Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Spellsword 1.5.3This 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. Multi-Class Challenge (Slight Edit by Rae) 1.4.2Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, look at your Game Options for a new tab. bazaar fix 1.5.1Addon for bazaar mod (https://te4.org/games/addons/tome/bazaar-bringing-shopping-malls-tome will not do anything without it) to fix some issues and conflicts with mods: This mod attempts to add checks so that the bazaar town does not remove the first party member after completely the quest (so that party member to not get removed and sold for 150 gold after the quest is complete or done) Viper Class 1.4.0Adds the Viper class, an archer wilder who possesses great speed and access to nature damage. Deathknight 1.4.4Adds the Deathknight class. See forum thread for details. Inferno Race Pack 1.4.0Adds a collection of my races. 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Warzone Challenge 1.4.8Quintuple's the enemy count in all zones, but randomizes the factions of all additional enemies spawnt. This includes towns. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Hedgeknight Class 1.3.1"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.", Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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. Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Everything is Unique 1.5.2Bite-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 1.5.0Donators/Buyers bonus! Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Adventurer Quality of life buff 1.5.0This mod is a simple quality of life change for the adventurer class that gives more points over all as well as starting the class off with 3 points in armour mastery and 1 point in weapon accuracy. It also changed all the categories to 1.5 Stoneshaper 1.5.0Adds the Stoneshaper, a wild caster. Stoneshapers manipulate terrain, creating or destroying it at need, and have been known to forge formidable weapons from stone. White Monk 1.5.3Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Ashes of Urh'Rok 1.5.0Official 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:
astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Gladiator 1.5.2Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Verdant Class Pack 1.5.2Content 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: |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 13 / 8% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 29 (base 14) |
| Dexterity | 29 (base 14) |
| Constitution | 43.056358059375 (base 14) |
| Magic | 60 (base 42) |
| Willpower | 40 (base 18) |
| Cunning | 56 (base 38) |
Resources
| Mana | 162/162 |
| Negative | 55/86 |
| Life | 346/346 |
| Souls | 10/10 |
| Paradox | 300 |
| Psi | 130/130 |
| Vim | 46/46 |
| Positive | 48/96 |
| Stamina | 171/171 |
| Equilibrium | 10 |
| Healing Factor | 1.4660630089023 |
| Regeneration | 0.36651575222557 |
Speed
| Mental | +10.04610416657% |
| Attack | 0% |
| Movement | 0% |
| Spell | +10.04610416657% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 42 |
| Crit Chance | 18% |
| APR | 2 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 74 |
| Crit Chance | 33% |
| Speed | 0.90871004255304 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 16% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 34.09850937619 (54.545454545455%) |
| Defense | 18 |
| Ranged Defense | 20 |
| Fatigue | 2 |
| Physical Save | 36 |
| Spell Save | 42 |
| Mental Save | 41 |
Defense: Immunities
| Bleed Resistance | 70% |
| Instadeath Resistance | 100% |
Inscriptions (2/3)
| 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. |
Class Talents
| Cunning / Shadow magic | 1.50 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Celestial / Glory | 1.50 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Symbiant | 1.50 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.80 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Arcane | 1.80 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Magical combat | 1.50 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Blaze | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Spell / Fire | 1.80 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Meteorology | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane elements | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Flux | 1.50 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.80 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Corruption / Blood magic | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Spell / Reaping | 1.50 |
| 5/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Spell / Aegis | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sickness | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Spell / Conveyance | 1.80 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Effects
| talent | Fiery Hands |
| talent | Sickness Within, Sickness Without |
| talent | Spirit Feed |
| talent | Arcane Power |
| talent | Shadow Feed |
| talent | Astral Inferno |
| talent | Inner Power |
| talent | Reality Smearing |
| talent | Necrotic Aura |
| talent | Radiant Soul |
| talent | Symbiosis |
| talent | Manic Flurry |
| talent | Beyond the Flesh |
Quests
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic by +1. | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 19% of the way to your next Rank. You have killed: 29 Uniques 0 Bosses 0 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | 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
| Psionic focus | agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
| Light source | scorching brass lantern of focus scorching brass lantern of focusPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes stats: +4 Wil Changes resistances: +5% fire Changes damage: +5% mind 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. |
| On head | spellwoven linen wizard hat (1 def, 0 armour) spellwoven linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Mana each turn: +0.10 Spellpower: +2 (+0 eff.) Spell crit. chance: +2% A pointy cloth hat, very wizardly... |
| On fingers | rogue's copper ring of lightning (+20%) rogue's copper ring of lightning (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+4 eff.) Changes stats: +3 Cun Changes resistances: +20% lightning Changes damage: +10% lightning Rings can have magical properties. |
| Around waist | grounding rough leather belt grounding rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +5% temporal A belt that goes around your waist. |
| In main hand | elm magestaff (109% power, 2 apr, lightning element) elm magestaff (109% power, 2 apr, lightning element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 109% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% lightning 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. |
