Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.4 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Infinite500 v2.5e: Revised high level play for ToME 1.4.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Emblazoned 1.3.0Adds additional fire and darkness trees for defiler classes, and the emblazoned class, who uses a mixture of them and Uhr'rok talents. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Trench Strider Class 1.3.1Adds the Trench Strider class, a celestial character who wields battlefield control using cold, darkness, and physical damage. Special thanks to Nagyhal for code help and Trenggiling for the icons! This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Firmamancer Class 1.3.1Adds the Firmamancer class, a celestial character who wields the weather; including sunlight, rainfall, storms and gales. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.3.0Donators/Buyers bonus! Damned Class 1.2.5Adds a new afflicted class. 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: Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Arcanum Class Pack 1.3.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Exponential Leveling 1.4.3Exponential 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
More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Spell Merchants 1.0.0 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 Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. Blighted Class 1.3.0Adds the Blighted class, an afflicted character who excels at dealing mind and blight damage to a single target. 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 Exploration |
Sex | Male |
Race | Superhuman |
Class | Necromancer |
Level / Exp | 7 / 14% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 24 (base 10) |
Dexterity | 26 (base 10) |
Constitution | 39 (base 29) |
Magic | 40 (base 29) |
Willpower | 39 (base 29) |
Cunning | 39 (base 29) |
Resources
Mana | 193/247 |
Psi_feedback | 0/90 |
Life | 546/872 |
Souls | 26/26 |
Equilibrium | 20 |
Healing Factor | 1 |
Regeneration | 17.24 |
Speed
Mental | +201.8% |
Attack | +201.8% |
Movement | +39% |
Spell | +201.8% |
Global | +230.9% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 8 |
See Stealth | 8.202737685072 |
See Invisible | 22.064641469624 |
Offense: Mainhand
Damage | 27 |
Accuracy | 46 |
Crit Chance | 31% |
APR | 64 |
Speed | 0.33 |
Offense: Spell
Spellpower | 44.333333333333 |
Crit Chance | 41% |
Speed | 0.33134526176276 |
Cooldown Reduction | 11.7 |
Offense: Mind
Mindpower | 44.3 |
Crit Chance | 29% |
Speed | 0.33134526176276 |
Defense: Base
Armour (hardiness) | 63.3 (92%) |
Defense | 52.433333333333 |
Ranged Defense | 52.433333333333 |
Fatigue | 0 |
Physical Save | 62.7125 |
Spell Save | 64.1125 |
Mental Save | 68.016024410652 |
Defense: Resistances
All | + 12%(100%) |
Defense: Immunities
Disarm Resistance | 21% |
Confusion Resistance | 100% |
Fear Resistance | 62% |
Pinning Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 22% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 250 damage for 25 turns. |
Class Talents
Cunning / Tactical | 1.50 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 5.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Necrotic minions | 5.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Charnel | 3.70 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 5.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 5.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 0.90 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.80 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Dead secrets | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
talent | Blurred Mortality |
talent | Animus Hoarder |
talent | Necrotic Aura |
talent | Elemental Harmony |
talent | Keen Senses |
beneficial effect | Countering melee attacks: Has a 17% chance to get an automatic counter attack when avoiding a melee attack. (1.6 counters remaining) Counter Attacking |
detrimental effect | On death will restore to the source up to 1 times the vim's worth. Bleak Outcome |
Quests
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
On fingers | Isletha IslethaCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Str Changes damage: +3% acid Disarm immunity: +21% Pinning immunity: +25% Knockback immunity: +22% Maximum life: +23.00 See invisible: +3 Rings can have magical properties. |
Around waist | Pitchrip PitchripPowered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 12 darkness Changes resistances: +3% darkness / +6% light Maximum encumbrance: +22 A belt that goes around your waist. |
Main armor | ancient linen robe (0 def, 0 armour) ancient linen robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +1 Mag Changes resistances penetration: +6% temporal / +5% physical Changes damage: +5% temporal / +7% physical Reduces paradox anomalies(equivalent to willpower): +8 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
On feet | pair of rough leather boots 'Relgichak' (0 def, 1 armour) pair of rough leather boots 'Relgichak' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +6 Lck / +4 Dex Stealth bonus: +5 Spell save: +9 (+2 eff.) Mana each turn: +0.12 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A pair of boots made of leather. |
Light source | 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. |
Cloak | Earomnir the linen cloak (7 def, 0 armour) Earomnir the linen cloak (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Changes stats: +2 Dex Changes resistances penetration: +5% acid Changes damage: +3% acid / +9% physical Physical save: +9 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
