen' (15-18 power, 3 apr, fire element)ash magestaff 'Duathelqueen' (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 Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +4 darkness When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Effects on melee hit: * 43% chance to inflict damage reduction Damage when hit (Melee): 12 mind Changes stats: +5 Mag / +5 Cun / +5 Con Maximum wards: +2 lightning / +2 darkness / +2 cold / +2 fire / +2 arcane / +2 mind Changes resistances penetration: +10% darkness / +20% mind Changes damage: +15% lightning / +3% darkness / +15% arcane / +15% fire / +3% mind / +15% cold Talents granted: +3 Ward +1 Command Staff Critical mult.: +18.00% Physical save: +18 (+2 eff.) Spell save: +18 (+2 eff.) Mental save: +17 (+2 eff.) Mana each turn: +0.22 Vim when firing critical spell: +5.00 Maximum vim: +31.00 Maximum neg.energy: +32.00 Spellpower: +28 (+4 eff.) Spell crit. chance: +12% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. blighted ash magestaff of channeling (15-18 power, 3 apr, fire element)blighted ash magestaff of channeling (15-18 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 11% chance to disease Changes damage: +15% fire Talent granted: +1 Command Staff Mana each turn: +0.22 Vim when firing critical spell: +3.00 Maximum vim: +22.00 Spellpower: +18 (+2 eff.) Spell crit. chance: +2% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
elm starstaff (10-12 power, 2 apr, light element) elm starstaff (10-12 power, 2 apr, light element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% light Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Elenurotar ElenurotarInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Dex / +1 Wil Changes resistances: +12% blight Changes resistances penetration: +8% physical Changes damage: +18% blight / +8% physical Reduced damage from: +19% Summoned Physical save: +6 (+1 eff.) Maximum life: +36.00 Mindpower: +4 (+0 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. deflecting dwarven-steel buckler of cold resistance (+23%)deflecting dwarven-steel buckler of cold resistance (+23%) Requires: - Dexterity 20 - Strength 20 Alternately Requires: - Dexterity 20 - Cunning 20 Crafted by a master 3.00 Encumbrance. Type: armor / buckler ; tier 3 When wielded/worn: Physical crit. chance: +4.5% Defense: +18 (+6 eff.) Fatigue: +6% Changes resistances: +23% cold Talent granted: +3 Guard Deflect projectiles away: +13% Small handheld shield used for deflecting blows and misdirecting opponents. |
Glowpiety the linen cloak (19 def, 0 armour) Glowpiety the linen cloak (19 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +19 (+6 eff.) Damage when hit (Melee): 8 mind Changes resistances: +19% light / +12% fire Changes damage: +6% light Stealth bonus: +7 Physical save: +13 (+1 eff.) Mental save: +9 (+1 eff.) Maximum psi: +30.00 Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. Silerima the Flashvagrant (13 def, 7 armour)Silerima the Flashvagrant (13 def, 7 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Armour: +7 Defense: +13 (+4 eff.) Fatigue: -4% Changes stats: +2 Dex / +3 Wil / +2 Cun Changes resistances: +13% light / +12% fire / +24% blight / +13% cold / +24% nature / +12% darkness Changes resistances penetration: +8% darkness Changes damage: +9% darkness Critical mult.: +13.00% Stealth bonus: +22 Physical save: +7 (+1 eff.) Life regen: +2.80 Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +12 Maximum vim: +20.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +1% Light radius: +1 Healing mod.: +27% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. shadow cashmere cloak of sorcery (2 def, 0 armour)shadow cashmere cloak of sorcery (2 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Mag / +5 Wil Changes resistances: +19% darkness Changes resistances penetration: +13% darkness Changes damage: +17% darkness Stealth bonus: +17 Spell crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aerona the Duskthorn (0 def, 0 armour) Aerona the Duskthorn (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 8 darkness Changes stats: +3 Con Changes resistances: +16% lightning / +9% darkness / +18% acid Changes resistances penetration: +5% nature Changes damage: +11% lightning / +14% nature / +24% acid Poison immunity: +24% Disease immunity: +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Branudas' (0 def, 0 armour) linen robe 'Branudas' (0 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Damage when hit (Melee): 4 acid Changes stats: +5 Cun / +3 Con Changes resistances: +3% acid / +6% temporal Changes resistances penetration: +25% acid / +5% temporal Changes damage: +6% acid / +7% nature / +6% light / +7% darkness Critical mult.: +12.00% Mental save: +18 (+2 eff.) Poison immunity: +21% Disease immunity: +24% Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +2.