Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
Addons | Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Allow Respec Anywhere 1.2.3Experience Controller 1.4.3
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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: Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Hulk! 1.4.4 |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Hulk |
Class | Adventurer |
Level / Exp | 50 / 4334% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 1060 (base 12) |
Dexterity | 1014 (base 12) |
Constitution | 1013 (base 12) |
Magic | 1011 (base 12) |
Willpower | 1018 (base 12) |
Cunning | 1011 (base 12) |
Resources
Life | 861226/861578 |
Mana | 0/5434 |
Stamina | 2759/2767 |
Equilibrium | 1705 |
Healing Factor | 0.40282685512367 |
Regeneration | 4030.8869257951 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +246.00988493157% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 4387 |
Accuracy | 355 |
Crit Chance | 606% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 95.5 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 201 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 530.11805269608 (100%) |
Defense | 170 |
Ranged Defense | 170 |
Fatigue | 0 |
Physical Save | 181 |
Spell Save | 181 |
Mental Save | 181 |
Defense: Resistances
All | + 55%( 70%) |
Defense: Immunities
Disarm Resistance | 50% |
Instadeath Resistance | 100% |
Confusion Resistance | 100% |
Inscriptions (3/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 8 turns. In this state all new negative status effects duration is reduced by 40%, your defense is increased by 40 and all your resistances by 40%. |
Class Talents
Cunning / Tactical | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 2.60 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Water | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 38.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Harmony | 1.80 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Field control | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Acrobatics | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Elemental Harmony |
detrimental effect | The target has recently taken distortion damage, is vulnerable to distortion effects, and has its physical resistance decreased by 29%. Distortion |
detrimental effect | Reduces global action speed by 15%. Slow |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | The target is poisoned, taking 137.05 nature damage per turn and decreasing all heals received by 60%. Insidious Poison |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
detrimental effect | The target's mind has been invaded, increasing all mind damage it receives from Ivekira the brittle clear ooze by 40%. Mind Link |
beneficial effect | The target is out of phase with reality, increasing defense by 40, resist all by 40%, and reducing the duration of detrimental timed effects by 40%. Out of Phase |
detrimental effect | The target is poisoned and sick, doing 61.03 nature damage per turn. Each time it tries to use a talent there is 18% chance of failure. Crippling Poison |
detrimental effect | The target's armour and saves are broken, reducing them by 25. Sunder Armour |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
beneficial effect | Increases global speed by 61%. Elemental Harmony |
detrimental effect | The target is poisoned and sick, doing 57.83 nature damage per turn. All damage it does is reduced by 34%. Numbing Poison |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
You failed to protect the injured seer from death by Aeribreta the lesser vampire. Escort: injured seer (level 3 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Betitha the ghoul. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by ritch flamespitter. Escort: worried loremaster (level 4 of Dreadfell) | failed |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed skeleton mage skull. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | dreamer's pair of dwarven-steel boots of speed (0 def, 4 armour) dreamer's pair of dwarven-steel boots of speed (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Physical save: +11 (+1 eff.) Spell save: +11 (+2 eff.) Mental save: +11 (+1 eff.) Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Around waist | cleansing rough leather belt of valiance cleansing rough leather belt of valianceInfused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +7% acid / +7% blight Mental save: +7 (+1 eff.) Maximum life: +52.00 A belt that goes around your waist. |