In main hand | Hanugoroddayon (10-12 power, 2 apr, acid element) Hanugoroddayon (10-12 power, 2 apr, acid element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. [Random Unique] 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 Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Changes resistances: +5% arcane Changes damage: +10% acid Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. regeneration infusion of the warrior (heal 142 over 5 turns)regeneration infusion of the warrior (heal 142 over 5 turns) 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 142 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. sun infusion of the titan (rad 5; power 42; turns 4; dispells darkness)sun infusion of the titan (rad 5; power 42; turns 4; dispells darkness) 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: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 21). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 42) for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. wild infusion (resist 17%; cure mental)wild infusion (resist 17%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. Getihor the copper amuletGetihor the copper amulet Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str / +2 Dex / +5 Con Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. copper ringcopper ring 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. copper ring of lightning (+20%)copper ring of lightning (+20%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% lightning Changes damage: +10% lightning Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. cruel elm magestaff (10-12 power, 2 apr, cold element)cruel elm magestaff (10-12 power, 2 apr, cold element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% cold Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +3 (+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. cruel elm starstaff (10-12 power, 2 apr, light element)cruel elm starstaff (10-12 power, 2 apr, light element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% light Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +3 (+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. cruel elm starstaff of illumination (10-12 power, 2 apr, temporal element)cruel elm starstaff of illumination (10-12 power, 2 apr, temporal element) Requires: - Magic 11 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Defense: +6 (+2 eff.) Effects on melee hit: * 7% chance to blind Changes damage: +10% temporal Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 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 90.29 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel elm vilestaff (10-12 power, 2 apr, darkness element)cruel elm vilestaff (10-12 power, 2 apr, darkness element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% darkness Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (10-12 power, 2 apr, cold element) elm magestaff (10-12 power, 2 apr, cold 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 Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% cold Talent granted: +1 Command Staff Spellpower: +3 (+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. elm magestaff of fate (10-12 power, 2 apr, fire element)elm magestaff of fate (10-12 power, 2 apr, fire element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +5 (+1 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elm starstaff 'Turudar' (13-15.6 power, 2 apr, physical element)elm starstaff 'Turudar' (13-15.6 power, 2 apr, physical element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. [Random 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 Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +3% mind / +3% fire Changes damage: +13% physical Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Command Staff Spellpower: +5 (+2 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. feathered elm magestaff (10-12 power, 2 apr, cold element)feathered elm magestaff (10-12 power, 2 apr, cold element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +6 (+2 eff.) Fatigue: -4% Changes damage: +10% cold Talent granted: +1 Command Staff Spellpower: +3 (+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. potent elm starstaff (12-14.4 power, 2 apr, light element)potent elm starstaff (12-14.4 power, 2 apr, light element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 12.0 - 14.4 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +12% light Talent granted: +1 Command Staff Spellpower: +5 (+2 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. shimmering dragonbone vilestaff of dawn (30-36 power, 6 apr, fire element)shimmering dragonbone vilestaff of dawn (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Changes damage: +30% fire Talent granted: +1 Command Staff Mana each turn: +0.10 Maximum mana: +32.00 Maximum pos.energy: +30.00 Spellpower: +15 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Kindlewrack (14.5-21.75 power, 1 apr)Kindlewrack (14.5-21.75 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.5 - 21.8 Uses stat: 120% Str Damage type: Fire Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +4 acid / +13 cold When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 4 acid Changes resistances: +3% acid Changes resistances penetration: +10% fire Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. acidic iron battleaxe of projection (14.5-21.75 power, 1 apr)acidic iron battleaxe of projection (14.5-21.75 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.5 - 21.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +9 acid / +9 mind It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 5 turns. Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. balanced iron battleaxe (13-19.5 power, 1 apr)balanced iron battleaxe (13-19.5 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 13.0 - 19.