| On feet | pair of iron boots of uncanny dodging (2 def, 3 armour) pair of iron boots of uncanny dodging (2 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+2 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Cloak | thick linen cloak of protection (1 def, 5 armour) thick linen cloak of protection (1 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+1 eff.) Changes resistances: +11% cold Spell save: +5 (+1 eff.) Mental save: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet of willpower (+3) copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Amulets can have magical properties. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 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 174 over 5 turns)regeneration infusion of the warrior (heal 174 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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 174 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. wild infusion of the sneak (resist 25%; cure mental)wild infusion of the sneak (resist 25%; 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: 16 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 25% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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 of the titan (resist 14%; cure magical)wild infusion of the titan (resist 14%; cure magical) 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: 14 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 effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. phase door rune of the warrior (range 8; power 22; dur 3)phase door rune of the warrior (range 8; power 22; dur 3) 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: 10 Travel Speed: instantaneous Usage Speed: Spell (91% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. schematic: Antimagic Shellschematic: Antimagic Shell Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level. schematic: Waterproof Coatingschematic: Waterproof Coating Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level. copper amulet 'Saladhekira'copper amulet 'Saladhekira' Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +1 Str / +1 Mag / +1 Wil Changes resistances: +13% light / +12% darkness Changes damage: +3% mind Blindness immunity: +34% Hate when firing a critical mind attack: +5.00 Infravision radius: +3 Sight radius: +2 See invisible: +6 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. Emelyyalaith the copper ringEmelyyalaith the copper ring Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% * 11% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 7 bleed Changes stats: +2 Cun Changes resistances: +3% mind Changes damage: +24% mind Blindness immunity: +21% Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Infravision radius: +4 See stealth: +8 See invisible: +6 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. copper ring 'Blastswift'copper ring 'Blastswift' Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 4 lightning / 4 temporal Changes stats: +5 Str / +5 Con Changes resistances penetration: +15% temporal Changes damage: +18% temporal Stun/Freeze immunity: +23% Life regen: +0.90 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Isloleta the iron battleaxe (117% power, 1 apr)Isloleta the iron battleaxe (117% 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. Power: 117% Range: 1.5x Uses stat: 105% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +9 acid / +10 temporal When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +3 Physical power: +6 (+2 eff.) Damage when hit (Melee): 12 temporal Changes resistances: +6% blight / +10% temporal Maximum life: +10.00 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Scaldmortal the iron battleaxe (132% power, 1 apr)Scaldmortal the iron battleaxe (132% power, 1 apr) Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 133% Range: 1.5x Uses stat: 105% Wil Damage type: Fire Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +21 insidious poison / +4 fire / +8 temporal When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +12% temporal Changes resistances penetration: +15% fire Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Lightblast the iron dagger (108% power, 5 apr)Lightblast the iron dagger (108% power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 1 Power: 108% Range: 1.3x Uses stats: 39% Wil, 39% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +7 cold Burst (radius 1) on hit: +12 light When wielded/worn: Physical crit. chance: +5.0% Armour: +4 Effects on melee hit: * 30% chance to blind Changes resistances: +3% nature / +1% physical Stun/Freeze immunity: +5% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Murktooth the iron dagger (108% power, 5 apr)Murktooth the iron dagger (108% power, 5 apr) Requires: - Dexterity 11 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 108% Range: 1.3x Uses stats: 39% Wil, 39% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction Damage against: +7% Unnatural When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +1 Mag / +2 Wil / +1 Cun Changes resistances: +6% mind See invisible: +6 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. arcing iron dagger (107% power, 5 apr)arcing iron dagger (107% power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 107% Range: 1.3x Uses stats: 39% Wil, 39% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 lightning Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. iron dagger 'Lightninglash' (109% power, 5 apr)iron dagger 'Lightninglash' (109% power, 5 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 1 Power: 109% Range: 1.3x Uses stats: 39% Wil, 39% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) * 40% chance to daze at end of turn On weapon crit: * cripple the target Damage (Melee): +6 temporal / +6 nature Burst (radius 1) on hit: +8 lightning When wielded/worn: Physical crit. chance: +6.0% Damage when hit (Melee): 8 lightning Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Porudhebretira the Balancewither (138% power, 1 apr)Porudhebretira the Balancewither (138% power, 1 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 139% Range: 1.5x Uses stat: 105% Wil Damage type: Temporal Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +10 acid When wielded/worn: Damage when hit (Melee): 16 temporal Changes resistances: +6% temporal Changes damage: +3% nature / +3% temporal Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. iron greatmaul of persecution (122% power, 1 apr)iron greatmaul of persecution (122% power, 1 apr) Requires: - Strength 11 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 122% Range: 1.5x Uses stat: 105% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Damage against: +12% Unnatural When wielded/worn: Changes stats: +2 Wil Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. manaburning iron greatmaul of erosion (127% power, 1 apr)manaburning iron greatmaul of erosion (127% 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. Power: 127% Range: 1.5x Uses stat: 105% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 17 arcane resource burn Damage (Melee): +7 temporal / +9 nature Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. iron greatsword of massacre (132% power, 1 apr)iron greatsword of massacre (132% power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 132% Range: 1.6x Uses stat: 105% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Emita the elm longbowEmita the elm longbow Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 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 Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +2 temporal When wielded/worn: Physical power: +11 (+4 eff.) Changes stats: +3 Str Changes resistances penetration: +9% physical / +24% temporal Changes damage: +12% physical / +12% mind / +14% temporal Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. mighty elm longbow of firemighty elm longbow of fire Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +9 fire When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +2 Str Changes damage: +12% fire Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. mighty elm longbow of firemighty elm longbow of fire Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +8 fire When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +2 Str Changes damage: +14% fire Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. steady elm longbowsteady elm longbow Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. 