Main armor | Ce'Nemira the dwarven-steel plate armour (5 def, 11 armour) Ce'Nemira the dwarven-steel plate armour (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +24% Effects on melee hit: * Slows global speed by 45% Changes resistances: +27% lightning / +6% light / +6% acid / +9% cold / +6% mind / +15% fire Spell save: +3 (+1 eff.) A suit of armour made of metal plates. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | drakeskin leather cap 'Xerita' (0 def, 5 armour) drakeskin leather cap 'Xerita' (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +4 Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Armour: +5 Fatigue: +5% Changes stats: +9 Str / +3 Dex / +5 Wil / +2 Con Changes resistances: +25% mind Changes damage: +6% physical Critical mult.: +10.00% Physical save: +25 (+2 eff.) Mental save: +40 (+4 eff.) Confusion immunity: +50% Light radius: +2 Heals friendly targets nearby when you use a nature summon: +20 A cap made of leather. |
In main hand | Xanusetira the Deepshacker (161% power, 3 apr) Xanusetira the Deepshacker (161% power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 161% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to daze * 20% chance to corrode armour * 53% chance to inflict damage reduction Damage (Melee): +12 acid / +4 darkness When wielded/worn: Accuracy: +19 (+1 eff.) Defense: +19 (+2 eff.) Changes resistances: +3% darkness Changes resistances penetration: +5% lightning / +5% acid Changes damage: +6% acid Disarm immunity: +50% Massive two-handed swords. |
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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 374 over 5 turns) regeneration infusion (heal 374 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: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 374 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. manasurge rune (609% regen over 10 turns; 30 instant mana)manasurge rune (609% regen over 10 turns; 30 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 609% for 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Elenunik the Kindlesting (100% power, 2 apr, cold element) Elenunik the Kindlesting (100% 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: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Burst (radius 2) on crit: +8 acid / +12 physical When wielded/worn: Armour penetration: +3 Defense: +7 (+1 eff.) Effects on melee hit: * 8% chance to blind Changes stats: +2 Con Changes resistances: +3% acid Changes resistances penetration: +15% physical Changes damage: +6% light / +10% cold Talent granted: +1 Command Staff Physical save: +6 (+0 eff.) Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 140.62 light damage. Staves designed for wielders of magic, by the greats of the art. |
bloodlich's elm magestaff of blasting (100% power, 2 apr, lightning element) bloodlich's elm magestaff of blasting (100% power, 2 apr, lightning element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +3 Cun / +3 Con Changes damage: +10% lightning Talent granted: +1 Command Staff Critical mult.: +14.00% Vim when firing critical spell: +4.00 Maximum vim: +26.00 Maximum neg.energy: +26.00 Spellpower: +9 (+0 eff.) Spell crit. chance: +7% It can be used to unleash an elemental blastwave, dealing 378.76 to 454.52 lightning damage in a radius 2 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elm starstaff (100% power, 2 apr, darkness element)elm starstaff (100% power, 2 apr, darkness element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
magelord's yew vilestaff of warding (120% power, 4 apr, blight element) magelord's yew vilestaff of warding (120% power, 4 apr, blight element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Defense: +7 (+1 eff.) Damage (Melee): 31 arcane Maximum wards: +2 blight Changes damage: +20% blight Talents granted: +3 Ward +1 Command Staff Maximum mana: +80.00 Spellpower: +17 (+0 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Staff of Absorption Staff of AbsorptionRequires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Power: 137% Range: 1.1x Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+1 eff.) Spellpower: +20 (+1 eff.) Spell crit. chance: +10% It can be used to absorb energies, costing 1000 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
Glybrema (138% power, 2 apr) Glybrema (138% power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 139% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +8 physical When wielded/worn: Physical power: +6 (+1 eff.) Mental save: +33 (+4 eff.) Maximum life: +30.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +1% Massive two-handed battleaxes. |
balanced dwarven-steel battleaxe of ruin (138% power, 2 apr) balanced dwarven-steel battleaxe of ruin (138% power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 139% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +16 (+1 eff.) Armour penetration: +16 Physical crit. chance: +16.0% Defense: +16 (+2 eff.) Critical mult.: +23.00% Disarm immunity: +53% Massive two-handed battleaxes. |
dwarven-steel battleaxe of crippling (137% power, 2 apr) dwarven-steel battleaxe of crippling (137% power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 137% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +16.0% Massive two-handed battleaxes. |