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +7 (+2 eff.) Disarm immunity: +32% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. iron battleaxe of massacre (21-31.5 power, 1 apr)iron battleaxe of massacre (21-31.5 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 21.0 - 31.5 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. iron greatmaul 'Glona' (17.5-26.25 power, 1 apr)iron greatmaul 'Glona' (17.5-26.25 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 17.5 - 26.3 Uses stat: 120% Str Damage type: Mind Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +10 acid Burst (radius 2) on crit: +8 mind When wielded/worn: Changes resistances: +3% blight Changes damage: +6% mind / +3% blight Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. slime-covered iron greatmaul of erosion (15.5-23.25 power, 1 apr)slime-covered iron greatmaul of erosion (15.5-23.25 power, 1 apr) Requires: - Strength 11 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 15.5 - 23.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% On weapon hit: * Slows global speed by 9% Damage (Melee): +9 temporal / +7 nature Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. acidic iron greatsword of vileness (18-28.8 power, 1 apr)acidic iron greatsword of vileness (18-28.8 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 18.0 - 28.8 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% On weapon hit: * 9% chance to disease On weapon crit: * splashes the target with acid Damage (Melee): +7 acid / +7 blight Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. balanced iron greatsword of projection (13.5-21.6 power, 1 apr)balanced iron greatsword of projection (13.5-21.6 power, 1 apr) Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 13.5 - 21.6 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% Damage (Melee): +7 mind When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +7 (+2 eff.) Disarm immunity: +31% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 5 turns. Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. hateful iron greatsword (14.5-23.2 power, 1 apr)hateful iron greatsword (14.5-23.2 power, 1 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 14.5 - 23.2 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% Damage (Melee): +9 darkness Damage against: +7% Living Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. iron greatsword of erosion (16-25.6 power, 1 apr)iron greatsword of erosion (16-25.6 power, 1 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.0 - 25.6 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% Damage (Melee): +9 nature / +7 temporal Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. River's Fury (23-32.2 power, 8 apr)River's Fury (23-32.2 power, 8 apr) Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+3 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 60 power out of 80/80) : Effective talent level: 1.0 Power cost: 60 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 13.45 cold damage and 15.38 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
This item will automatically be transmogrified when you leave the level. Rhildil the iron longsword (11.5-16.1 power, 2 apr)Rhildil the iron longsword (11.5-16.1 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning When wielded/worn: Changes resistances: +3% acid / +6% cold / +6% mind / +3% darkness Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. balanced iron longsword (13-18.2 power, 2 apr)balanced iron longsword (13-18.2 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +5 (+2 eff.) Disarm immunity: +20% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. flaming iron longsword of projection (12.5-17.5 power, 2 apr)flaming iron longsword of projection (12.5-17.5 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +5 mind Burst (radius 1) on hit: +5 fire It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 5 turns. Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. iron longsword 'Dairolach' (10-14 power, 2 apr)iron longsword 'Dairolach' (10-14 power, 2 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 1 Base power: 10.0 - 14.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +6 mind When wielded/worn: Changes stats: +1 Cun Changes damage: +6% arcane / +6% blight Critical mult.: +10.00% Reduces incoming crit damage: 5.00% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 5 turns. Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. iron longsword of massacre (16-22.4 power, 2 apr)iron longsword of massacre (16-22.4 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. iron longsword of paradox (12-16.8 power, 2 apr)iron longsword of paradox (12-16.8 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +5 temporal When wielded/worn: Damage when hit (Melee): 6 temporal Changes resistances: +7% temporal Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. warbringer's iron longsword (11.5-16.1 power, 2 apr)warbringer's iron longsword (11.5-16.1 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +1 Con Changes resistances penetration: +6% physical Disarm immunity: +10% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. thought-forged iron mace of projection (12-16.8 power, 2 apr)thought-forged iron mace of projection (12-16.8 power, 2 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% On weapon hit: * 11% chance to cause random gloom Damage (Melee): +13 mind When wielded/worn: Changes stats: +1 Cun / +1 Wil It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 5 turns. Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. balanced iron waraxe (11-15.4 power, 2 apr)balanced iron waraxe (11-15.4 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +5 (+2 eff.) Disarm immunity: +20% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. hateful iron waraxe of erosion (12-16.8 power, 2 apr)hateful iron waraxe of erosion (12-16.8 power, 2 apr) Requires: - Strength 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +5 temporal / +7 nature / +5 darkness Damage against: +6% Living One-handed war axes. |