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Mindpower: +3 (+0 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. mindwoven elven-silk robe of Linaniil (5 def, 0 armour)mindwoven elven-silk robe of Linaniil (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Mental save: +30 (+3 eff.) Mana each turn: +0.40 Maximum mana: +92.00 Spellpower: +29 (+4 eff.) Spell crit. chance: +15% Mindpower: +6 (+1 eff.) Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Emeluwe the pair of rough leather boots (0 def, 1 armour) Emeluwe the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +1 Fatigue: +1% Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 4 acid Changes stats: +7 Dex / +3 Cun / +6 Lck Changes resistances: +3% acid Changes resistances penetration: +20% acid Changes damage: +18% acid Stealth bonus: +7 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. A pair of boots made of leather. |
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 (+0 eff.) 'I need something to protect my soul and I need it quick!' Always check the label carefully... |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Cun, 40% Dex, 140% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). Damage conversion: 40% item nature slow These gloves are coated with a thick, green liquid. |
This item will automatically be transmogrified when you leave the level. brawler's dwarven-steel gauntlets (0 def, 2 armour)brawler's dwarven-steel gauntlets (0 def, 2 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +4 Str / +4 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+1 eff.) When used to modify unarmed attacks: Base power: 17.0 - 23.8 Uses stats: 40% Cun, 40% Dex, 140% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +9 Armour Penetration: +9 Physical crit. chance: +18.0% Attack speed: 83% When this weapon hits: Set Up (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
Bokechik the Earthhack (0 def, 3 armour) Bokechik the Earthhack (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 45% Damage when hit (Melee): 8 nature Changes stats: +4 Str / +11 Wil / +7 Con / +13 Lck Changes resistances: +16% light / +8% cold / +10% blight / +11% fire / +19% mind / +16% darkness Changes damage: +3% light / +6% nature / +9% mind Critical mult.: +10.00% Mental save: +44 (+4 eff.) Confusion immunity: +38% Hate when firing a critical mind attack: +3.00 Spell crit. chance: +5% Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Light radius: +2 A cap made of leather. |
Brenerig (1 def, 0 armour) Brenerig (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 40% chance to corrode armour Changes stats: +2 Str Changes resistances: +7% physical / +8% darkness / +23% fire / +7% mind / +7% cold Changes damage: +6% acid / +7% physical / +8% darkness / +11% fire / +7% mind Reduces incoming crit damage: 10.00% Physical save: +7 (+1 eff.) Mental save: +7 (+1 eff.) Maximum hate: +6.00 Maximum psi: +13.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +4% Light radius: +2 See invisible: +12 A pointy cloth hat, very wizardly... |
Brightsmash (15 def, 9 armour) Brightsmash (15 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +6.0% Armour: +9 Defense: +15 (+5 eff.) Fatigue: +3% Effects when hit in melee: * 15% chance to gain 10% of a turn Changes stats: +5 Str / +4 Dex / +2 Mag / +14 Cun / +10 Con / +13 Lck Changes resistances: -24% light / +5% all Changes damage: +6% light Grants telepathy: Dragon Demon/Major Demon/Minor Physical save: +30 (+3 eff.) Life regen: +5.20 Spell crit. chance: +5% Mental crit. chance: +6% Infravision radius: +1 A cap made of leather. |