Cystlace the iron greatmaul (118% power, 1 apr) Cystlace the iron greatmaul (118% power, 1 apr)Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 119% Range: 1.5x Uses stat: 120% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 111% Damage (Melee): +4 fire Burst (radius 2) on crit: +4 nature When wielded/worn: Accuracy: +10 (+0 eff.) Effects on melee hit: * Slows global speed by 53% Damage when hit (Melee): 12 acid Changes stats: +3 Dex Changes resistances: +9% acid Changes damage: +6% nature / +15% acid Massive two-handed mauls. |
Glintprophet the dwarven-steel greatmaul (152% power, 2 apr) Glintprophet the dwarven-steel greatmaul (152% power, 2 apr)Requires: - Strength 24 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 152% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour * 25% chance to remove a magical effect Damage (Melee): +20 nature When wielded/worn: Effects on melee hit: * 30% chance to blind * 30% chance to corrode armour Damage when hit (Melee): 12 light Changes stats: +2 Wil Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +2.00 Maximum psi: +40.00 Mindpower: +12 (+1 eff.) Massive two-handed mauls. |
quick stralite greatmaul (170% power, 3 apr) quick stralite greatmaul (170% power, 3 apr)Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 170% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 111% When wielded/worn: Accuracy: +19 (+1 eff.) Changes stats: +9 Dex Massive two-handed mauls. |
iron greatsword (112% power, 1 apr) iron greatsword (112% power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 112% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
elemental stralite greatsword of crippling (160% power, 3 apr) elemental stralite greatsword of crippling (160% power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 160% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +19.0% Changes resistances penetration: +21% acid / +16% fire / +21% lightning / +20% cold Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. iron longsword (101% power, 2 apr)iron longsword (101% power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 101% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. iron longsword (102% power, 2 apr)iron longsword (102% power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 102% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
inquisitor's steel longsword of disruption (111% power, 3 apr) inquisitor's steel longsword of disruption (111% power, 3 apr)Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 111% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 14 arcane resource burn * disrupts spell-casting On weapon crit: * burns latent spell energy Damage against: +14% Unnatural Sharp, long, and deadly. |
voratun longsword 'Dagemas' (154% power, 6 apr) voratun longsword 'Dagemas' (154% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 53% chance to corrode armour * Random elemental explosion Damage (Melee): +21 cold Burst (radius 2) on crit: +4 mind When wielded/worn: Accuracy: +13 (+1 eff.) Damage when hit (Melee): 16 temporal Changes stats: +6 Str Changes resistances penetration: +17% acid / +17% fire / +17% cold / +15% mind / +17% lightning Changes damage: +3% acid / +14% physical / +3% mind Stamina when hit: +2.50 Sharp, long, and deadly. |
Sunspar (118% power, 4 apr) Sunspar (118% power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 118% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance to cause random gloom Damage (Melee): +16 mind Burst (radius 1) on hit: +4 acid / +8 fire Burst (radius 2) on crit: +8 fire When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Changes stats: +5 Cun / +4 Wil Changes resistances: +12% darkness / +3% acid Changes resistances penetration: +15% acid One-handed war axes. |
This item will automatically be transmogrified when you leave the level. iron dagger (100% power, 5 apr)iron dagger (100% power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. iron dagger (98% power, 5 apr)iron dagger (98% power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 99% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
quick steel dagger of rage (102% power, 6 apr) quick steel dagger of rage (102% power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 102% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 111% When wielded/worn: Accuracy: +14 (+1 eff.) Changes stats: +4 Str / +4 Dex Changes damage: +8% physical Stamina when hit: +2.00 Sharp, short and deadly. |