This item will automatically be transmogrified when you leave the level. iron waraxe 'Shaderage' (11.5-16.1 power, 2 apr)iron waraxe 'Shaderage' (11.5-16.1 power, 2 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Acid Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +6 mind When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 4 darkness / 4 acid Changes resistances penetration: +10% acid / +5% darkness It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 5 turns. One-handed war axes. |
This item will automatically be transmogrified when you leave the level. iron waraxe of dampening (11-15.4 power, 2 apr)iron waraxe of dampening (11-15.4 power, 2 apr) Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +9% acid / +8% fire / +9% lightning / +8% cold Spell save: +6 (+2 eff.) One-handed war axes. |
This item will automatically be transmogrified when you leave the level. iron waraxe of projection (13-18.2 power, 2 apr)iron waraxe of projection (13-18.2 power, 2 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +6 mind It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 5 turns. One-handed war axes. |
This item will automatically be transmogrified when you leave the level. manaburning iron waraxe (12-16.8 power, 2 apr)manaburning iron waraxe (12-16.8 power, 2 apr) Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 10 arcane resource burn One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Spidernoon the iron dagger (11-14.3 power, 5 apr)Spidernoon the iron dagger (11-14.3 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +5 acid When wielded/worn: Damage when hit (Melee): 8 nature Changes resistances: +6% nature Changes resistances penetration: +5% nature / +5% temporal Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. acidic iron dagger of massacre (15.5-20.15 power, 5 apr)acidic iron dagger of massacre (15.5-20.15 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 15.5 - 20.2 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +5 acid Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. balanced iron dagger (11-14.3 power, 5 apr)balanced iron dagger (11-14.3 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +4 (+1 eff.) Defense: +5 (+2 eff.) Disarm immunity: +18% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. balanced iron dagger of erosion (10-13 power, 5 apr)balanced iron dagger of erosion (10-13 power, 5 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +4 nature / +4 temporal When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +4 (+1 eff.) Disarm immunity: +16% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. balanced iron dagger of massacre (14-18.2 power, 5 apr)balanced iron dagger of massacre (14-18.2 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 14.0 - 18.2 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +4 (+1 eff.) Defense: +6 (+2 eff.) Disarm immunity: +16% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. iron dagger of erosion (10.5-13.65 power, 5 apr)iron dagger of erosion (10.5-13.65 power, 5 apr) Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 nature / +4 temporal Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. iron dagger of projection (9-11.7 power, 5 apr)iron dagger of projection (9-11.7 power, 5 apr) Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 mind It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 5 turns. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. iron dagger of projection (9.5-12.35 power, 5 apr)iron dagger of projection (9.5-12.35 power, 5 apr) Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +4 mind It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 5 turns. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. thought-forged iron dagger (10.5-13.65 power, 5 apr)thought-forged iron dagger (10.5-13.65 power, 5 apr) Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 8% chance to cause random gloom Damage (Melee): +4 mind When wielded/worn: Changes stats: +1 Cun / +1 Wil Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Serpent's Glare (7-7.7 power, 15 apr, nature damage)Serpent's Glare (7-7.7 power, 15 apr, nature damage) Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Talent mastery: +0.20 Wild-curse / Snake aspect Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 6 power out of 8/8) : Effective talent level: 2.0 Power cost: 6 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 149.00 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
This item will automatically be transmogrified when you leave the level. blooming mossy mindstar of balance (3-3.3 power, 12 apr, nature damage)blooming mossy mindstar of balance (3-3.3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical save: +3 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +0.50 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Healing mod.: +10% Heals friendly targets nearby when you use a nature summon: +16 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. creative mossy mindstar of the jelly (3-3.3 power, 12 apr, nature damage)creative mossy mindstar of the jelly (3-3.3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Changes damage: +2% acid Critical mult.: +5.00% Equilibrium when hit: +0.50 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. nature's mossy mindstar of the jelly (2-2.2 power, 12 apr, nature damage)nature's mossy mindstar of the jelly (2-2.2 