Glotha (16 def, 10 armour) Glotha (16 def, 10 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +10 Defense: +16 (+5 eff.) Fatigue: +3% Effects when hit in melee: * 16% chance to gain 10% of a turn Changes stats: +1 Mag / +13 Wil / +7 Cun / +7 Con Changes resistances: +22% blight / +5% all Critical mult.: +15.00% Physical save: +27 (+2 eff.) Mental save: +20 (+2 eff.) Stamina when hit: +1.80 Equilibrium when hit: +2.10 Mana when firing critical spell: +7.00 Spell crit. chance: +5% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. catburglar's iron helm of might (0 def, 3 armour)catburglar's iron helm of might (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +5% Changes stats: +3 Str / +4 Dex / +3 Con Changes resistances: +13% darkness Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of lightning (+16%) (1 def, 0 armour) linen wizard hat of lightning (+16%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% lightning Changes damage: +11% lightning A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. enlightening steel mail armour of command (11 def, 11 armour)enlightening steel mail armour of command (11 def, 11 armour) Requires: - Strength 20 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +11 (+4 eff.) Fatigue: +14% Changes stats: +9 Cun / +5 Wil Mental save: +31 (+3 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. fortifying voratun mail armour of lightning resistance (5 def, 10 armour)fortifying voratun mail armour of lightning resistance (5 def, 10 armour) Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes stats: +7 Str / +7 Con Changes resistances: +26% lightning Maximum life: +100.00 A suit of armour made of mail. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Flashglory (3 def, 6 armour)Flashglory (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage (Melee): 8 arcane Damage (Ranged): 7 arcane Damage when hit (Melee): 10 light Changes stats: +6 Cun / +11 Wil Changes resistances: +8% physical / +22% darkness / +17% blight / +46% fire / +9% light Changes resistances penetration: +10% blight / +5% light / +5% mind Changes damage: +6% light / +12% mind Critical mult.: +16.00% Physical save: +18 (+2 eff.) Mental save: +13 (+1 eff.) Mana each turn: +0.28 Spellpower: +16 (+2 eff.) Light radius: +5 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. miasmic reinforced leather armour of Toknor (4 def, 7 armour)miasmic reinforced leather armour of Toknor (4 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +17 Physical crit. chance: +6.0% Physical power: +9 (+2 eff.) Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Damage (Melee): 9 acid Damage (Ranged): 9 acid Changes resistances: +26% acid / +25% nature Critical mult.: +18.00% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. radiant cured leather armour of Eyal (2 def, 4 armour)radiant cured leather armour of Eyal (2 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 8 light Changes stats: +2 Wil Changes resistances: +18% blight / +18% darkness Life regen: +2.20 Maximum life: +64.00 Light radius: +2 Healing mod.: +16% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. reinforced leather armour of Toknor (4 def, 7 armour)reinforced leather armour of Toknor (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+2 eff.) Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Critical mult.: +13.00% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. troll-hide cured leather armour of Eyal (2 def, 4 armour)troll-hide cured leather armour of Eyal (2 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Life regen: +10.00 Maximum life: +59.00 Healing mod.: +36% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Bileravager (8 def, 2 armour, 77.5 block)Bileravager (8 def, 2 armour, 77.5 block) Requires: - Strength 24 - Talent Armour Training (level 2) Alternately Requires: - Strength 24 - Talent Shield Mastery (level 1) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Effects when hit in melee: * 28% chance to blind * 16% chance to daze Changes stats: +5 Str / +4 Dex / +4 Mag / +1 Cun / +6 Con Changes resistances: +64% lightning / +27% light / +24% fire / +6% nature / +11% darkness Maximum wards: +4 lightning / +4 temporal / +4 blight / +4 fire / +4 cold Changes resistances penetration: +10% nature Changes damage: +3% fire Talents granted: +1 Ward +3 Block Light radius: +1 Infravision radius: +3 Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