quick stralite dagger of ruin (135% power, 9 apr) quick stralite dagger of ruin (135% power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 135% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 111% When wielded/worn: Accuracy: +11 (+1 eff.) Armour penetration: +11 Physical crit. chance: +10.0% Changes stats: +5 Dex Critical mult.: +15.00% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. mossy mindstar (72% power, 12 apr, mind damage)mossy mindstar (72% power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 72% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+0 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. mossy mindstar (72% power, 12 apr, mind damage)mossy mindstar (72% power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 72% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+0 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. |
mossy mindstar 'Yvirin' (75% power, 12 apr, mind damage) mossy mindstar 'Yvirin' (75% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This natural mindstar summons a caller. Power: 75% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +40% Burst (radius 1) on hit: +4 physical Burst (radius 2) on crit: +8 physical When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Con Changes resistances: +6% lightning / +3% cold / +9% acid Reduces incoming crit damage: 10.00% Spell save: +30 (+3 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
epiphanous vined mindstar of flames (85% power, 18 apr, nature damage) epiphanous vined mindstar of flames (85% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This natural fire should be returned to the wyrm. Power: 85% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +10% fire Changes resistances penetration: +9% fire Changes damage: +13% mind / +10% fire Mindpower: +7 (+1 eff.) Mental crit. chance: +5% Global speed: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. elm longbowelm longbow Requires: - Dexterity 11 - Talent Shoot 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 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. rough leather slingrough leather sling Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Slings are used to hurl stones or metal shots at your foes. |
reinforced leather sling of lightning reinforced leather sling of lightningRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +21 lightning When wielded/worn: Changes damage: +20% lightning Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. quiver of elm arrows (21/21, 105% power, 5 apr)quiver of elm arrows (21/21, 105% power, 5 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 106% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 21 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. pouch of iron shots (23/23, 112% power, 1 apr)pouch of iron shots (23/23, 112% power, 1 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 112% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 23 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. iron shield (4 def, 2 armour, 24 block)iron shield (4 def, 2 armour, 24 block) Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
reinforced dwarven-steel shield of radiance (8 def, 11 armour, 151 block) reinforced dwarven-steel shield of radiance (8 def, 11 armour, 151 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +11 Defense: +8 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +12% Effects when hit in melee: * 28% chance to blind Changes stats: +4 Mag / +6 Con Changes resistances: +16% light Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. linen robe (0 def, 0 armour)linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gloratha the Starrazor (2 def, 10 armour) Gloratha the Starrazor (2 def, 10 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +10 Defense: +2 (+0 eff.) Effects on melee hit: * 45% chance to corrode armour Changes resistances: +24% lightning / +6% arcane Changes damage: +16% lightning / +12% light Disarm immunity: +5% Light radius: +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Murkwild (3 def, 0 armour) Murkwild (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 4 darkness Changes resistances: +12% acid / +9% darkness / +6% blight / +27% fire / +6% mind Changes damage: +12% darkness / +18% fire Reduces incoming crit damage: 5.00% Disarm immunity: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. rough leather armour (1 def, 2 armour)rough leather armour (1 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
rough leather armour 'Gilyrak' (1 def, 2 armour) rough leather armour 'Gilyrak' (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +2 Defense: +1 (+0 eff.) Fatigue: +0% Changes stats: +1 Str / +2 Con Changes resistances: +18% lightning / +12% acid Changes resistances penetration: +10% physical Changes damage: +12% physical Maximum life: +30.00 A suit of armour made of leather. |
Camidar the Scaldwhisper (4 def, 7 armour) Camidar the Scaldwhisper (4 def, 7 armour)Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Changes resistances: +12% acid / +11% physical / +12% cold / +12% nature / +23% fire Changes resistances penetration: +15% acid Changes damage: +9% acid / +27% mind A suit of armour made of leather. |
Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+1 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+2 eff.) Mindpower: +10 (+1 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