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: Accuracy: +9 (+3 eff.) Physical crit. chance: +2.0% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Duathelquench the iron longsword (109% power, 2 apr)Duathelquench the iron longsword (109% power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 109% Range: 1.4x Uses stat: 88% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +6 nature / +5 temporal When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +10% arcane / +10% darkness Changes damage: +9% arcane Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Gobreratira (113% power, 2 apr)Gobreratira (113% power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 1 Power: 113% Range: 1.4x Uses stat: 88% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * cripple the target * wounds the target for 7 turns: 13 bleeding, 52% reduced healing Damage (Melee): +8 acid When wielded/worn: Physical crit. chance: +12.0% Physical power: +5 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +2 Cun Changes damage: +3% acid Grants telepathy: Humanoid/Orc Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Gunygorn the iron longsword (127% power, 2 apr)Gunygorn the iron longsword (127% power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 1 Power: 127% Range: 1.4x Uses stat: 88% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Armour penetration: +2 Physical crit. chance: +1.0% Armour: +4 Changes stats: +3 Str Infravision radius: +1 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Lorahek (115% power, 3 apr)Lorahek (115% power, 3 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 115% Range: 1.4x Uses stat: 88% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +5% Living When wielded/worn: Physical power: +2 (+1 eff.) Changes resistances penetration: +15% acid Changes damage: +6% physical Physical save: +10 (+4 eff.) Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Volcanic Slasher (118% power, 5 apr)Volcanic Slasher (118% power, 5 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 1 Power: 119% Range: 1.4x Uses stat: 88% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 bleed Burst (radius 2) on crit: +20 fire When wielded/worn: Talent mastery: +0.20 Wild-gift / Volcanism A long shard of obsidian, a weapon never seen in use these days. It belongs in a museum. |
This item will automatically be transmogrified when you leave the level. iron longsword of erosion (112% power, 2 apr)iron longsword of erosion (112% power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 112% Range: 1.4x Uses stat: 88% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +5 nature / +6 temporal Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Olytar the iron mace (114% power, 2 apr)Olytar the iron mace (114% power, 2 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 1 Power: 114% Range: 1.4x Uses stat: 88% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +7 darkness Damage against: +7% Living When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +2.0% Changes resistances penetration: +10% physical Changes damage: +3% physical Confusion immunity: +20% Stamina each turn: +0.20 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. arcing iron mace (116% power, 2 apr)arcing iron mace (116% power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 116% Range: 1.4x Uses stat: 88% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 lightning Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. balanced iron mace of erosion (111% power, 2 apr)balanced iron mace of erosion (111% power, 2 apr) Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 111% Range: 1.4x Uses stat: 88% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +5 nature / +5 temporal When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +6 (+4 eff.) Disarm immunity: +23% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. plaguebringer's iron mace (111% power, 2 apr)plaguebringer's iron mace (111% power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 111% Range: 1.4x Uses stat: 88% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 5% chance to disease Damage (Melee): +6 blight When wielded/worn: Disease immunity: +12% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Darknoon the mossy mindstar (75% power, 12 apr, nature damage)Darknoon the mossy mindstar (75% power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 darkness Changes resistances: +6% darkness Changes damage: +3% lightning Physical save: +2 (+1 eff.) Spell save: +3 (+1 eff.) Mental save: +3 (+1 eff.) 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. Guilt (94% power, 13 apr, arcane damage)Guilt (94% power, 13 apr, arcane damage) Requires: - Willpower 18 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Power: 95% Range: 1.1x Uses stats: 25% Wil, 10% Mag, 10% Cun Damage type: Arcane Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% arcane / +10% nature Changes damage: +10% arcane / +10% nature Silence immunity: +30% Spellpower: +12 (+3 eff.) Mindpower: +12 (+5 eff.) After the Mages of Angolwen had stabilised the Abashed Expanse, a few tried to restore life to the dead earth trapped in the sky. Their efforts were mostly unsuccessful, but this stone was found in the clutch of a newly grown sapling. |
This item will automatically be transmogrified when you leave the level. Poluna the vined mindstar (87% power, 18 apr, nature damage)Poluna the vined mindstar (87% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Power: 87% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +8 acid When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 arcane Changes resistances: +5% arcane Changes damage: +3% acid / +6% arcane Physical save: +6 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +6 (+2 eff.) Equilibrium when hit: +2.10 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Serpent's Glare (91% power, 15 apr, nature damage)Serpent's Glare (91% power, 15 apr, nature damage) Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Power: 92% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +15 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 (+2 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 156.24 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. creative mossy mindstar of balance (75% power, 12 apr, nature damage)creative mossy mindstar of balance (75% power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun Critical mult.: +5.00% Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Equilibrium when hit: +0.70 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. creative mossy mindstar of balance (77% power, 12 apr, mind damage)creative mossy mindstar of balance (77% power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 77% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun Critical mult.: +6.00% Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Equilibrium when hit: +0.60 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. enlightened mossy mindstar (75% power, 12 apr, nature damage)enlightened mossy mindstar (75% power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +11% light / +11% mind Mindpower: +2 (+1 eff.) Mental crit. chance: +1% See stealth: +5 See invisible: +7 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. mossy mindstar of resolve (75% power, 12 apr, mind damage)mossy mindstar of resolve (75% power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Wil Physical save: +2 (+1 eff.) 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. Belotta the Prismoracle (105% power, 5 apr)Belotta the Prismoracle (105% power, 5 apr) Requires: - Magic 10 - Dexterity 10 Infused by nature 1.00 Encumbrance. Type: weapon / ritual blade ; tier 1 Power: 106% Range: 1.3x Uses stats: 39% Cun, 45% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +2.0% Attack speed: 100% Damage (Melee): +4 blinding light When wielded/worn: Defense: +5 (+3 eff.) Changes resistances: +3% darkness / +9% fire Changes resistances penetration: +5% light Spell save: +3 (+1 eff.) Spell crit. chance: +2% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.8 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 110.03 light damage. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. iron ritual blade 'Cleansesorrow' (109% power, 5 apr)iron ritual blade 'Cleansesorrow' (109% power, 5 apr) Requires: - Magic 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. Type: weapon / ritual blade ; tier 1 Power: 109% Range: 1.3x Uses stats: 39% Cun, 45% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +2.