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +2% blight Changes damage: +3% acid / +3% nature Disease immunity: +10% Equilibrium when hit: +0.50 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. sparking iron ritual blade of massacre (12-15.6 power, 5 apr)sparking iron ritual blade of massacre (12-15.6 power, 5 apr) Requires: - Magic 10 - Dexterity 10 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / ritual blade ; tier 1 Base power: 12.0 - 15.6 Uses stats: 45% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +2.0% Attack speed: 100% Damage conversion: 8% lightning When wielded/worn: Changes damage: +8% lightning Spell crit. chance: +2% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. DagygarDagygar Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 When wielded/worn: Changes stats: +3 Str / +1 Dex Changes resistances penetration: +10% physical Changes damage: +10% physical Maximum life: +10.00 Healing mod.: +15% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Duvosahell the CharstreakDuvosahell the Charstreak Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +6 lightning When wielded/worn: Changes resistances: +9% blight Changes resistances penetration: +10% fire Changes damage: +9% lightning Slings are used to hurl stones or metal shots at your foes. |
Arrows of Manalocking (20/20, 15-21 power, 5 apr) Arrows of Manalocking (20/20, 15-21 power, 5 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 1 Base power: 15.0 - 21.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 20 Damage (Ranged): +10 arcane silence Fight magic with magic! |
This item will automatically be transmogrified when you leave the level. deadly quiver of elm arrows of vileness (15/15, 20-28 power, 5 apr)deadly quiver of elm arrows of vileness (15/15, 20-28 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 20.0 - 28.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 15 On weapon hit: * 6% chance to disease Damage (Ranged): +6 blight Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of elm arrows of crippling (16/16, 15-21 power, 5 apr)quiver of elm arrows of crippling (16/16, 15-21 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 15.0 - 21.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.0% Capacity: 16 On weapon crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. Cuthayalen (21/21, 14-16.8 power, 1 apr)Cuthayalen (21/21, 14-16.8 power, 1 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 1 Base power: 14.0 - 16.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +10.0% Capacity: 21 On weapon crit: * cripple the target Damage (Ranged): +8 mind Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +8 mind Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Coral Spray (8 def, 8 armour, 48 block)Coral Spray (8 def, 8 armour, 48 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Fatigue: +12% Changes resistances: +15% cold / +10% fire Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. |
This item will automatically be transmogrified when you leave the level. Glita the Ichorvagrant (4 def, 2 armour, 19 block)Glita the Ichorvagrant (4 def, 2 armour, 19 block) Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Effects on melee hit: * Slows global speed by 30% Changes resistances: +15% fire Changes resistances penetration: +10% nature Changes damage: +6% acid Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Sunquarry (4 def, 2 armour, 22 block)Sunquarry (4 def, 2 armour, 22 block) Requires: - Strength 11 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 6 fire Damage when hit (Melee): 10 fire Changes resistances: +5% arcane Changes damage: +3% light Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. iron shield of acid resistance (+16%) (4 def, 2 armour, 20 block)iron shield of acid resistance (+16%) (4 def, 2 armour, 20 block) Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +16% acid Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. reinforced iron shield of lightning resistance (+15%) (4 def, 6 armour, 44 block)reinforced iron shield of lightning resistance (+15%) (4 def, 6 armour, 44 block) Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +15% lightning Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Mardosayon (0 def, 0 armour)Mardosayon (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances penetration: +10% mind Changes damage: +6% all Reduces incoming crit damage: 15.00% Mental save: +9 (+2 eff.) Maximum psi: +10.00 Spellpower: +11 (+4 eff.) Heals friendly targets nearby when you use a nature summon: +20 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. |
This item will automatically be transmogrified when you leave the level. linen robe of corrosion (+15%) (0 def, 0 armour)linen robe of corrosion (+15%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% acid Changes damage: +10% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. linen robe of nature (+15%) (0 def, 0 armour)linen robe of nature (+15%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% nature Changes damage: +10% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. linen robe of power (0 def, 0 armour)linen robe of power (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes damage: +5% all Spellpower: +10 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven linen robe (0 def, 0 armour)mindwoven linen robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Mental save: +15 (+4 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven linen robe of corrosion (+16%) (0 def, 0 armour)mindwoven linen robe of corrosion (+16%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% acid Changes damage: +11% acid Mental save: +16 (+4 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven linen robe of fire (+15%) (0 