5 agate 5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
339 alchemist agate 339 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. |
11 onyx 11 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli 7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 emerald 9 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel 8 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.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Glitterbreaker GlitterbreakerPowered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 12 light / 25 fire Changes stats: +5 Cun Changes resistances: +6% fire Changes resistances penetration: +15% arcane / +15% light Mental save: +5 (+0 eff.) Blindness immunity: +23% Confusion immunity: +14% Mindpower: +5 (+1 eff.) Mental crit. chance: +5% Light radius: -1 Infravision radius: +5 See stealth: +8 See invisible: +9 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 60 for 8 turns. The radius will increase with your Cunning. 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. |
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. |
8 garnet 8 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
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. |
Mardogund [power 41] (32 cooldown) Mardogund [power 41] (32 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +2 Cun / +3 Wil Maximum wards: +3 physical / +3 mind / +3 darkness Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Talent granted: +2 Ward Hate when firing a critical mind attack: +3.00 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 41 for 7 turns, putting all charms on cooldown for 32 turns. Torques are made by powerful psionics to store psionic powers. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
10 quartz 10 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
14 citrine 14 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 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By gem the Yeek Alchemist level 9
74th Pyre 122nd year of Ascendancy at 19:30 see stats
By gem the Yeek Alchemist level 46
78th Pyre 122nd year of Ascendancy at 11:22 see stats
By gem the Yeek Alchemist level 10
74th Pyre 122nd year of Ascendancy at 19:33 see stats
By gem the Yeek Alchemist level 20
74th Pyre 122nd year of Ascendancy at 20:20 see stats
By gem the Yeek Alchemist level 30
75th Pyre 122nd year of Ascendancy at 00:07 see stats
By gem the Yeek Alchemist level 40
75th Pyre 122nd year of Ascendancy at 02:50 see stats
By gem the Yeek Alchemist level 50
78th Pyre 122nd year of Ascendancy at 12:44 see stats
By gem the Yeek Alchemist level 34
75th Pyre 122nd year of Ascendancy at 01:24 see stats
By gem the Yeek Alchemist level 22
74th Pyre 122nd year of Ascendancy at 23:06 see stats
By gem the Yeek Alchemist level 65
3rd Mirth 122nd year of Ascendancy at 08:46 see stats
By gem the Yeek Alchemist level 4
74th Pyre 122nd year of Ascendancy at 19:30 see stats
By gem the Yeek Alchemist level 2
74th Pyre 122nd year of Ascendancy at 19:30 see stats
Log
Mayuriatha the ghoulking casts Earth Strike.
Mayuriatha the ghoulking is covered in acid!
Mayuriatha the ghoulking's spell attains critical power!
Character control switched to gem.
Mayuriatha the ghoulking activates Earth Stance.
Mayuriatha the ghoulking deactivates Water Stance.
Mayuriatha the ghoulking hits Golem (servant of gem) for (155 to ice), 232 physical, (7 to ice), 10 mind, (15 to ice), 22 fire, (113 to ice), 169 physical (434 total damage).
Spellsword Combat hits Golem (servant of gem) for (101 to ice), 151 cold (151 total damage).
Mayuriatha the ghoulking receives 6 healing from Water Stance.
gem the level 66 yeek alchemist was crushed to death by Mayuriatha the ghoulking on level 4 of Ruined halfling complex.
You have 6 life(s) left.
Gem deactivates Ice Core.
Gem deactivates Metal Infusion.
Gem deactivates Living Lightning.
Gem deactivates Body of Fire.
The raging fire around gem calms down and disappears.
Gem's spell attains critical power!
Gem is surging arcane power.
Gem is no longer surging arcane power.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Spellsword Combat killed Golem (servant of gem)!
gem receives 3868 healing.
Saving done.
Resting starts...
Talent Meteoric Crash is ready to use.
Rested for 65 turns (stop reason: all resources and life at maximum).