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +4.0% Changes resistances: +3% nature / +6% mind Changes resistances penetration: +5% nature Changes damage: +6% mind Spell crit. chance: +2% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. iron sceptre 'Nightbringer' (114% power, 2 apr)iron sceptre 'Nightbringer' (114% power, 2 apr) Requires: - Magic 10 - Constitution 10 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / sceptre ; tier 1 Power: 114% Range: 1.4x Uses stats: 50% Mag, 50% Con Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +7 (+4 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 arcane / 4 darkness Changes resistances: +7% mind Changes resistances penetration: +15% arcane Changes damage: +3% darkness Spell save: +3 (+1 eff.) Mental save: +3 (+1 eff.) Spellpower: +3 (+1 eff.) Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Airrip the cured leather slingAirrip the cured leather sling Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +7 Travel speed: +200% Damage (Ranged): +7 fire When wielded/worn: Physical crit. chance: +1.0% Changes stats: +3 Con Changes damage: +3% lightning / +10% fire Stamina each turn: +0.40 Healing mod.: +20% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Ulazilaleg the rough leather slingUlazilaleg the rough leather sling Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 When wielded/worn: Accuracy: +2 (+0 eff.) Physical power: +5 (+2 eff.) Fatigue: -6% Changes stats: +1 Str / +2 Dex Changes resistances penetration: +5% physical Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Ebonylace (115% power, 2 apr, lightning element)Ebonylace (115% power, 2 apr, lightning 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. Power: 115% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +16 darkness / +7 temporal When wielded/worn: Changes resistances: +5% arcane / +3% darkness Changes damage: +13% lightning Talent granted: +1 Command Staff 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. Xanibressra the Fireschism (109% power, 2 apr, physical element)Xanibressra the Fireschism (109% 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. Power: 109% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +1 Mag / +1 Wil / +4 Con Changes resistances: +15% fire Changes damage: +10% physical Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +9 (+2 eff.) Spell crit. chance: +7% Light radius: +1 See invisible: +9 It can be used to conjure elemental energy in a radius 2 cone, dealing 33.74 to 40.49 physical damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Xeroda (109% power, 2 apr, cold element)Xeroda (109% power, 2 apr, cold 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. Power: 109% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 16 mind Changes stats: +1 Wil Changes resistances: +6% darkness / +7% temporal Changes damage: +3% blight / +10% cold Talent granted: +1 Command Staff Spell save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +40.00 Maximum psi: +10.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +10 Defense after a teleport: +9 Resist all after a teleport: +7% New effects duration reduction after a teleport: +13% Reduces paradox anomalies(equivalent to willpower): +13 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 (109% power, 2 apr, darkness element)cruel elm vilestaff (109% 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. Power: 109% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% 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. |
This item will automatically be transmogrified when you leave the level. earthen elm magestaff (109% power, 2 apr, arcane element)earthen elm magestaff (109% power, 2 apr, arcane element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 109% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +3 Armour Hardiness: +2% Changes damage: +10% arcane Talent granted: +1 Command Staff Physical save: +2 (+1 eff.) 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 illumination (109% power, 2 apr, cold element)elm magestaff of illumination (109% 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. Power: 109% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +5 (+3 eff.) Effects on melee hit: * 6% chance to blind Changes damage: +10% cold Talent granted: +1 Command Staff 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 6 cooldown : Effective talent level: 3.6 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 8 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 150.24 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. elm vilestaff of might (109% power, 2 apr, darkness element)elm vilestaff of might (109% power, 2 apr, darkness element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 109% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +6% 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 (115% power, 2 apr, temporal element)potent elm starstaff (115% power, 2 apr, temporal element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 115% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +13% temporal Talent granted: +1 Command Staff Spellpower: +5 (+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. short elm vilestaff of illumination (109% power, 2 apr, darkness element)short elm vilestaff of illumination (109% power, 2 apr, darkness element) Requires: - Magic 11 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Power: 109% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +5 (+3 eff.) Effects on melee hit: * 5% chance to blind Changes damage: +10% darkness Talent granted: +1 Command Staff 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 6 cooldown : Effective talent level: 3.6 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 8 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 150.24 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. short elm vilestaff of illumination (109% power, 2 apr, acid element)short elm vilestaff of illumination (109% power, 2 apr, acid element) Requires: - Magic 11 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Power: 109% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +5 (+3 eff.) Effects on melee hit: * 5% chance to blind Changes damage: +10% acid Talent granted: +1 Command Staff 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 6 cooldown : Effective talent level: 3.6 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 8 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 150.24 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. short elm vilestaff of might (109% power, 2 apr, darkness element)short elm vilestaff of might (109% power, 2 apr, darkness element) Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Power: 109% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% darkness 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. |
This item will automatically be transmogrified when you leave the level. iron steamgun of poweriron steamgun of power Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +8% physical Changes damage: +10% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. ranger's iron steamgun of acidranger's iron steamgun of acid Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (Ranged): +6 acid Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Dex Changes damage: +8% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. Barodur (109% power, 0 apr)Barodur (109% power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 1 Power: 109% Range: 1.5x Uses stat: 88% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit. chance: +1.5% Attack speed: 100% Block value: +14 Damage (Melee): +7 nature / +6 temporal Attacks use: 1.0 Steam When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +2 Defense: +9 (+5 eff.) Fatigue: +4% Effects on melee hit: * 10% chance to disease Changes resistances: +3% blight / +9% mind Changes damage: +9% blight Talent granted: +1 Block Disarm immunity: +26% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. Bregezilazilarion the Voidbrace (108% power, 0 apr)Bregezilazilarion the Voidbrace (108% power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Power: 108% Range: 1.5x Uses stat: 88% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit. chance: +1.5% Attack speed: 100% Block value: +10 Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+2 