dwarven-steel plate armour (5 def, 11 armour) dwarven-steel plate armour (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +24% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. rough leather gloves (0 def, 1 armour)rough leather gloves (0 def, 1 armour) 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 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. iron gauntlets (0 def, 1 armour)iron gauntlets (0 def, 1 armour) Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of archery (0 def, 2 armour) dwarven-steel gauntlets of archery (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+0 eff.) Armour penetration: +10 Armour: +2 Changes stats: +7 Cun / +7 Dex It can be used to activate talent Steady Shot, 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: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
fearwoven elven-silk wizard hat of knowledge (3 def, 0 armour) fearwoven elven-silk wizard hat of knowledge (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +7 Cun / +6 Wil Changes resistances: +20% darkness / +13% physical Changes damage: +20% darkness / +14% physical Maximum hate: +14.00 Mindpower: +15 (+1 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
Adysema the dwarven-steel helm (0 def, 4 armour) Adysema the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 4 mind Changes stats: +4 Dex / +5 Mag / +6 Wil Changes resistances: +10% blight Changes damage: +3% mind Mental save: +10 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate 5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 jade 4 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
158 alchemist agate 158 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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. |
Achievements
By Wo33erMain the Hulk Adventurer level 42
4th Flare 122nd year of Ascendancy at 11:17 see stats
By Wo33erMain the Hulk Adventurer level 50
64th Haze 122nd year of Ascendancy at 01:53 see stats
By Wo33erMain the Hulk Adventurer level 50
58th Haze 122nd year of Ascendancy at 06:30 see stats
By Wo33erMain the Hulk Adventurer level 32
1st Summertide 122nd year of Ascendancy at 23:09 see stats
By Wo33erMain the Hulk Adventurer level 50
65th Haze 122nd year of Ascendancy at 12:13 see stats
By Wo33erMain the Hulk Adventurer level 10
74th Pyre 122nd year of Ascendancy at 13:24 see stats
By Wo33erMain the Hulk Adventurer level 20
7th Mirth 122nd year of Ascendancy at 12:51 see stats
By Wo33erMain the Hulk Adventurer level 30
1st Summertide 122nd year of Ascendancy at 11:28 see stats
By Wo33erMain the Hulk Adventurer level 40
2nd Flare 122nd year of Ascendancy at 09:02 see stats
By Wo33erMain the Hulk Adventurer level 50
5th Dusk 122nd year of Ascendancy at 04:55 see stats
By Wo33erMain the Hulk Adventurer level 50
62nd Haze 122nd year of Ascendancy at 09:16 see stats
By Wo33erMain the Hulk Adventurer level 50
64th Haze 122nd year of Ascendancy at 09:11 see stats
By Wo33erMain the Hulk Adventurer level 50
60th Haze 122nd year of Ascendancy at 18:42 see stats
By Wo33erMain the Hulk Adventurer level 19
7th Mirth 122nd year of Ascendancy at 12:24 see stats
By Wo33erMain the Hulk Adventurer level 19
7th Mirth 122nd year of Ascendancy at 12:23 see stats
By Wo33erMain the Hulk Adventurer level 50
61st Haze 122nd year of Ascendancy at 04:21 see stats
By Wo33erMain the Hulk Adventurer level 50
58th Haze 122nd year of Ascendancy at 11:41 see stats
By Wo33erMain the Hulk Adventurer level 41
2nd Flare 122nd year of Ascendancy at 15:22 see stats
By Wo33erMain the Hulk Adventurer level 41
2nd Flare 122nd year of Ascendancy at 20:13 see stats
Log
Fire drake's devouring flames area effect hits Islawe the brittle clear ooze for 18 fire damage.
Fire drake's devouring flames area effect hits Shadow for 26 fire damage.
Something receives 11 healing from Shadow.
Cyruthra the crimson ooze uses Tornado.
Cyruthra the crimson ooze's mind surges with critical power!
Glimira the crimson ooze receives 218 healing from Unnatural Body.
Eilinomitira the poison ooze uses Kinetic Surge.
Ximira the poison ooze uses Kinetic Surge.
There is a previous level here (press '' or right click to use).
Ximira the poison ooze uses Kinetic Surge.
Wo33erMain shrugs off the critical damage!
Wo33erMain resists the knockback!
Something hits Wo33erMain for 140 physical damage.
Eilinomitira the poison ooze uses Kinetic Surge.
Silinne the gelatinous cube receives 2596 healing.
There is a next level here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.
Wo33erMain is free from the mental invasion.
Wo33erMain speeds up.
Wo33erMain is no longer poisoned.
Wo33erMain is no longer poisoned.
Wo33erMain is no longer out of phase.
Wo33erMain is no longer distorted.
Wo33erMain's armour is more intact.
Wo33erMain deactivates Elemental Harmony.
Wo33erMain is no longer poisoned.