def, 0 armour)mindwoven linen robe of fire (+15%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% fire Changes damage: +10% fire Mental save: +16 (+4 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven linen robe of nature (+16%) (0 def, 0 armour)mindwoven linen robe of nature (+16%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% nature Changes damage: +11% nature Mental save: +16 (+4 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. slimy linen robe (0 def, 0 armour)slimy linen robe (0 def, 0 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects when hit in melee: * Slows global speed by 3% * 4 arcane resource burn A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. slimy linen robe of fire (+15%) (0 def, 0 armour)slimy linen robe of fire (+15%) (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects when hit in melee: * Slows global speed by 4% * 4 arcane resource burn Changes resistances: +15% fire Changes damage: +10% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. verdant linen robe (0 def, 0 armour)verdant linen robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +3 Con Changes damage: +5% nature Poison immunity: +20% Disease immunity: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Voredasema (1 def, 2 armour)Voredasema (1 def, 2 armour) Requires: - Strength 10 Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 blight Changes resistances: +6% mind Changes resistances penetration: +10% blight / +10% mind Mental save: +11 (+3 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. multi-hued rough leather armour (1 def, 2 armour)multi-hued rough leather armour (1 def, 2 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 5 acid / 6 fire / 5 cold / 5 lightning Changes resistances: +5% acid / +5% fire / +6% lightning / +6% cold A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rough leather armour of cold resistance (1 def, 2 armour)rough leather armour of cold resistance (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +16% cold A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rough leather armour of cold resistance (1 def, 2 armour)rough leather armour of cold resistance (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +15% cold A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rough leather armour of lightning resistance (1 def, 2 armour)rough leather armour of lightning resistance (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +15% lightning A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour of lightning resistance (1 def, 2 armour)spiked rough leather armour of lightning resistance (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 10 physical Changes resistances: +16% lightning A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Eel-skin armour (10 def, 1 armour)Eel-skin armour (10 def, 1 armour) Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 (+3 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 14 power out of 50/50) : Effective talent level: 2.0 Power cost: 14 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 56.86 to 170.59 lightning damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
This item will automatically be transmogrified when you leave the level. cured leather armour of fire resistance (2 def, 4 armour)cured leather armour of fire resistance (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +15% fire A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Lelyldir the iron mail armour (2 def, 4 armour)Lelyldir the iron mail armour (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to disease Changes stats: +3 Str Changes resistances: +16% fire A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. impenetrable iron mail armour (2 def, 9 armour)impenetrable iron mail armour (2 def, 9 armour) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked iron mail armour of cold resistance (2 def, 4 armour)spiked iron mail armour of cold resistance (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 10 physical Changes resistances: +15% cold A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked iron mail armour of lightning resistance (2 def, 4 armour)spiked iron mail armour of lightning resistance (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 11 physical Changes resistances: +16% lightning A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked iron plate armour of spell shielding (3 def, 7 armour)spiked iron plate armour of spell shielding (3 def, 7 armour) Requires: - Strength 22 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Damage when hit (Melee): 10 physical Changes resistances: +5% arcane Spell save: +11 (+3 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. IsurinIsurin Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +3 Changes damage: +12% blight Maximum encumbrance: +30 Stamina each turn: +0.20 Maximum life: +34.00 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. grounding rough leather belt of lifegrounding rough leather belt of life Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal Life regen: +0.60 Healing mod.: +12% A belt that goes around your waist. |