eff.) Fatigue: +4% Damage (Melee): 6 cold Damage when hit (Melee): 11 ice Changes stats: +3 Con Changes damage: +3% darkness Talent granted: +1 Block Healing mod.: +15% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. Earothel the iron steamsaw (110% power, 0 apr)Earothel the iron steamsaw (110% power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 1 Power: 110% Range: 1.5x Uses stat: 88% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit. chance: +1.5% Attack speed: 100% Block value: +8 Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+2 eff.) Fatigue: +4% Damage when hit (Melee): 16 fire Changes stats: +1 Str / +1 Mag Changes resistances: +12% fire / +11% light / +11% darkness Talent granted: +1 Block Spell save: +3 (+1 eff.) Vim when firing critical spell: +2.00 Spellpower: +4 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. Glorovena the iron steamsaw (109% power, 0 apr)Glorovena the iron steamsaw (109% power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Infused by nature Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 1 Power: 109% Range: 1.5x Uses stat: 88% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit. chance: +1.5% Attack speed: 100% Block value: +10 On weapon hit: * 20% chance to cause random gloom Damage (Melee): +15 insidious poison / +7 darkness Damage against: +7% Living Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+2 eff.) Fatigue: +4% Changes stats: +3 Dex / +5 Cun / +4 Con Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. Lisirerianor the Arclady (108% power, 0 apr)Lisirerianor the Arclady (108% power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 1 Power: 108% Range: 1.5x Uses stat: 88% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit. chance: +1.5% Attack speed: 100% Block value: +8 On weapon hit: * 40% chance to daze at end of turn * 5% chance to disease Damage (Melee): +7 blight / +4 lightning Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+2 eff.) Fatigue: +4% Effects when hit in melee: * 11% chance to corrode armour by 30% Damage when hit (Melee): 8 lightning Changes stats: +2 Con Changes resistances: +11% acid / +6% lightning Changes resistances penetration: +5% nature Changes damage: +3% nature Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. Pinwheel (115% power, 10 apr)Pinwheel (115% power, 10 apr) Requires: - Strength 18 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 1 Power: 115% Range: 1.5x Uses stat: 88% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +3.0% Attack speed: 100% Block value: +50 On weapon hit: * 15% chance to pin the target Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +7 (+4 eff.) Fatigue: +7% Talent granted: +1 Block "Create new, exciting connections in other people's lives, such as between their feet and the floor!" |
This item will automatically be transmogrified when you leave the level. Relgeleg the Blastfurnace (109% power, 0 apr)Relgeleg the Blastfurnace (109% power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 1 Power: 109% Range: 1.5x Uses stat: 88% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit. chance: +1.5% Attack speed: 100% Block value: +12 On weapon crit: * cripple the target Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +6.0% Armour: +2 Defense: +2 (+2 eff.) Fatigue: +4% Effects when hit in melee: * 12% chance to corrode armour by 30% Damage when hit (Melee): 20 lightning Changes stats: +3 Wil / +3 Cun / +2 Con Changes resistances: +11% acid Talent granted: +1 Block Infravision radius: +2 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. flaming iron steamsaw (108% power, 0 apr)flaming iron steamsaw (108% power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Power: 108% Range: 1.5x Uses stat: 88% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit. chance: +1.5% Attack speed: 100% Block value: +12 Burst (radius 1) on hit: +5 fire Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+2 eff.) Fatigue: +4% Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. iron steamsaw 'Viperwalker' (108% power, 0 apr)iron steamsaw 'Viperwalker' (108% power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 1 Power: 108% Range: 1.5x Uses stat: 88% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit. chance: +1.5% Attack speed: 100% Block value: +11 On weapon crit: * cripple the target Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +6.0% Armour: +2 Defense: +2 (+2 eff.) Fatigue: +4% Damage when hit (Melee): 8 nature Changes resistances: +16% lightning Changes resistances penetration: +10% temporal Changes damage: +3% temporal Talent granted: +1 Block Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. thought-forged iron steamsaw (110% power, 0 apr)thought-forged iron steamsaw (110% power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Power: 110% Range: 1.5x Uses stat: 88% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit. chance: +1.5% Attack speed: 100% Block value: +10 On weapon hit: * 11% chance to cause random gloom Damage (Melee): +6 mind Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+2 eff.) Fatigue: +4% Changes stats: +1 Cun / +1 Wil Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. acidic iron waraxe of paradox (112% power, 2 apr)acidic iron waraxe of paradox (112% power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 112% Range: 1.4x Uses stat: 88% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +6 acid / +5 temporal When wielded/worn: Damage when hit (Melee): 7 temporal Changes resistances: +5% temporal One-handed war axes. |
This item will automatically be transmogrified when you leave the level. balanced iron waraxe (114% power, 2 apr)balanced iron waraxe (114% power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 114% Range: 1.4x Uses stat: 88% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +5 (+3 eff.) Disarm immunity: +21% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. iron waraxe 'Jetsmasher' (135% power, 2 apr)iron waraxe 'Jetsmasher' (135% power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 1 Power: 135% Range: 1.4x Uses stat: 88% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 darkness Burst (radius 1) on hit: +12 darkness When wielded/worn: Damage when hit (Melee): 8 nature / 8 darkness One-handed war axes. |
This item will automatically be transmogrified when you leave the level. thought-forged iron waraxe (112% power, 2 apr)thought-forged iron waraxe (112% power, 2 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 112% Range: 1.4x Uses stat: 88% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 10% chance to cause random gloom Damage (Melee): +7 mind When wielded/worn: Changes stats: +1 Cun / +1 Wil One-handed war axes. |
This item will automatically be transmogrified when you leave the level. rough leather belt 'Mardolagorn'rough leather belt 'Mardolagorn' Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 12 arcane / 8 temporal Changes stats: +8 Dex / +8 Cun / +12 Lck Changes resistances penetration: +10% blight Critical mult.: +5.00% Trap disarming bonus: +15 Stealth bonus: +12 Spellpower on spell critical (stacks up to 3 times): +4 Infravision radius: +8 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Grinilahor (1 def, 0 armour)Grinilahor (1 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +1 (+1 eff.) Damage when hit (Melee): 8 mind Changes stats: +2 Dex / +2 Mag / +3 Wil / +4 Cun Equilibrium when hit: +0.08 Psi when hit: +0.04 Maximum hate: +4.00 Mental crit. chance: +3% 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. Manolerain (1 def, 0 armour)Manolerain (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +5 Mag / +2 Wil Changes resistances: +6% mind Changes resistances penetration: +5% blight Changes damage: +3% blight Spell save: +11 (+3 eff.) Mental save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +45.00 Spell crit. chance: +1% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% 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. linen cloak 'Erelindur' (1 def, 0 armour)linen cloak 'Erelindur' (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +18 (+6 eff.) Defense: +1 (+1 eff.) Fatigue: -5% Changes resistances: +6% lightning / +3% temporal / +3% nature / +12% light Changes damage: +6% mind Maximum life: +43.00 Maximum stamina: +12.00 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. marshal's linen cloak (1 def, 0 armour)marshal's linen cloak (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +1 Con Physical save: +5 (+2 eff.) Maximum life: +43.00 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. Drodrahor (0 def, 0 armour)Drodrahor (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +2 Str / +5 Mag / +5 Wil / +1 Cun Changes resistances: +5% arcane / +3% darkness Changes damage: +7% all Physical save: +6 (+3 eff.) Knockback immunity: +5% Mana each turn: +0.15 Psi each turn: +0.11 Spellpower: +12 (+3 eff.) Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Salomira (0 def, 0 armour)Salomira (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% acid / +9% nature / +3% cold / +5% arcane / +16% fire Changes damage: +11% acid / +11% fire Pinning immunity: +5% Stun/Freeze immunity: +5% Teleport immunity: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. linen robe of darkness (+15%) (0 def, 0 armour)linen robe of darkness (+15%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% darkness Changes damage: +10% darkness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. linen robe of fire (+15%) (0 def, 0 armour)linen robe of fire (+15%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: 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. 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: +15 (+5 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. shimmering linen robe (0 def, 0 armour)shimmering linen robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes damage: +11% arcane Maximum mana: +12.00 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% * 3 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. spellwoven linen robe of protection (2 def, 2 armour)spellwoven linen robe of protection (2 def, 2 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +2 Defense: +2 (+2 eff.) Physical save: +16 (+6 eff.) Spell save: +15 (+5 eff.) Spellpower: +3 (+1 eff.) Spell 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. woollen robe of the mind (+11%) (0 def, 0 armour)woollen robe of the mind (+11%) (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +11% mind Changes damage: +11% mind A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Ichorcut the pair of iron boots (0 def, 3 armour)Ichorcut the pair of iron boots (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Physical power: +4 (+2 eff.) Armour: +3 Fatigue: +2% Effects on melee hit: * Slows global speed by 15% * 30% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% nature Changes resistances penetration: +5% temporal Changes damage: +3% nature Physical save: +7 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) 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. Layenor the Sewerblood (0 def, 1 armour)Layenor the Sewerblood (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -1% Changes stats: +2 Str / +2 Dex Changes resistances: +6% lightning / +6% temporal / +6% nature Grants telepathy: Demon/Minor Demon/Major Stamina each turn: +0.40 Maximum stamina: +14.00 See invisible: +6 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of iron boots 'Heatwasp' (11 def, 3 armour)pair of iron boots 'Heatwasp' (11 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +11 (+6 eff.) Fatigue: -3% Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +3% acid Changes resistances penetration: +20% acid Changes damage: +9% acid / +9% fire Maximum encumbrance: +24 Physical save: +5 (+2 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 15 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. 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 rough leather boots 'Velymira' (0 def, 1 armour)pair of rough leather boots 'Velymira' (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: +7 Mag / +4 Wil / +4 Cun / +4 Con Physical save: +24 (+9 eff.) Mental save: +22 (+8 eff.) Infravision radius: +2 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Blazewing the iron gauntlets (0 def, 1 armour)Blazewing the iron gauntlets (0 def, 1 armour) Requires: - Talent Heavy Armour Training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Effects on melee hit: * 20% chance to disease Damage (Melee): 6 lightning Damage when hit (Melee): 8 lightning Changes stats: +2 Cun Changes resistances: +6% lightning / +7% darkness / +6% blight Changes damage: +4% lightning Infravision radius: +1 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.8 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 33 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. rough leather gloves 'Betyssra' (0 def, 5 armour)rough leather gloves 'Betyssra' (0 def, 5 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Damage (Melee): 7 darkness Changes stats: +2 Dex / +1 Wil Changes resistances: +6% darkness / +9% mind Changes resistances penetration: +15% mind Changes damage: +4% darkness Mental save: +6 (+2 eff.) Maximum life: +44.00 See invisible: +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. rough leather gloves 'Faligrim' (0 def, 1 armour)rough leather gloves 'Faligrim' (0 def, 1 armour) Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Cun / +2 Mag Changes resistances: +6% light / +6% darkness / +6% mind Changes damage: +6% mind / +6% acid Life regen: +1.20 Stamina each turn: +0.70 Maximum stamina: +14.00 Infravision radius: +1 It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.5 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 95.77 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. sand rough leather gloves (0 def, 6 armour)sand rough leather gloves (0 def, 6 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 Damage (Melee): 6 physical Changes damage: +3% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. Abyssjeer (0 def, 1 armour)Abyssjeer (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Wil / +4 Mag Changes resistances: +12% fire / +7% cold Changes damage: +6% fire Spell save: +10 (+3 eff.) Stamina when hit: +1.00 Equilibrium when hit: +0.90 Spellpower: +4 (+1 eff.) Damage Shield penetration: +20% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Daystreaker (0 def, 3 armour)Daystreaker (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Damage when hit (Melee): 8 light Changes stats: +3 Con Changes resistances: +9% light / +3% temporal Changes resistances penetration: +25% temporal Changes damage: +3% temporal Infravision radius: +2 A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level. Duskclamor (0 def, 5 armour)Duskclamor (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +5 Fatigue: +1% Changes stats: +4 Dex Changes resistances penetration: +10% darkness / +15% mind Changes damage: +12% physical A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level. Extradimensional Hat (0 def, 0 armour)Extradimensional Hat (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +5% temporal Changes damage: +5% temporal Maximum encumbrance: +50 Spellpower: +3 (+1 eff.) Adventuring wizards tend to have a major problem. How to carry all the paraphenalia that goes with being a wizard? This hat was designed as *the* solution. The top part of the hat contains a large extradimensional space for storing all their heavy gear. |