grounding rough leather belt of the giants grounding rough leather belt of the giantsInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Changes resistances: +6% lightning / +5% temporal Spell save: +7 (+2 eff.) Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. rough leather belt 'Glorowen'rough leather belt 'Glorowen' Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Wil Reduced damage from: +19% Summoned Spell save: +3 (+1 eff.) Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +2% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. rough leather belt of carryingrough leather belt of carrying Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Erelegar (1 def, 0 armour)Erelegar (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Wil Changes resistances: +3% light Mental save: +15 (+4 eff.) Knockback immunity: +10% Teleport immunity: +5% Only die when reaching: -60.00 life 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. Nerytta the linen cloak (1 def, 0 armour)Nerytta the linen cloak (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances penetration: +10% physical Changes damage: +3% physical Physical save: +12 (+3 eff.) 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. insulating pair of iron boots (0 def, 3 armour)insulating pair of iron boots (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +5% fire / +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. pair of iron boots 'Borolendur' (0 def, 3 armour)pair of iron boots 'Borolendur' (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Critical mult.: +3.00% Reduces incoming crit damage: 15.00% Maximum encumbrance: +21 Physical save: +6 (+2 eff.) Only die when reaching: -80.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. clarifying linen wizard hat of fire (+16%) (1 def, 0 armour)clarifying linen wizard hat of fire (+16%) (1 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun Changes resistances: +16% fire Changes damage: +11% fire Mental save: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. linen wizard hat of nature (+15%) (1 def, 0 armour)linen wizard hat of nature (+15%) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +15% nature Changes damage: +10% nature A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. stabilizing rough leather cap of constitution (+2) (0 def, 1 armour)stabilizing rough leather cap of constitution (+2) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con Physical save: +11 (+3 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Eilinydhenn the JetquillEilinydhenn the Jetquill Requires: - Magic 10 Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / wardstone ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +11% acid / +3% darkness / +3% blight Reduce damage by fixed amount: +1 all Maximum wards: +2 acid Changes damage: +11% acid / +3% darkness / +15% blight Talent granted: +1 Ward Slows Projectiles: +10% Handheld warding devices |
This item will automatically be transmogrified when you leave the level. focussing sandstone wardstone of fire wardingfocussing sandstone wardstone of fire warding Requires: - Magic 10 Infused by psionic forces 1.00 Encumbrance. Type: armor / wardstone ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +1 Wil Changes resistances: +10% fire Reduce damage by fixed amount: +1 all Maximum wards: +1 fire Changes damage: +10% fire Talent granted: +1 Ward Psi each turn: +0.10 Maximum psi: +10.00 Slows Projectiles: +10% Handheld warding devices |
This item will automatically be transmogrified when you leave the level. sandstone wardstone 'Bethyratha'sandstone wardstone 'Bethyratha' Requires: - Magic 10 Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / wardstone ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Fatigue: -4% Changes stats: +1 Cun / +2 Con Changes resistances: +6% fire / +6% darkness / +5% physical Reduce damage by fixed amount: +1 all Maximum wards: +1 fire / +2 darkness / +2 physical Talent granted: +2 Ward Physical save: +20 (+5 eff.) Light radius: +2 Infravision radius: +1 Slows Projectiles: +10% Handheld warding devices |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
50 alchemist agate 50 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. |
This item will automatically be transmogrified when you leave the level. Gorandil the Arcquarry (dig speed 39 turns)Gorandil the Arcquarry (dig speed 39 turns) Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 4 temporal Changes stats: +3 Str Changes resistances: +3% lightning / +3% temporal Changes resistances penetration: +10% lightning Changes damage: +3% lightning When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. supercharged elm totem of thorny skin [power 20] (23 cooldown)supercharged elm totem of thorny skin [power 20] (23 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 20 and armour hardiness by 30%, putting all charms on cooldown for 23 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By blank the Superhuman Necromancer level 4
74th Pyre 122nd year of Ascendancy at 13:12 see stats
By blank the Superhuman Necromancer level 2
74th Pyre 122nd year of Ascendancy at 11:19 see stats
Log
Blank rips more animus from its victim. (+1 more soul)
blank HEALS from blight damage!
blank hits Clay golem for (4 resist armour), 466 blight (466 total damage).
blank hits blank for 367 blight, 5 healing (367 total damage) [5 healing].
blank hits Adynor the wolf for (4 resist armour), 464 blight (464 total damage).
blank killed Clay golem!
blank killed Adynor the wolf!
Something misses blank.
Veloth the white worm mass uses Greater Weapon Focus.
Veloth the white worm mass uses Multiply.
Blank picks up ( .): Erelegar (1 def, 0 armour).
Blank picks up ( .): sandstone wardstone 'Bethyratha'.
You pickup 0.55 gold pieces.
Blank picks up (A.): River's Fury (23-32.2 power, 8 apr).
Blank picks up (6.): deadly quiver of elm arrows of vileness (15/15, 20-28 power, 5 apr).
Blank picks up ( .): linen robe of corrosion (+15%) (0 def, 0 armour).
Blank picks up (i.): cruel elm starstaff (10-12 power, 2 apr, light element).
Lore found: River's Fury
You can read all your collected lore in the game menu, by pressing Escape.
Blank deactivates Necrotic Aura.
Blank deactivates Blurred Mortality.
Blank deactivates Keen Senses.
Blank deactivates Elemental Harmony.
Blank deactivates Animus Hoarder.