This item will automatically be transmogrified when you leave the level. Radhosus the Tempesttorrent (0 def, 1 armour)Radhosus the Tempesttorrent (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +3 Wil Changes resistances: +6% blight / +6% cold / +3% lightning / +6% fire Changes resistances penetration: +10% arcane Changes damage: +3% arcane Mental save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Spellpower: +2 (+0 eff.) A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level. Tirim (0 def, 3 armour)Tirim (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Wil / +3 Cun / +3 Con Changes resistances: +9% blight / +3% mind / +6% acid Changes damage: +3% blight Mental save: +3 (+1 eff.) Disease immunity: +10% Stun/Freeze immunity: +5% Knockback immunity: +5% Mindpower: +4 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. Tularig the Smoldermire (1 def, 0 armour)Tularig the Smoldermire (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 4 temporal / 4 fire Changes resistances: +12% blight / +3% temporal / +16% darkness Changes resistances penetration: +15% fire Changes damage: +12% blight / +3% fire / +11% darkness / +9% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Velessra the iron helm (0 def, 3 armour)Velessra the iron helm (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Armour: +3 Fatigue: +5% Changes stats: +1 Str Changes resistances: +5% lightning / +5% temporal Cut immunity: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. cleansing iron helm (0 def, 3 armour)cleansing iron helm (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +5% nature / +6% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. insulating iron helm (0 def, 3 armour)insulating iron helm (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +5% fire / +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. iron helm of strength (+3) (0 def, 3 armour)iron helm of strength (+3) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. linen wizard hat 'Charpain' (1 def, 0 armour)linen wizard hat 'Charpain' (1 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 20 temporal Changes resistances: +6% lightning / +7% temporal / +11% mind Changes resistances penetration: +5% fire Changes damage: +11% mind / +6% temporal A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. rough leather hat 'Anakhad' (0 def, 3 armour)rough leather hat 'Anakhad' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Damage when hit (Melee): 4 mind Changes resistances penetration: +10% arcane Changes damage: +15% arcane / +6% mind Infravision radius: +2 A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level. Duatheledge the iron mail armour (2 def, 6 armour)Duatheledge the iron mail armour (2 def, 6 armour) Requires: - Strength 14 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +12% Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 8 mind / 12 darkness Changes resistances: +6% acid / +6% cold / +17% fire Changes resistances penetration: +5% mind Changes damage: +18% darkness Allows you to breathe in: water A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Lisalle (2 def, 11 armour)Lisalle (2 def, 11 armour) Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +11 Defense: +2 (+2 eff.) Fatigue: +12% Changes stats: +4 Cun / +4 Wil Changes resistances: +6% mind Changes resistances penetration: +15% mind Changes damage: +9% blight / +12% mind Mental save: +11 (+4 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Mardidrantir the iron mail armour (8 def, 8 armour)Mardidrantir the iron mail armour (8 def, 8 armour) Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +8 Defense: +8 (+5 eff.) Fatigue: +12% Changes stats: +5 Cun Changes resistances: +9% acid / +3% temporal / +6% fire / +6% physical Physical save: +12 (+5 eff.) Mental save: +11 (+4 eff.) Disease immunity: +20% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Yarothad the iron mail armour (2 def, 4 armour)Yarothad the iron mail armour (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +3% cold Blindness immunity: +5% Disease immunity: +5% Confusion immunity: +5% Knockback immunity: +15% Maximum life: +24.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked iron mail armour of acid resistance (2 def, 4 armour)spiked iron mail armour of acid resistance (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 11 physical Changes resistances: +16% acid A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Runayon (1 def, 4 armour)Runayon (1 def, 4 armour) Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 1 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +6% Changes stats: +4 Wil Changes resistances: +6% acid / +17% fire / +6% cold Changes resistances penetration: +5% mind Allows you to breathe in: water Mental save: +6 (+2 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +8.00 Mental crit. chance: +1% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rough leather armour 'Chargefame' (1 def, 2 armour)rough leather armour 'Chargefame' (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 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 4 lightning Changes resistances: +16% acid / +9% cold / +3% nature / +5% arcane A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour of cold resistance (1 def, 2 armour)spiked 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 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical Changes resistances: +16% cold A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour of resilience (1 def, 2 armour)spiked rough leather armour of resilience (1 def, 2 armour) Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical Maximum life: +21.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Runigodan the iron plate armour (3 def, 7 armour)Runigodan the iron plate armour (3 def, 7 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +7 Defense: +3 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 16 physical Changes stats: +3 Cun / +5 Wil Changes resistances: +11% light / +11% darkness Physical save: +9 (+4 eff.) Mental save: +10 (+4 eff.) Stamina each turn: +0.60 Maximum stamina: +5.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. spiked iron plate armour of lightning resistance (3 def, 7 armour)spiked iron plate armour of lightning resistance (3 def, 7 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+2 eff.) Fatigue: +20% Damage when hit (Melee): 12 physical Changes resistances: +15% lightning A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Glimmercrypt (4 def, 2 armour, 18 block)Glimmercrypt (4 def, 2 armour, 18 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+3 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Effects when hit in melee: * 11% chance to daze at end of turn Changes stats: +2 Dex Changes resistances: +11% lightning / +17% fire / +3% nature Changes resistances penetration: +20% light Changes damage: +3% light Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. iron shield 'Demonbright' (9 def, 6 armour, 50 block)iron shield 'Demonbright' (9 def, 6 armour, 50 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +6 Defense: +9 (+5 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Changes stats: +4 Dex / +2 Cun Changes resistances penetration: +5% darkness Changes damage: +3% darkness Talent granted: +1 Block Deflect projectiles away: +6% Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. iron shield of cold resistance (+16%) (4 def, 2 armour, 18.5 block)iron shield of cold resistance (+16%) (4 def, 2 armour, 18.5 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+3 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Changes resistances: +16% cold Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. iron shield of fire resistance (+16%) (4 def, 2 armour, 21 block)iron shield of fire resistance (+16%) (4 def, 2 armour, 21 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+3 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Changes resistances: +16% fire Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. iron shield of fire resistance (+15%) (4 def, 2 armour, 24 block)iron shield of fire resistance (+15%) (4 def, 2 armour, 24 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+3 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Changes resistances: +15% fire Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. reinforced iron shield (4 def, 6 armour, 40 block)reinforced iron shield (4 def, 6 armour, 40 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +6 Defense: +4 (+3 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Flashpierce the sandstone wardstoneFlashpierce the sandstone wardstone Requires: - Magic 10 Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / wardstone ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Damage when hit (Melee): 4 light Changes stats: +2 Cun Changes resistances: +6% nature / +6% physical / +6% mind / +9% light Reduce damage by fixed amount: +1 all Maximum wards: +2 nature / +2 physical Changes resistances penetration: +5% light / +10% mind Changes damage: +6% light Talent granted: +1 Ward Maximum pos.energy: +6.00 See stealth: +6 Slows Projectiles: +10% Handheld warding devices |
This item will automatically be transmogrified when you leave the level. Hettostir the Poxsage (14/14, 114% power, 5 apr)Hettostir the Poxsage (14/14, 114% power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 1 Power: 114% Range: 1.4x Uses stats: 44% Wil, 61% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +11 Armour Penetration: +5 Crit. chance: +1.0% Capacity: 14 On weapon hit: * 8% chance to gain 10% of a turn (3/turn limit) * 20% chance to corrode armour by 30% Damage (Ranged): +9 temporal Burst (radius 1) on hit: +24 acid Burst (radius 2) on crit: +4 nature Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. Neryldamikira the quiver of elm arrows (15/38, 136% power, 5 apr)Neryldamikira the quiver of elm arrows (15/38, 136% power, 5 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 1 Power: 137% Range: 1.4x Uses stats: 44% Wil, 61% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +7.0% Capacity: 38 Travel speed: +200% Burst (radius 1) on hit: +8 physical When wielded/worn: Ammo reloads per turn: +6 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. acidic quiver of elm arrows (13/13, 120% power, 5 apr)acidic quiver of elm arrows (13/13, 120% power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 121% Range: 1.4x Uses stats: 44% Wil, 61% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 13 On weapon crit: * splashes the target with acid Damage (Ranged): +11 acid Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. hateful quiver of elm arrows (11/11, 114% power, 5 apr)hateful quiver of elm arrows (11/11, 114% power, 5 apr) Requires: - Dexterity 11 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 114% Range: 1.4x Uses stats: 44% Wil, 61% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 11 Damage (Ranged): +11 darkness Damage against: +9% Living 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 'Bokygorn' (19/19, 124% power, 5 apr)quiver of elm arrows 'Bokygorn' (19/19, 124% power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 1 Power: 124% Range: 1.4x Uses stats: 44% Wil, 61% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 19 Turns elapse between self-loadings: 3 On weapon hit: * 25% chance for lightning to arc to a second target Travel speed: +200% Damage (Ranged): +11 lightning / +24 physical When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. storming quiver of elm arrows of wind (17/17, 122% power, 5 apr)storming quiver of elm arrows of wind (17/17, 122% power, 5 apr) Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 122% Range: 1.4x Uses stats: 44% Wil, 61% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 17 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +12 lightning Burst (radius 2) on crit: +8 lightning Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. thought-forged quiver of elm arrows of wind (19/19, 114% power, 5 apr)thought-forged quiver of elm arrows of wind (19/19, 114% power, 5 apr) Requires: - Dexterity 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 114% Range: 1.4x Uses stats: 44% Wil, 61% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 19 Turns elapse between self-loadings: 6 On weapon hit: * 15% chance to cause random gloom * 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +9 mind Arrows are used with bows to pierce your foes to death. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
327 alchemist agate 327 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. Belowen (dig speed 37 turns)Belowen (dig speed 37 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +9% lightning / +10% nature / +3% darkness Changes damage: +6% nature Confusion immunity: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. ArtharomilarArtharomilar Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Armour: +4 Changes stats: +5 Cun / +5 Str Changes resistances: +1% physical Stamina each turn: +0.20 Maximum life: +71.00 Light radius: -8 Infravision radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
This item will automatically be transmogrified when you leave the level. Layudarin the brass lanternLayudarin the brass lantern Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% acid / +3% physical Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
This item will automatically be transmogrified when you leave the level. bright brass lanternbright brass lantern Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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. Mayelaith the pouch of iron shots (16/16, 117% power, 1 apr)Mayelaith the pouch of iron shots (16/16, 117% power, 1 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 1 Power: 117% Range: 1.2x Uses stat: 111% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +10.0% Capacity: 16 On weapon crit: * cripple the target Damage (Ranged): +7 nature / +7 temporal / +8 mind / +8 arcane Burst (radius 1) on hit: +16 mind / +4 arcane Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Porevea (15/15, 115% power, 1 apr)Porevea (15/15, 115% power, 1 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 1 Power: 115% Range: 1.2x Uses stat: 111% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +1 Crit. chance: +11.0% Capacity: 15 On weapon crit: * cripple the target Damage (Ranged): +16 blight / +12 mind / +8 arcane Burst (radius 2) on crit: +4 mind Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Polyyawe [power 25] (20 cooldown)Polyyawe [power 25] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 1 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +1 Str Changes resistances: +6% temporal Physical save: +3 (+1 eff.) Healing mod.: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 25 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 2 hate. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. supercharged elm wand of clairvoyance [power 9] (8 cooldown)supercharged elm wand of clairvoyance [power 9] (8 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 68 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ametrine 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. |
Achievements
Level 10 (Roguelike) (Uniques)
Got a character to level 10.By memt the Cornac Adventurer level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Log
Resting starts...
The fabric of time around memt returns to normal.
Talent Sunburst is ready to use.
Talent Reaper's Shroud is ready to use.
Talent Shadow of Death is ready to use.
Rested for 60 turns (stop reason: all resources and life at maximum).
Memt picks up (l.): Scaldmortal the iron battleaxe (132% power, 1 apr).
Memt picks up ( .): Glorovena the iron steamsaw (109% power, 0 apr).
Memt picks up ( .): Salomira (0 def, 0 armour).
Memt picks up ( .): balanced iron waraxe (114% power, 2 apr).
Memt picks up ( .): storming quiver of elm arrows of wind (17/17, 122% power, 5 apr).
Memt picks up ( .): spiked rough leather armour of cold resistance (1 def, 2 armour).
Memt picks up (x.): steady elm longbow.
Today is the 77th Pyre of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Memt deactivates Symbiosis.
Memt deactivates Reality Smearing.
Memt deactivates Inner Power.
Memt deactivates Shadow Feed.
Memt deactivates Manic Flurry.
Memt deactivates Astral Inferno.
memt's light no longer sears the soul.
Memt deactivates Arcane Power.
Memt deactivates Radiant Soul.
Memt deactivates Sickness Within, Sickness Without.
Memt deactivates Necrotic Aura.
Memt deactivates Beyond the Flesh.
Memt deactivates Spirit Feed.
Memt deactivates Fiery Hands.
